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Comtrol Response Carry-Over(Arcade & MAME)

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u_rebelscum:


--- Quote from: Searcher7 on September 20, 2006, 11:04:16 pm ---
--- Quote from: u_rebelscum on September 18, 2006, 02:40:47 am ---Possible causes:
too fast for sensors
sensors or encoder wheel too dirty
the digital signal not "square" enough to allow for up then down
buffer overflow in computer hardware
buffer overflow in OS mouse driver
buffer overflow in OS
buffer overflow in directX / rawinput
buffer overflow in mame core
buffer overflow in game due to higher change in what mame sends the game than what the game expects.
That last one is usually thought to be the only cause, and the reason why it's too high could be many reasons, too.  However, all the italicized reasons are likely casues too.

--- End quote ---

Since there is no way to get this problem corrected in MAME, how about modifying the USB signals? Is there a way to correct the problem before the input reaches MAME?

--- End quote ---

I didn't say you can't correct it in mame.  I said there are many possible causes, none due to voltage levels.  Each user's backspin might be one or a combination of them.

Now, only one of the causes (the last one) can be adjusted in mame.  Start mame, tab, analog controls, and adjust sensitivity down.

To find if your problem is in mame, check if you have backspin in windows.  If you do, all the changing in mame won't help.  Try reducing the windows pointer speed and disabling enhanced pointer precision and see if that fixes it.  If not, the problem is totally outside of 'fixable' by mame.  However, if you're perfect in windows, try adjusting mame's sensitivity as mentioned earlier.


BTW, mame can and does "cap" the max speed on the game driver level if the dev thinks the original hardware capped it.  Also, some games might be incorrectly emulated (in cap level or elsewhere), which might cause problems with backspin.  This is very hard to test and fix with all the steps between the moving of the trackball/spinner and mame seeing it, even before mame begins emulating the inputs.  To truely know, you'd have to look at the original hardware and see it's max speed.  Usually it's not an emulation bug, though, but differences between the original hardware and technology and what's being used on today's computers.

Searcher7:


--- Quote from: u_rebelscum on September 21, 2006, 02:48:23 am ---
--- Quote from: Searcher7 on September 20, 2006, 11:04:16 pm ---
--- Quote from: u_rebelscum on September 18, 2006, 02:40:47 am ---Possible causes:
too fast for sensors
sensors or encoder wheel too dirty
the digital signal not "square" enough to allow for up then down
buffer overflow in computer hardware
buffer overflow in OS mouse driver
buffer overflow in OS
buffer overflow in directX / rawinput
buffer overflow in mame core
buffer overflow in game due to higher change in what mame sends the game than what the game expects.
That last one is usually thought to be the only cause, and the reason why it's too high could be many reasons, too.  However, all the italicized reasons are likely casues too.

--- End quote ---

Since there is no way to get this problem corrected in MAME, how about modifying the USB signals? Is there a way to correct the problem before the input reaches MAME?

--- End quote ---

I didn't say you can't correct it in mame.  I said there are many possible causes, none due to voltage levels.  Each user's backspin might be one or a combination of them.

Now, only one of the causes (the last one) can be adjusted in mame.  Start mame, tab, analog controls, and adjust sensitivity down.

To find if your problem is in mame, check if you have backspin in windows.  If you do, all the changing in mame won't help.  Try reducing the windows pointer speed and disabling enhanced pointer precision and see if that fixes it.  If not, the problem is totally outside of 'fixable' by mame.  However, if you're perfect in windows, try adjusting mame's sensitivity as mentioned earlier.


BTW, mame can and does "cap" the max speed on the game driver level if the dev thinks the original hardware capped it.  Also, some games might be incorrectly emulated (in cap level or elsewhere), which might cause problems with backspin.  This is very hard to test and fix with all the steps between the moving of the trackball/spinner and mame seeing it, even before mame begins emulating the inputs.  To truely know, you'd have to look at the original hardware and see it's max speed.  Usually it's not an emulation bug, though, but differences between the original hardware and technology and what's being used on today's computers.

--- End quote ---

Ok. When I said that there is no way to get this problem corrected in MAME, I was trying to convey that the developers wouldn't bother to correct it, so therefore I'd have to look elsewhere.

Perhaps one can design a sensor board that "cleans" the signals where needed so that what MAME cannot deal with wouldn't be an issue in the first place.

In other words, if 1 to 10 represent the speed parameter, then anything over 10 would register as 10. MAME would not have to make any adjustments because it would not see anything above 10.

Thanks.

Darren Harris
Staten Island, New York.

Searcher7:

OK.

So the bottom line is that there are signals that MAME is supposed to be able to interpret but cannot, and unless the MAME deve team fixes it this is a lost cause, correct?

Thanks.

Darren

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