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| Fixing MAME's handling of 12-position rotary controls |
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| Kremmit:
edit- already covered. |
| markrvp:
I agree that the GP-Wiz gamepad inputs would be better candidates for always having a button pressed. It's also easier to setup by using the GAMEPAD calibration in Control Panel. |
| Minwah:
--- Quote from: mahuti on January 30, 2006, 01:48:18 pm ---All I know is that for every game like these, there are games like Off-Road that now use the correct controls making them near impossible to play without having the actual controls. (now uses analog up for the gas feed rather than a button press) --- End quote --- I might have misunderstood (& I'm still on v0.101), but if you want to use a button for gas then why not just remap it? But yes I agree all games should be treated as they were in the arcade. That way we can interface just about anything and have it work properly one way or another. However if we came up with our own 'BYOAC build' we could be a little less arcade-accurate if neccessary, and have some solid rules in place for max compatibility with the hardware we use. Edit: for example here we would want raw 12 input and probably 2 input (left/right) inputs for Druin owners... |
| Kremmit:
--- Quote from: RandyT on January 30, 2006, 06:02:32 pm ---If this is true, then that is a good reason as to why 12 direct connections may not be the best approach, except for the games that require exactly a 12 position dial. --- End quote --- But the games almost all do require exactly a 12 positon dial. Other than the ones I listed above, they all use the same setup. Here they are: ----------------------- Battle Field Top Gunner (bootleg only) World Wars Ikari Warriors Victory Road Heavy Barrel Gondomania Bermuda Triangle Time Soldiers Guerilla War SAR - Search And Rescue Downtown Legendary Wings Victory Road Midnight Resistance Ikari III - The Rescue Exterminator TNK III Touchdown Fever edit - oops, optical rotary! ------- |
| RobotronNut:
--- Quote from: Kremmit on January 30, 2006, 06:01:59 pm --- --- Quote from: RobotronNut on January 30, 2006, 05:09:03 pm ---based on the code in snk.c, the ROM reads 4 bits from an input port and expects to see a number from 0 thru 11, so the 12 switch inputs must have gone through a hardware encoder. --- End quote --- If that's the case, then it was on-board the original PCB, and all it did was translate a simple closed circuit into a number. --- End quote --- that's very likely. --- Quote ---Can you tell what's feeding that number to snk.c now? --- End quote --- mame sees keystrokes which it interprets as CW and CCW rotations of an analog dial (a "relative" device). it munges these into a 16-bit number (i haven't read exactly how it does this) and the snk driver then munges them back into discrete CW or CCW rotations. by observation, these are not always one-to-one with the hardware rotations. the cleaner thing would be to create a new input type and model the 12-switch rotary directly, using the CW and CCW keystrokes that you'd get from the druin's thru a keyboard encoder. |
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