I just spent a really long night wiring up my modular two player 49 way with rotary interfaces setup. I tested it with Ikari Warriors and found that 2% sensitivity seemed not sensitive enough. I set the sensitivity on six, then seven for awhile. Sensitivity eight is definitely too high. Really, it's not working perfectly for me, yet, so I'm wondering if you guys changed any of the other setting in the Analog part of the Mame control panel.
You might need to vary the speed settings also - From the FAQ on Druin's page:
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What settings should I use in the Analog Controls menu for speed/sensitivity?
This will vary between games, and may also vary depending on computer speed and keyboard encoders used, how they treat the inputs, and which type of joystick is used (Happ or LS30 yellow), etc. With my 1.7GHz AMD processor and an IPac with the Happ joystick, I have the settings in Ikari Warriors set to Speed 7 Sensitivity 62% This seems to provide good response with one twist resulting in one on-screen movement, no overshoots or missed rotations.
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Also, for anyone with this setup, that feels adventurous, I have a bunch of questions for someone to test out -
First - MAME Analog Plus Version 0.74.1 and up added Buttons 4 and 5 for these games. What this does is add a digital input for rotation (one button press = one rotation increment, regardless of button press duration).
I am sure this works better with the MK64 board, but not sure it works better with Druin's interface. To test it -
Set the joystick 1 outputs from Druin's interface to the Dial inputs for Player 1, as usual (do not assign anything to Buttons 4 and 5). Set the joystick 2 outputs from Druin's board to P2 Buttons 4 and 5 and map the dial inputs to NONE. Set the analog controls settings the same and see which method (Stick one or Stick two) provides better results.
Second test - Mame Analog Plus Version 0.77.1 and up added direct support for the rotary inputs using 12 encoder keys. The GP-Wiz49 provides enough inputs to support this. MAME Analog Plus uses the P3 Buttons and Buttons 9 and 10 of P1. From Urebel's .ini file examples:
# this is just an example of using the middle row of the keyboard
# you'll need to select non-conflicting keys/buttons
# to wire your controller unlike this example.
# uncomment and remap as needed
# player 1 rotary
#P3_BUTTON1 "KEYCODE_A"
#P3_BUTTON2 "KEYCODE_S"
#P3_BUTTON3 "KEYCODE_D"
#P3_BUTTON4 "KEYCODE_F"
#P3_BUTTON5 "KEYCODE_G"
#P3_BUTTON6 "KEYCODE_H"
#P3_BUTTON7 "KEYCODE_J"
#P3_BUTTON8 "KEYCODE_K"
#P3_BUTTON9 "KEYCODE_L"
#P3_BUTTON10 "KEYCODE_COLON"
#P1_BUTTON9 "KEYCODE_QUOTE"
#P1_BUTTON10 "KEYCODE_ENTER"
Lilwolf has previously posted that it works fine for Time Soldiers and fails for Ikari and Victory Road (and works for about another half-dozen unknown games). Could someone hook them up this way and report on which games work and fail?
Final Test - Lilwolf also asked if you could jointly wire the joystick to Druin's board and directly to an encoder. This way you could use the test two (direct wire) method for the games that support it, and the Druin interface for the board's that didn't. The reply implied it should work, but I don't think anyone ever tested it.
Thanks in advance!!!!