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| captainpotato:
Hello everyone, I'm planning to make a second controller for my WIP bartop using an old gamepad hooked up to the sound card's gameport. However, so far I've been only able to get two buttons registering. I'm assuming it's a driver issue that I need to address (I recall from the depths of my memory that only two buttons are supported by default). Any ideas about how to address this? I'd like at least three (Gauntlet - incl. coin insert - and HyperSports/Track and Field). |
| Thenasty:
I think it was 2 buttons if using 2 gamepads. But if its only one gamepad, then its 4 buttons. If you need more buttons, find a MS Sidewinder Gamepad, I think it supported 8 buttons. |
| Grasshopper:
The gameport has four analogue and four digital inputs. The analogue inputs are normally used for the joysticks. However, if you connect a single pad then two of the analogue inputs can be used for buttons. So for a single pad you can use up to six buttons. |
| u_rebelscum:
--- Quote from: Grasshopper on January 21, 2005, 02:26:54 pm ---The gameport has four analogue and four digital inputs. --- End quote --- <wrench action=throw> ;) Unless, of course, the gamepad used the MIDI part of the gameport. Many digital "game port" gamepads did this to get more than four buttons, at the cost of only having digital (aka 8-way) joystick(s) instead of analog. In fact, almost all of the later "gameport" digital gamepads used the MIDI (part instead of the game) port, just before USB came around. The joystick/gamepad driver determined how the MIDI port was used (ie: the protocal), and thus set the max number buttons; different manufactures had different protocals, so different sticks had different max number buttons. |
| JB:
--- Quote from: u_rebelscum on January 21, 2005, 04:36:47 pm --- --- Quote from: Grasshopper on January 21, 2005, 02:26:54 pm ---The gameport has four analogue and four digital inputs. --- End quote --- <wrench action=throw> ;) Unless, of course, the gamepad used the MIDI part of the gameport. Many digital "game port" gamepads did this to get more than four buttons, at the cost of only having digital (aka 8-way) joystick(s) instead of analog. In fact, almost all of the later "gameport" digital gamepads used the MIDI (part instead of the game) port, just before USB came around. The joystick/gamepad driver determined how the MIDI port was used (ie: the protocal), and thus set the max number buttons; different manufactures had different protocals, so different sticks had different max number buttons. --- End quote --- Actually, they just used the gameport input lines for serial data. This is immediatly and painfully obvious if you use them in an app that doesn't support them. It goes crazy and starts making random actions as it tries to interpret the serial data flowing in as real gameport data. It's MOST obvious if oyu have a joystick test program that shows the controsl it's seeing depressed. Pity, as using the MIDI Recieve line would've been a far more logical way to transfer serial data, and not broken compatibility with "standard" gamepads. I suspect it was ignored because it could upset some games/soundcards that expect the 2 MIDI lines to be used for, well, MIDI. |
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