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Crystal Castles trackball
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u_rebelscum:

--- Quote from: MoonDog on September 16, 2004, 07:18:17 pm ---From XtraSmiley's pics it does appear that the trackball is mounted at a 45 degree angle.  Notice the location of the mounting bolts.

--- End quote ---

Just to clear something, Crystal Castles TB is mounted the normal way.  Pretty much ALL control panels are set up like this, including Golden Tee & Centiped to name a couple.

Marble Madness, OTOH, is mounted 45 degrees off of normal.  It's the only one that's like this AFAIK.  
-edit- Hold on, looks like Shuuz also is 45 degrees, from looking at the manual and mame, even though the KLOV pic shows the normal mount (& klov not being that good a source).
Martoon:
The fact that, when you run CC in MAME, it only has these problems at higher sensitivities seems to suggest some kind of backspin or granularity problem.  I wonder if maybe CC has a very high resolution trackball (high toothcount, and/or small rollers) that it reads at a high frequency, so the MAME emulation has to compensate for your lower res trackball by multiplying by a high sensitivity value.  What this would mean is that if you move your trackball one mickey (a mickey is the smallest unit moved by a mouse, kind of like a mouse pixel), MAME might tell the game that the simulated trackball moved 5 mickeys.  Maybe the game doesn't handle larger granularity jumps like this very well.

I'm just making wild guesses here, but the fact that the problem only manifests itself when you have the sensitivity set higher definitely seems to indicate that the problem somehow involves the way MAME makes use of the sensitivity setting.  Just basic troubleshooting factor determination.
telengard:

--- Quote from: Martoon on September 17, 2004, 09:08:53 pm ---The fact that, when you run CC in MAME, it only has these problems at higher sensitivities seems to suggest some kind of backspin or granularity problem.  I wonder if maybe CC has a very high resolution trackball (high toothcount, and/or small rollers) that it reads at a high frequency, so the MAME emulation has to compensate for your lower res trackball by multiplying by a high sensitivity value.  What this would mean is that if you move your trackball one mickey (a mickey is the smallest unit moved by a mouse, kind of like a mouse pixel), MAME might tell the game that the simulated trackball moved 5 mickeys.  Maybe the game doesn't handle larger granularity jumps like this very well.

I'm just making wild guesses here, but the fact that the problem only manifests itself when you have the sensitivity set higher definitely seems to indicate that the problem somehow involves the way MAME makes use of the sensitivity setting.  Just basic troubleshooting factor determination.

--- End quote ---

Posting this here for reference in case anyone else every has the same issue.

After trying out numerous things I think I have figured out what's going on.  My Happs trackballs are relatively new.  Everything I've read about the bearings is that they need to be broken in.  Some of the behaviors of non broken in or stiff bearings are what I'm seeing.  Most specifically when moving the trackball down for instance at the end of it's motion it goes right or left.  I observed this in windows which makes it a lot more clear what's going on.  Now it makes sense why Bentley Bear is going in directions I don't want him to.    :)

Now, I just need to play every night for the next few weeks to break it in I guess.     ;D

Thanks for everyone's input.
XtraSmiley:
That sounds good!  You may just pop the bearings out and run a drill for about 5 min at high speed.  That will also break them in.
u_rebelscum:

--- Quote from: Martoon on September 17, 2004, 09:08:53 pm ---The fact that, when you run CC in MAME, it only has these problems at higher sensitivities seems to suggest some kind of backspin or granularity problem.  I wonder if maybe CC has a very high resolution trackball (high toothcount, and/or small rollers)... [snip].
--- End quote ---

For the record, CC used their (atari's) standard "Midi-Trak
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