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Autotraintas has created a tool that makes it possible to use nearly any Densha de GO! controller with the PC versions of the games. This includes classic console controllers (USB adapter required) and USB controllers. The tool patches the game memory on the fly to reflect the input from the controller.
While Densha de GO! 3 and Densha de GO! Shinkansen officially support the original (non-USB) PlayStation controllers, other games are only compatible with USB controllers. Via cheat codes, it is possible to use the original PlayStation controllers on real hardware, either with retail discs or via OPL.
The codes emulate a Type 2 controller. You will need to connect the controller as follows:
While Densha de GO! 3 and Densha de GO! Shinkansen officially support the original (non-USB) PlayStation controllers, other games are only compatible with USB controllers. Via cheat codes, it is possible to use the original PlayStation controllers on real hardware, either with retail discs or via OPL.
The codes emulate a Type 2 controller. You will need to connect the controller as follows:
Other controllers may be used like this with an adapter (Titan One/Two + Brook/PADEMU). In this case, buttons are not remapped and the Dualshock on port 1 is not needed. More information
Each game requires a specific cheat code:
There are also cheat codes available for games in the Train Simulator series, emulating a Multi Train Controller (MTC):
For retail discs, the codes can be loaded with ps2rd or Cheat Device. If you are using OPL, it already includes ps2rd and you just need to copy the codes and enable cheats.
These cheat codes have become possible after disassembling and inspecting each game with Ghidra and the ghidra-emotionengine plugin. The format of cheat codes is described here.
Here you can find a commented version of the cheat code for Densha de GO! Professional 2 (Taito Best). Input data is copied to 0xFE000 (two bytes for button data and one byte for D-pad data) before processing. Simulated controller data is first written to 0xFE004 before being copied all at once to the final location in memory where the game expects USB input data.
202D3CAC 00000000 // By default, set number of connected USB devices to 0
D02DBA32 5A010001 // If there's a controller connected to P2, run the following 0x5A lines (everything)
502DB9C2 00000002 // Copy button data to 0xFE000
@@ -113,4 +112,4 @@ D00FE000 01000400 // B0
500FE004 00000006 // Copy 6 bytes (all input) to memory location where game expects USB input data
003794C2 00000000
Professional 2 (Taito Best) | Professional 2 | Ryojōhen | Final | Notes | |
---|---|---|---|---|---|
USB mascon count (int32) | 0x2D3CAC | 0x2C852C | 0x24B6DC | 0x2C1464 | |
USB mascon model (int32) | 0x3790F0 | 0x36EAF0 | 0x2F24E0 | 0x3DEA10 | 0x40000202=Type 2 |
Type 2 USB data (5 bytes) | 0x3794C2 | 0x36EEC2 | 0x2F28C2 | 0x3DF242 | Raw USB data, except notches, which are preprocessed to notch index |
P2 controller connected (byte) | 0x2DBA32 | 0x2D14F2 | 0x2548F2 | 0x2C8172 | 0x00=Disconnected, 0x01=Connected |
P2 controller type (byte) | 0x2DB9C1 | 0x2D1481 | 0x254881 | 0x2C8101 | 0x41=Digital, 0x73=Dualshock |
P2 button input (int16) | 0x2DB9C2 | 0x2D1482 | 0x254882 | 0x2C8102 | |
P2 L-stick input (int16) | 0x2DB9C6 | 0x2D1486 | 0x254886 | 0x2C8106 | |
P1 button input (int16) | 0x2DBAC2 | 0x2D1582 | 0x254982 | 0x2C8202 | |
ASM patch | 0x12BDC0 | 0x12CB60 | 0x135B90 | 0x148928 | Leftover game code binds the C button to the horn and needs to be disabled. |