Main > Driving & Racing Cabinets
Playing 360 degree wheel games with a 270 degree wheel and vice versa
DorkVonWaterfall:
(split out from the driving cab info thread by BadMouth)
--- Quote ---Personally I'd like to see the MAME Devs hack it or someone to release an alternative build of MAME hacked to make it playable with limited rotation wheels.
--- End quote ---
in this Jakks Pacific TV game
the game Pole Position is playable with only a rotation of like 90 degrees, maybe one can use something like that?? :dunno
baritonomarchetto:
No, that would not work because it's digital input, not analog.
Arduino leonardo could be a hardware solution.
PL1:
I wonder if it would be possible to build a firmware/hardware solution that would translate one type of input into another like the way that joytokey changes gamepad inputs into keystrokes.
Seems like it would be fairly easy to make a 360 degree wheel to 270 degree game converter that would translate optical transition right/left inputs to increases/decreases of either:
1. A potentiometer-style voltage output (for input to a game PCB/console gamepad hack)
2. A USB HID analog gamepad axis value (for a computer)
The main downside is that you wouldn't have any mechanical centering.
The tricky (impossible?) converter would be a 270 degree wheel to 360 degree game. :banghead:
Just spitballin' here, but maybe use some code that translates changes in the difference between the potentiometer voltage (0-5v) and center (2.5v) into optical transition (quadrature waveform) outputs.
In the large central portion of the range of motion (___|___ below), the outputs could correspond directly with changes in the voltage (i.e. each 0.05v increase/decrease = 1 transition right/left) -- no transitions when the voltage is steady.
At the outer portion of the range of motion (*** below), quadrature waveform left/right transitions are sent continually even if the voltage is held steady.
The further you go from center in the outer portion of the range of motion, the faster the transitions are output, kind of like using a potentiometer and 555 timer to control how fast an LED blinks. :dunno
0v 0.5v 2.5v 4.5v 5v
|***|_______|_______|***|
Like I said, just spitballin' here, but maybe there is an idea here that someone can refine/rework into a usable application. ;D
Scott
Howard_Casto:
I'm working on a hardware solution that seems to do the trick, but I haven't posted anything because it isn't installed in my cab yet.
Basically I rolled my own optical wheel and put the entire assembly inside a piece of 2 inch conduit pipe. The entire wheel and assembly can be removed when not in use and there will be a plug that looks like a fake gauge put in the hole when it's not installed.
The only catch is the steering wheel on your analog wheel assembly has to be removable (not a big deal, they even sell kits for many of the popular wheels) and there needs to be some empty space directly above the analog wheel to drill the hole for the optical assembly. So on a converted cab it might not be possible, but on virtually all home made cabs you should be able to do it.
BadMouth:
--- Quote from: PL1 on January 30, 2016, 07:16:43 am ---I wonder if it would be possible to build a firmware/hardware solution that would translate one type of input into another like the way that joytokey changes gamepad inputs into keystrokes.
Seems like it would be fairly easy to make a 360 degree wheel to 270 degree game converter that would translate optical transition right/left inputs to increases/decreases of either:
1. A potentiometer-style voltage output (for input to a game PCB/console gamepad hack)
2. A USB HID analog gamepad axis value (for a computer)
The main downside is that you wouldn't have any mechanical centering.
The tricky (impossible?) converter would be a 270 degree wheel to 360 degree game. :banghead:
Just spitballin' here, but maybe use some code that translates changes in the difference between the potentiometer voltage (0-5v) and center (2.5v) into optical transition (quadrature waveform) outputs.
In the large central portion of the range of motion (___|___ below), the outputs could correspond directly with changes in the voltage (i.e. each 0.05v increase/decrease = 1 transition right/left) -- no transitions when the voltage is steady.
At the outer portion of the range of motion (*** below), quadrature waveform left/right transitions are sent continually even if the voltage is held steady.
The further you go from center in the outer portion of the range of motion, the faster the transitions are output, kind of like using a potentiometer and 555 timer to control how fast an LED blinks. :dunno
0v 0.5v 2.5v 4.5v 5v
|***|_______|_______|***|
Like I said, just spitballin' here, but maybe there is an idea here that someone can refine/rework into a usable application. ;D
Scott
--- End quote ---
There are a couple solutions for 360 degree wheels in the stickied driving cab info thread. It's very do-able at this point. At least for MAME.
Much more complicated, but the GlovePIE solution would likely work on a lot of PC games and other emulators.
Going the other direction is the PITA. Pole position is the big one, but the game might not play half bad if there was just a way to reset the center point after a crash.
I have a lot of great memories of Ivan Stewart's Super Offroad so I put that one on the cab regardless.
After lots of tweaking it's fairly playable with a 270 degree wheel, but there is just something that is off and I can't do nearly as well as I would with a 360 degree wheel.
I have a pile of parts to attempt a swappable setup, but have never gotten around to it.
My biggest problem was the wiring to the buttons and paddles on the wheel.
I just did a molex connector under the dash, but I was never happy with it.
Navigation
[0] Message Index
[#] Next page
Go to full version