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My official MAME output wip thread.
bdam:
This is less about performance and more about what the MAME devs will accept. They will just ignore submissions without feedback so I'm trying to come up with what they would 'want'. I found an existing but not universal reversal routine in SSEM so I'm going to just ape that.
Howard_Casto:
Yeah those guys are just picky.
bdam:
Indeed. I went with another routine that's just a one-liner ... we'll see what happens.
I've attached a diff for 145u1 which implements outputs for acedrvrw. In my quick 'n dirty ffb app it works but the fast magnitude updates for the steering wheel cause the feedback to be significantly delayed and really jerky. It could be a whole factor of things but I thought I'd post this so you'd have a test case for Mamehooker. Maybe you already have something setup with wheel forces beyond just rumble but just to be safe, there you go.
Howard_Casto:
I'll look at it thanks.
Without getting into it too much:
It turns out that "true" ff devices like wheels often have this deal where the effects are physically loaded inside a chip on the device. This takes a while and there is a significant delay. The solution I found is to always have a generic effect active within the device and to simply tweak the magnitude/direction/whatever values instead. It's one of the reasons I've kind of put off the next release.... to give you guys full control I've basically got to make an ini system that lets you bind a output value to 1 of the 80 or so potential variables in a ff effect. It's tedious and time-consuming work.
isamu:
--- Quote from: Howard_Casto on February 27, 2012, 12:54:30 am ---I'll look at it thanks.
Without getting into it too much:
It turns out that "true" ff devices like wheels often have this deal where the effects are physically loaded inside a chip on the device. This takes a while and there is a significant delay. The solution I found is to always have a generic effect active within the device and to simply tweak the magnitude/direction/whatever values instead. It's one of the reasons I've kind of put off the next release.... to give you guys full control I've basically got to make an ini system that lets you bind a output value to 1 of the 80 or so potential variables in a ff effect. It's tedious and time-consuming work.
--- End quote ---
Very interesting bit of info there Howard. That feature sounds awesome and I'm hoping you'll be successful in implementing it properly!
True force feedback for Namco's System 22 driver would be....*sigh*...a dream come true!!! bdam you don't know how I happy I am to hear the progress you're making on that! Thanks so much to you and Howard for doing this.
I can't wait to play Ridge Racer and Rave Racer with proper and TRUE ffb on my wheel! That is going be just AWESOME!!!!!
Keep up the fantastic work guys, your work is greatly appreciated! :cheers:
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