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SubjectR360 Power Drift would be cool Reply to this message
Posted bydayvee
Posted on06/25/01 03:00 PM



Just reading the post on the news gave me an interesting idea. G-Loc, Power Drift, and Galaxy Force 2 all run on GF hardware.

I never really saw the R360 much but I think it runs G-Loc, which means it runs GF games. So presumably it could run Power Drift and Galaxy Force, but without the motion.

(Someone who knows, tell me if I'm right so far. I'd hate to be getting hopes up if I have my facts wrong)

Here's where the emulators come in: someone will eventually reverse engineer the system for communicating with the R360 motors from G-Loc, so with a bit of hacking you could then put that back into G-Force or Power Drift.

Hell, you could write some new homebrew GF-hardware games which talk to the R360.

Why write a homebrew demo for the Genesis when you could write a homebrew demo for the R360???! Pac-Man with motion sickness anyone? hehe
Let's see if someone can make a R360 dev kit :)

thinking further, this also goes for those sit in After Burner units...

by the way GF hardware
"16384 (max 512 per sprite)"
it's actually 16 per sprite I think iirc.







SubjectRe: R360 Power Drift would be cool new Reply to this message
Posted bySixtoe
Posted on06/26/01 05:18 AM



> Just reading the post on the news gave me an interesting idea. G-Loc, Power
> Drift, and Galaxy Force 2 all run on GF hardware.
> I never really saw the R360 much but I think it runs G-Loc, which means it runs
> GF games. So presumably it could run Power Drift and Galaxy Force, but without
> the motion.

Maybe...as Strike force (customised G-Loc-Galaxy Force Hardware) and Wing War (Model 1) are different hardware ;)
It depends if/how the G-Loc/WingWar R-360 main boards are different from the normal ones, as they are definatly not the same romsets as standard (as they have full instructions and safty pointers as part of the game intro) There would have to be some sort of connector to connect the main board with the interface board, so I suppose it depends if its connected via a custom ribbon cable or takes standard cabinet movement output wires...
I would think it would be custom, as WingWar for Model 1 in its standard form has no cabinet version, just the sit-down twin, so who knows, I'm making assumptions here ;)

BUT, you have to bear in mind how the cabinet actually works, it is a HUGE device that weighs a couple of tons, and once it starts to move it take a long time to stop (between 1-2 seconds), this is due to :
1:The weight of the machine and gyroscope,
2:If it COULD change direction instantly the g-force and inertia would probably kill you ;)
This means it is not very accurate, and the movements in the game dont particulary match up with whats going on screen...for example, I spent a whole game once suspended upside down and the plane was the right way up, very enjoyable I must say but not entirely accurate ;)
Driving games would be just weird (having had a go of GTI-Club in a road rage cabinet confirms this) as they just dont recreate the feeling, and just end up making you feel ill as they try and keep up, and go left as you go right etc...

> (Someone who knows, tell me if I'm right so far. I'd hate to be getting hopes up
> if I have my facts wrong)
>
> Here's where the emulators come in: someone will eventually reverse engineer the
> system for communicating with the R360 motors from G-Loc, so with a bit of
> hacking you could then put that back into G-Force or Power Drift.

Well...the R-360 has 2 main boards, both located in the tower outside the machine, the normal programme board and the interface board. This second interface board is what converts the standard output motor control signals from the G-Loc/WingWar boards to something the R-360's motors can recognise and therefore act on, and these boards are all the same but the EPROM's are all different (as shown by the fact that the guys WingWar doesnt work with a Galaxy Force EPROM's),
So in theory you would have to emulate the interface board and how it talks to the unit itself, and then plugin/load the roms for the specific games...

> Hell, you could write some new homebrew GF-hardware games which talk to the
> R360.

Writing the game isnt the problem, writing the interface software is, after that you could install any game you wanted ;)

> Why write a homebrew demo for the Genesis when you could write a homebrew demo
> for the R360???! Pac-Man with motion sickness anyone? hehe
> Let's see if someone can make a R360 dev kit :)

Yup ;) Hehe, cool :)

> thinking further, this also goes for those sit in After Burner units...
>
> by the way GF hardware
> "16384 (max 512 per sprite)"
> it's actually 16 per sprite I think iirc.

Ok, I'll check and change it, thanks :)

Six...(at work, really wishing he wasnt)

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