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Author Topic: Groovymame doesn't recognize very brief input from coin mech  (Read 1925 times)

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Re: Groovymame doesn't recognize very brief input from coin mech
« Reply #40 on: April 04, 2017, 11:04:36 pm »
It's probably PGM polygame master board games. Espgaluda and knights of valor are other examples.

I still don't get why this is a thing. I know espgaluda and ketsui both ran in Japanese arcades with the same coin drop and cab that I have. Maybe it's a mistake with the mame driver for PGM.

Anyway glad to have a fix.

There does appear to be a bug in the coin_impulse code, In that the doc say if value is smaller than 0 then disable the impulse.
(n<0 disable impulse, n==0 obey driver, 0<n set time n).

However when setting the value to -1 or smaller, The coin_impulse still fires (As if the value was 0 == obey driver which usually means for as long as the key is held down).

On second thought,
It may be that some drivers force a "coin_impulse n" - And the disabling option might be for those specific cases.
But generally (most drivers?) would simply make the pulse the length of the key press when obeying the driver.
« Last Edit: April 04, 2017, 11:16:58 pm by ozfalcon »


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