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8/12Pos Rotary Game List?
mc-escher:
I have SNK joys and interface and was using in mame when I noticed that all the rotary games are ANALOG input and not digital... This causes problems when using a straight digital interface because then dig->ana->dig conversions sometimes lose or overcorrect changes...
Anyway, I have been patching mame to allow digital input for Rotary Games (I.E. one click == one notch in the game without fiddling with analog sensitivity, etc)
Below is a list of the games I have patched so far...
QUESTION: Are there any games besides these I am forgetting??
What I'm looking for is a list of all games that used 8 or 12 position rotary controls.
I plan on releasing the patch at some point in the future (when I get them all done) I don't think it'll be worthy of MAME inclusion tho unless I somehow integrate it with the larger system (ability to choose between Analog and digital input scheme), but I thought it might spark some interest in this forum, as I know several of you have (or are planning)
an SNK setup using DRUIN's wonderful PCB kit
snk.c
**********
TNK III
Ikari Warriors
Victory Road
Guerilla War
Bermuda Triangle
dec0.c
**********
Heavy Barell
Midnight Resistance
dec8.c
**********
Gondomania
alpha68k.c
**********
Time Soldiers
Escher
escher@muppetclan.com
http://cryptnet1.net/mame
Lilwolf:
All these games are worth it.
thing to remember. You can use all Dial games with them (but it will click over). The settings can be hard since they are used to moving based on holding down the keys, not clicking them.
btw, I figured out the controls on them and have been trying to drag out of Howard the code he has for capturing keys and sending keys to the keyboard buffer. So that I could hook mine up to my keyboard encoder and then convert it to L's aren R's in software.
HOWARD... PLEASE.... LET ME MODIFY YOUR CODE... that sounds like such a bad pickup line :)
Lilwolf:
Crap... forgot to mention my question for you.
Any chance that you could modify your build to also allow the switch based on a key?
ie, I can convert each position into a single keystroke. Is the digital stuff then converted them back to the original keystrokes?
If so, could you leave hooks for those keystrokes?
mc-escher:
lilwolf: I'm not exactly sure what you mean
Let me explain what I have done.
I have modified those C files to change
PORT_ANALOGX values from 00-FF
entry to
PORT_BIT_IMPULSE values from 0-1
Basically, In the previous implementation the time the key was held down was stored in an accumulator and incremented based on analog speed and sensitivity settings.. This value was then quantized into digital steps to determine if the rotation occurred or not.
This led to problems of the following sort:
click <rot>
click <rot>
click <rot>
click
click <rot><rot>
etc..
I changed the input port to be Button4 and 5 for left and right
in each of those games, and then added code to keep track
of the current position.. When button[4,5] is pressed the rotation
is updated. This change makes it equal to one MAME update regardless of whether hte button is held for 2 seconds or 200.
I'm not sure I understand what you mean by "modify your build to also allow the switch based on a key?", and I don't know who
this howard you speak of is, but I hope I've answered your question =P
Lilwolf:
The 12 way rotaries really have 12 connections on them (or 12 buttons). One for each direction.
The original hardware didn't receive values with left or right clicks. But instead the 12 buttons.
I'm just curious if in the emulation, they had the 12 buttons, then wrote a little 'wrapper' around the 12 buttons to have an analog value rotate the 12 buttons.
If so, then the best solution will be to remove the analog code from the driver, and keep track of what one is connected. (ie, button 3 is pressed... got a left... now simulate release 3 and press 4)
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