"clutched" AC-Motor (Virtua Racing, Daytona USA, Sega Rally) **(I kill the 0x90-0x9F commands, as they don't work on an Indy 500 drive board used by Daytona USA for the moving seats)Īs far as I know there are only two common motor setups used for the Sega Racers: * as the app is (for now) written in 32bit VB6, I cannot read the process modules of a 64bit application, which I need to calculate the offsets. ability to switch the "dip switch" settings on the "Daytona USB" board depending on running game. games to be added: Hard Drivin (just found the drive board controls *yeah*) ![]() user-configurable command translator -> Currently the App will translate anything to a reduced** Dayonta / Indy500 command set. I've added support for SuperModel (svn 274 x86 only*) featuring both Dayonta2 (BotE / PE) as well as SCUD (Australia / Export) and SCUD Plus. currently still needs a seperate driver app. the new version (USB) will be merged into the "Feedback"-App soon. the old version (serial and vJoy) has been updated to fix some weird "invalid handle" errors The "Driver"-App is starting to become obsolete: "sequencial views" switch: For cabinets like Indy 500 (or even Sega Rally) with less than 4 view buttons.īecause of "Daytona USB" the software side is getting smaller (and simpler) - No more need for a virtual joystick driver - Just plug in the USB cord and you're done. ![]() "sequencial shifter" switch: For cabinets like Indy 500, to shift up and down in Daytona "alternate axis layout" switch: For cabinets like WingWar it would be better to use X (A0), Y (A1), Z (A2) and RZ (fix value), as many "non arcade" flight simulators have trouble mapping axis correctly. Currently implemented is a "Shifter Decoder" Toggle - If turned ON, the SHIFT inputs (Buttons 9-11) are always off, and the shifter gets decoded to the individual gears (Button 12-16) I plan to add some "dip switch" style options (initial values on hardware, overridable via software). Mapping for Button 9-16 will most likely change in the future, as there is no actual need to have both SHIFT- and GEAR- Inputs - And we are currently missing the "special inputs" (EX.START, EMERGENCY, COURSE0, COURSE1). = 17-24 -> future use (like RX port on the I/O-Board) = 9-16 -> SHIFT0, SHIFT1, SHIFT2, GEAR1, GEAR2, GEAR3, GEAR4, NEUTRAL = 1-8 -> VR1, VR2, VR3, VR4, START, SERVICE, TEST, COIN * 4 axis = X (A0 - Wheel), Y (fixed value), Z (A1 - Gas), Z-Rot (A2 - Brake) ![]() I've tinkered around with the arduino part, and most likely will replace them with teensy2++ sooner or later.įor the time being I developed a new firmware for the MEGAs that works as plain usb gamepad (like unojoy does) - it features only the controls provided by the daytona (4* axis with full 10bit resolution, 24* buttons) AND is able to receive lamps and drive commands via usb itself. That means I should be able to design an "interface" board that can be put into any Sega Model-X Racer.Īlso someone noted that the "newer" Sega Racers might work too, although with some slight modifications (MIDI and/or RS-442 serial instead of 8bit parallel) I need to check the details on the 2B and 2C, most likely they are common to either 2A or 3 Model 2A/3 (although small differences on the button mapping) Model 1/2 (at least Daytona and Virtua Racing seem identical) ![]() I checked some wiring diagrams and it seems that there are a few common pinouts: After like a hundred requests for the adapters.
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