Main > Main Forum

Driving Games

<< < (2/5) > >>

Frobozz:
Yea, I tried RoadBlasters (one of my favorite games!) with a MS Sidewinder Force Feedback Wheel that I'm planning on "converting" to my cabinet.    

Unfortunatly, the game is unplayable.  The wheel doesn't "re-center" the car.  If I want to take a left turn, I have to turn left (which, depending on how long I hold it there, NOT how far I turn the wheel, the car keeps turning) and then to straighten out, I need to re-center the wheel and turn right for the same amount of time (usually, I end of over-compensating back).  

I think this is an error on the Road Blasters driver since Outrun behaves somewhat decently.  Amen on Spy Hunter though.  Game currently has two speeds:  Sunday Drive (LO) and Death-Monkey-Gonna-Die-In-2.8-Seconds-Fast (HIGH).   Yup...  makes it kinda "tricky" :)

Second of all, MAME sucks for anything analog.  I think the MameDev team should REALLY take a long, hard look into emulating analog control properly since so many games used them.  

bhille:

--- Quote ---Yea, I tried RoadBlasters (one of my favorite games!) with a MS Sidewinder Force Feedback Wheel that I'm planning on "converting" to my cabinet.
--- End quote ---

Lilwolf:
Road blasters had a controller similar to a starwars yoke (no spinning).  To get it playing great, I would go with that hack before a steering wheel.  A forced feedback controller would work great for this also since it centers itself.

Most other games, the wheel could spin.  This makes the force feedback not the best controller.  Steering wheels are cheap on ebay.  I actually have about 5 right now (overbid one week.  didn't expect to get them all).  I haven't hacked them yet, and don't know if I will get all 3 on my cabinet.  But I will probably give 2 away for shipping costs to anyone who wants it.

As for the pedal.  Sure a triggered one would do, but analog is MUCH better.  AnalogMame should do the trick.  I have thought of a few hacks, but nothing great (and easy).  One idea I had was to have a spring pulling a rod on the inside of my cabinet that you push when pressing the pedal.  Then have a joystick jimmied to it so that when it moves, it moves the joystick.  But it seems like such a hack.  I would love to hear a good idea on this one

Frobozz:
Nope, no force feedback in MAME yet.  It would be a real-interesting idea though!  :)

Yea, I can't complain with the MAME team.  They've done an increadible job with things so far.  My concern is that analog control is an essential aspect of proper emulation, and I feel the current "analog" setup is still nothing more than a poor hack, and that a proper analog control system should be designed and developed for MAME soon (before MAME can emulate SO many analog games, that going back and retro-fitting existing ones with a new control system becomes a major pain in the butt).

There's no excuse why I can't plug in any analog steering wheel / pedal set and with a few small tweaks in the game settings, get it to behave exactly like the arcade.   To me, that's just as essential as the colors, sound, and game logic being correct.

I believe Analog MAME fixes the pedal problem, but I'm not sure as to how much else.  

RoadBlasters in MAME has it's problems though.  I really wish I understood enough C++ to fix them.  Maybe I should download the MAME source and have a go at it.  

u_rebelscum:

--- Quote ---RoadBlasters in MAME has it's problems though.  I really wish I understood enough C++ to fix them.  Maybe I should download the MAME source and have a go at it.  
--- End quote ---

You don't need C++, mame is written in C.  Try downloading source and looking at it.  That's what I did and after a little while (okay more than a little), I thought of a couple things I knew how to change.

And since you want mame's Analog input to improve as much as I do,  Wanna help me with Analog+? ;)

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version