SEGA´s Daytona USA 3

youtu.be/Rdk_Xe0tTc8

Da es bei uns ja sowas nicht mehr gibt, hoffe ich auf einen PC Port in meinem Falle und Online gezocke

Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von mickschen ()
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von mickschen ()
In der Beschreibung bei Youtube wurde ergänzt: UPDATE: Controls fully work now: youtu.be/mZUmtSppwZMShenmueFan schrieb:
Krass, läuft auf PC, legal! Aber Steuerung geht nicht. Aber vielleicht wird es ja bald was.
Made my dayfflicki schrieb:
Warscheinlich war der Ansturm auf Daytona 3 so groß, das bei Sega die Einleuchtung kam, welch Kracher sie doch damit haben.
Weshalb gerade umgehend der Dreamcast 2 in Produktion gegeben wurde, der noch rechtzeitig weltweit zum Ostergeschäft veröffentlicht wird.
Eben mit Daytona 3 aber auch VF6 und Shenmue 3 als Starttitel.
Als Software beiliegen tut eine Sega Best of Arcade Collection mit Scud Race und Daytona 2.
Und als veröffentlichungen sind noch 2018 Storm Racer und Target Bravo geplant![]()
Was solls, hab ich halt mal wieder Daytona USA in meinem Saturn eingelegt.
Immer noch ein tolles Game
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Retro-Nerd ()
Daytona 3 Launcher (by Howard Casto).
Credits
=======
Ducon2016 for the security bypass patch.
Jackchen for patches that fixed the stering and exposed the force-feedback data.
SailorSat for revelations that led to fixing the gearshift.
wutno for the Debug menu Translation.
History
========
Version 1.0 - Initial Release
Version 2.0
-----------
Added Gearshift functions!
Gears 1-4 are mapped to buttons X,A,Y and B respectively.
Shift Up is RB and Shift Down is LB
Version 2.1
-----------
Correctly ordered the gearshift buttons. (Oops!)
Fixed the issue with the game clowing after initial launch.
Version 2.2
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Added a sleep timer in the main loop to reduce strain on computer.
Version 3.0
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Added Xinput Rumble! (See Below For Details)
Version 3.1
-----------
Cleaned up the rumble code just a bit.
To help out with troubleshooting, you can now display a dbug menu if you launch with the -debug flag at the command line.
Version 3.2
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Add a ppf patch required for operation. Added a much needed credits section.
Version 3.3
-----------
Re-wrote the rumble function... it should be a little more accurate now.
Added "Wheel deadzone" and "rumble deadzone" to the rumble.cfg for a bit more control.
Tightened the code loop a little for better responsiveness.
Added the wheel position and gear position to the debug window.
What does it do?
1. Moves the Cursor out of the way.
2. Simulates the pressing of the arrow keys when you move the left thumbstick.
3. Forces the game to shut down when you press the esc key.
Requirements:
1. A copy of the game (duh). That has the security bypass hex edit applied as well as jackchen's hex edits for wheel support and force feedback.
2. A xinput based gamepad or an emulated one.
Useage:
0. If your exe doesn't have the three required patches applied, download ppf-o-matic and apply the "daytona.exe.ppf" to your daytona.exe file.
1. Put the exe the "XIRumble.cfg" and the "deadzone.cfg" file in the same folder as daytona.exe
2. Launch the game via "DaytonaLaunch.exe"
3. Enjoy
Xinput Rumble:
jackchen fixed some of the original direct-drive code for the wheel of the real arcade cabinet.
I have interpreted these left and right motor instructions into an approximation of the effects on rumble motors.
Please understand that because the data was never supposed to be used this way it is NOT PERFECT and NEVER WILL BE.
Anyway, if you wish to adjust the effects open up the xinput.cfg file. The first line is the enable rumble switch, set to 0 if you don't want rumble.
The second line is the sensitivity (0.0 to 1.0) the higher the number, the less sensitive it is. The third line is the effect strength (0.0 to 1.0),
the higher the value, the more powerful the rumble. You can actually set this higher than 1, but I wouldn't reccomend it. The final line is the switch over point.
A 360 gamepad has soft effects (right motor) and hard effects (left motor) The switch over point (0.0 to 1.0) is the point at which you want the effects to go to the hard
motor. The next line is the "wheel deadzone" (0 to 65535) which is how much "slop" you allow in the wheel for the rumble code only. The final line is rumble deadzone (0 to 15) which dictates
how high the motor has to turn before it registers a rumble.
Please when editing this file don't add extra lines or anything.... I'll make it more user-friendly later.
FAQ:
Q: My computer isn't set to an English region and I get a runtime 13 error upon startup. What do I do?
A: Open both ".cfg" files and replace "." with ","
Q: When I am in the course select menu, holding the thumbstick doesn't scroll through the menus.
A: That's the way the game is programmed. You are supposed to turn left or right, then release, then turn again. Holding it in a direction doesn't work.
Q: I have a wheel and it's hard to keep turning it and releasing it. Can I do anything?
A: Yes. Open the deadzone.cfg and decrease the value (0.0 to 1.0). Now you don't have to turn the wheel as far.
Tronpheus schrieb:
Läuft das mittlerweile mit dem öffentlichen ftei zugänglichen Technoparrot Emu oder nur mit der Patron Version?
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von mzero2 ()
mzero2 schrieb:
Und weiß jemand auf welchen Arcadeboard das eigentliche Spiel läuft?
基板は汎用PCに近い仕様で