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If I'm wrong I go away, If I'm right you put it in demul and mame and we settle it blasting aliens.
please do that.
put what ? its documented in MAME since 2016 https://github.com/mamedev/mame/commit/04b70766e0f44c6f0893a165343e109846ef0cee
but I cant clearly remember who measured exact functions of each of these jumpers, also there was no such doc in the net before that moment.
JVS is RS485
this MCU have integrated shitload of interfaces, like dual UART (RS485 as you say), RS422 and more.
so, please, stop pulling more of your bullshit here.
 
I’m laughing at the whole thing I don’t give a shit about the numbers you posting this topic just gets weird . Dunno who you are and where you came from but whatever :thumbsup:
 
I’m laughing at the whole thing I don’t give a shit about the numbers you posting this topic just gets weird . Dunno who you are and where you came from but whatever :thumbsup:
Everyone's working backwards on the sega naomi and it grinds my gears, the dreamcast came first, the Naomi is an armored up dreamcast with extra memory.

I've been screwing around with crazy taxi since it came out and to this day I still play it to near religious extents, cut me some credit, just because i got no clout doesn't mean I'm some bullshit artist pushover.
 
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I turned on the internet modem mode in mame and it's pointing to some new stuff....

is the Atomiswave modem put together or do I have to do that one too?

here's the error.log with the modem bits turned on...
 

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@schmoop if you want do something really useful - you'll better poke folks who recreated Alien Front server for Dreamcast version, and ask them to publish its source code. I suspect it might require some changes / additions to work with NAOMI game.
 
@schmoop if you want do something really useful - you'll better poke folks who recreated Alien Front server for Dreamcast version, and ask them to publish its source code. I suspect it might require some changes / additions to work with NAOMI game.
I have the Alien Front online Server, its identical.

4 vs 4, probably one of the first known attempts at "Cross Platform Play"
 

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Now then, I once again propose a truce, we both stand to gain, and so does the communtiy.

whaddayasay?

the only thing with this copy of the server its for some ancient irix BS i do not have the slightest clue how to implement on a modern PC
 

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/************************************************************
ゲームサーバのステータスを見るサーバ
このサーバは、計算機単位に一個必ず存在する。

GameServerとは接続し続ける。

本来ならば、データベースシステムが行う仕事である。

ゲームサーバとの通信は、PF_UNIXとする。
CGIとの通信は、たの計算機上にCGIが存在するので、
PF_INETとする。これにより、ソケットの種別でパケットの
内容が判断できる。またPF_UNIXにすると、パケットの内容の
損失がPF_INETの場合よりはるかに少ない。

ゲームサーバ状態のメイン処理
(1)8000のポートを開き、CGIよりの接続を待ち、
接続後、CGIに情報を返す
(2)UNIXドメインのポートを開き、ゲームサーバよりの
接続を待ち、ゲームサーバが接続してくれば、
ゲームサーバから送られてくる情報を管理する。
1999年8月80日 SegaSoft (C) 古坂孝史

管理する方法を変更する。
変更個所は、
(1)ゲームサーバから送られてくる情報は、トランザクションにする
(2)CGIから送られてくる情報もトランザクションにする。
(3)CGIから送られてくる情報で、ゲームサーバを起動するコマンドは、
ゲームサーバのタイプを見て判断する。
(4)ゲームサーバの情報は、リストから配列にし、その情報を
ファイルに保存する。一旦Statusサーバを落として、再び
立ち上げても動作するようにする。






-- ここで言うトランザクションの定義 --
TCP を利用した通信で、acceptが完了して一つの
データパケットを受け取り、それを処理すると、その
ソケットを閉じる単位を言う。

1999年9月28日 SegaSoft (C) 古坂孝史
**************************************************************/

***************************************************** ***********
View the status of the game server Server
There is always one server for each computer.

Stay connected to the Game Server.

Originally, it is the work done by the database system.

Communication with the game server is PF_UNIX.
Communication with CGI is because CGI exists on the computer.
Let's say PF_INET. This allows for packet types by socket type
The content can be judged. Also, if PF_UNIX is set, the contents of the packet
The loss is much less than with PF_INET.

Main processing of game server state
(1) Open 8000 ports, wait for connection from CGI,
After connecting, return information to CGI
(2) Open the UNIX domain port and from the game server
Wait for the connection, and if the game server connects,
Manage the information sent from the game server.
August 80, 1999 SegaSoft (C) Takashi Kosaka

Change the management method.
The changed part is
(1) Make the information sent from the game server a transaction
(2) The information sent from CGI is also made into a transaction.
(3) The command to start the game server with the information sent from CGI is
Judge by looking at the type of game server.
(4) The game server information is arranged from the list and the information is displayed.
Save to a file. Shut down the Status server and then again
Make it work even if it is started up.

--Definition of transaction mentioned here--
In communication using TCP, accept is completed and one
When you receive a data packet and process it,
A unit that closes a socket.

September 28, 1999 SegaSoft (C) Takashi Kosaka
****************************************************** ************ /
 
/ ***************************************************** ****************
Sample CGI

Search conditions:
Find a calculator for a game server that is as free as possible
Game server with almost the same response time
Try to be 4 to 4 as much as possible
CGI to operate Join

SegaSont Network Inc (C) January 13, 2000 Takashi Kosaka


3/15/01: Kevin Klemmick --Major changes to support additional
functionality for DC project. I'm slowly trying to
move all application specific info to this file --so
theoretically a new game would only need to change

Lobby.c and GameRoom.c
 
that end of the box is fine, its the naomi end of the box we need to figure out, heck if you implemented the modem in demul and just pointed it to the server you'd be fine, i'll even upload it if you need it
 
just quit being stubborn, I came here to help;

not hold bullshit over your head like im suddenly gods gift to emulation finding a few interesting nicknacks about a twenty year old game that never got off the ground.
 

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i'll even upload it if you need it
me ? not really interested.
but you may do it for the community, it seems you was cared about such things.


if this kid figured out the BBA on the Atomiswave was compatible with a PASSIVE ELECTRICAL adapter to a dreamcast, you could make quick squish of this project right?
no idea what is "quick squish", Kevin are you expert in this ?
 
I wish I was Kevin, Id have this half done now, no I'm Miku.

I Run my own stuff.

I even figured out how to get MAME to load ARCADEMODBIOS Atomiswave loader in Mame and get it to ask for the modem too

[:maincpu] ':maincpu' (0C10F368): unmapped program memory write to 005F8118 = 0000000000008040 & 00000000FFFFFFFF
':maincpu' (0C0E80BC):Wrong mask!
MODEM: Unmapped read 00600000
':maincpu' (0C0E80BC):Wrong mask!
MODEM: Unmapped read 00600000
[:rom_board] G1: gdapro_w 8843007f @ ffffffff
 
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I wish I was Kevin, Id have this half done now, no I'm Miku.
sorry then, both of you sounds almost the same.

as of MAME - it doesn't emulate SH4 SCIF at all, so you will not get much intel while debugging Alien Front using it.
 
@schmoo I am honestly not sure what you're trying to solve here. I'm trying to follow your posts here but I'm a bit lost to what you're asking.

- You want to connect N1 to a modem, but insist that is it has to be done using RS422
- MetalliC explains the game does not access the RS422 port, but exclusively is using the SH4 SCIF (uart serial, driven through a rs232 chip on the N2) Post #24
- On post #43, you confirm?? that a modem uses SH4 SCIF
- More posts asking for truce, that metallic is being stubborn, why cant we collaborate, etc....

Is the question "How can I connect an rs232 modem to my N1?"

or what ?
 
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