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Fixing MAME's handling of 12-position rotary controls
RobotronNut:
--- Quote from: RandyT on January 26, 2006, 12:26:53 am ---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 :) ?
--- End quote ---
i spent a couple hours last night, reading my way through a good bit of mame's input system and the snk driver. doesn't look like it would be hard to fix this problem.
i'll volunteer, but it may take a few wks; i won't have a rotary to test with until my slikstik arrives (it's currently in production).
hardware would deliver to mame the equivalent of one button press for each "click" of the rotary. (there would be two simulated buttons, one for clockwise rotation and one for counter-clockwise). mame maintains a simulated rotary switch, which it increments or decrements one position for each simulated button press it receives.
this would be my first contribution to mame; could someone clue me in about how to submit it for consideration for permanent inclusion in mame?
Minwah:
I'll be interested to see if MAME accept this as an 'official' fix...they seem to have an unhealthy liking to poorly handled controls...
Not sure about the answer to your question tho, but the Software board or mame.net board might be a better place to post.
Tiger-Heli:
See my comments in the original thread: http://forum.arcadecontrols.com/index.php?topic=49037.0
Lilwolf:
I believe it wasn't originally accepted because
1) it didn't work on all of the games
and main reason
(2) Mame didn't handle that many inputs that well at the time. You need to use player 3 and player 4 inputs to get it to work (if I remember correctly... been a year+ since I set this up).
But now there is the mahjong game buttons. If you look at the snk inputs, you should consider putting the inputs in on these I think. Might be perfect. (10 inputs plus a bet and another... at work, can't look now).
I would LOVE to see it in the original mame. But even then, it would be very very cool to get victory road running. I can do without ikari warriors (or just use the left/right from analog+ isn't bad) but vict road + the sword doesn't work well at all.
Let me know if there is ANYTHING I can do to help you. Not a C programmer (java) so I don't know much help I can be... but if you would like beta testers let me know.
XtraSmiley:
Well, I have the original SNK yellow sticks, (mechanical) plus druins interface board, so as long as you are not making these obsolete, I'm good. (or at least making them work better).
As for MAME, they may not take it b/c the inputs may or may not be true to the original game. Not sure about this, as I'm no programmer, but they want things to be 100% as they original boards. So, if the original game didn't take just two inputs to turn, then MAME won't want it that way.
Of course, I'm talking out ---my bottom---, so check over at www.mame.net for more info.
Thanks for any contribution you can give to the cause to!