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rotary joystick interface suppliers
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rdagger:

--- Quote from: u_rebelscum on January 25, 2006, 04:25:10 pm ---You have to set the inputs differently (I left official mame's way as the default).
Unmap the dial inputs (official mame's way), and instead map the left right turns to the left right buttons.
(But don't map anything to the 12 button groups unless you're directly hooking each of the 12 switches on the rotary to the computer individually.)

--- End quote ---

Sorry, I tried several combinations but I'm still missing something.
I just cleared everything to the following; which do I have to change?

P1 Up = Up Arrow
P1 Down = Down Arrow
P1 Left = Left Arrow
P1 Right = Right Arrow
Dial Analog = n/a
Dial Dec = None
Dial Inc = None
P1 Button 4 through P4 Button 10 = None
Kremmit:

--- Quote from: rdagger on January 25, 2006, 03:20:26 am ---Using 12 or 24 inputs on an encoder seems rather unrealistic for most people. ...Then the games would work with any of the rotary interfaces and you would only need 2 or 4 inputs. 

--- End quote ---

How is using 12 or 24 inputs on one encoder worse than buying/building another whole encoder?


--- Quote from: rdagger on January 25, 2006, 03:20:26 am ---I think the best solution would be to fix the keyboard code so each key down event only causes a single rotation. ...Also, the games could be played with joysticks that have 2 buttons like a Discs of Tron joystick or a flight stick.  One button could be rotate left and the other rotate right.
--- End quote ---

While I'm still in favor of direct connection support, for complete and perfect documentation of the original game, you'll get no complaints from me if this feature is also added.  It's a hack, but a much better hack than the one we're all making do with now.  It would undoubtedly make the games playable for more people.


--- Quote from: rdagger on January 25, 2006, 12:19:55 pm ---Maybe I'm setting something up wrong, but analog+ doesn't seem to work any better for me with Ikari than regular Mame.  It still sometimes moves 2 times for a single press.  This is true with the rotary interface and with the keyboard.

--- End quote ---

That shouldn't happen if you use the 12 button group instead of the dial or the left/right button assignments.


--- Quote from: u_rebelscum on January 25, 2006, 04:25:10 pm ---
Unmap the dial inputs (official mame's way), and instead map the left right turns to the left right buttons.

--- End quote ---
 

Can you still get missed/extra turns connected this way?
RandyT:

If anyone cares, the only reason the GP-Wiz49 doesn't yet have support for this built-in is because there is no proper way to implement this control the way MAME handles it currently.

I believe I can properly implement this device if MAME used a 1 input cycle per movement scheme.  It wouldn't lose movements and would consume a lot less than 12 inputs.

SO,  who's gonna fix it :) ?

RandyT

MikeQ:

--- Quote from: RandyT on January 26, 2006, 12:26:53 am ---
If anyone cares, the only reason the GP-Wiz49 doesn't yet have support for this built-in is because there is no proper way to implement this control the way MAME handles it currently.

I believe I can properly implement this device if MAME used a 1 input cycle per movement scheme.  It wouldn't lose movements and would consume a lot less than 12 inputs.

SO,  who's gonna fix it :) ?

RandyT



--- End quote ---


Sucks to be a noob.  If you educate me, I'll put it on the list.
Tiger-Heli:

--- Quote from: RandyT on January 26, 2006, 12:26:53 am ---
If anyone cares, the only reason the GP-Wiz49 doesn't yet have support for this built-in is because there is no proper way to implement this control the way MAME handles it currently.

I believe I can properly implement this device if MAME used a 1 input cycle per movement scheme.  It wouldn't lose movements and would consume a lot less than 12 inputs.

SO,  who's gonna fix it :) ?

RandyT



--- End quote ---
Many versions of MAME Analog Plus already support this, if you map the player rotation to buttons 4 and 5 (if I read correctly, I skimmed this thread).

Here's what I said on my page:

MC-Escher Source Files:  Here is an explanation of these files:  Source code fixes were posted by MC-Escher and are available here for MAME 0.59.   (You can use the custom 0.59 build for the rotary games and the later builds for everything else).   These files were added to MAME Analog Plus in 0.71.2 and improved through 0.74.1 and included in later builds.

Here's the problem:  In standard MAME using the keyboard, the character will continue to rotate as long as the key is depressed.  This is the best way to play with a normal keyboard.  With a standard microswitch (very extreme examples), let's say I rotate the joystick VERY slowly one click.  The character might rotate 180 degrees, because to MAME I have depressed the rotate key for 2 seconds.  Now let's say I rotate the joystick VERY quickly six clicks.  The character might only rotate 45 degrees, because, to MAME I only depressed the rotate key for 0.1 seconds.

What MC-Escher's build does is modify MAME so that if you were to press and hold the rotate key for 30 seconds (and not get killed) the character would not rotate more than one click (45 or 30 degrees, depending on the game).  This should take the rotation speed out of the equation.

Here is how to set it up:  If you have Druin's 12-way rotary interface, MK64 12-way rotary interface, or one similar; map the interface's left to button 4, and the interface's right to button 5 for each player. You also might want to disable the mouse and map nothing to the MAME "standard" Dial inputs for the specific games.

Based on BYOAC comments, the MC-Escher files work better with the MK64 interface, but I am unsure whether it or the standard settings work better with Druin's interface.

From http://www.mameworld.net/tigerheli/encoder/main.htm#Rotary_Joystick_Interfaces

Sorry if this was already mentioned.
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