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| .117u1 and What it means to control viewers... |
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| AaronGiles:
--- Quote from: u_rebelscum on July 24, 2007, 12:43:00 pm ---IOW, all this does is replace the old analog to digital conversion method (which wasn't the best), with this 9x9 grid. AFAICT :dunno --- End quote --- Fundamentally, yes, that's all it does. It's a way to control how the analog X/Y axes map to digital left/right/up/down controls. It has nothing to do with mapping to keys. I only use the numpad analogy as a means of specifying directions in a string. I apologize that the symmetry stuff makes it confusing; I was just looking for a way to compact the strings that describe them. You don't have to understand any of that, however. You can just specify the full 9x9 grid in a giant string like this: aaaaaaaaa.bbbbbbbbb.ccccccccc.ddddddddd.eeeeeeeee.fffffffff.ggggggggg.hhhhhhhhh.iiiiiiiii And yes, you can easily make maps that make it easier/harder to hit diagonals. There are 3 built-in maps that are auto-selected. One is for 8-way joysticks, one is for 4-way joysticks, and one is for 4-way diagonal joysticks (rotated for Q*Bert). If you run a game with the -verbose option you can see what map is selected (except maybe I don't print it for the standard 8-way case). |
| Howard_Casto:
Ok you just lost me after the abc example.... The numpad I got after rebel explained it, but now your telling me it doesn't matter which characters/numbers you use? In that case how is one supposed to know which character represents up/left and which one represents neutral, ect... Headkaze and I are trying to make a detailed writeup of all the various mame input settings so it's easier for the user to understand and eaiser for the third party developer to interface with. Unfortunately, that means I kind of do need to know how all of it works. I figure if I can understand it then anyone can. ;) |
| NickG:
Does this mean that I might someday be able to use two keyboard encoders that, for example, both use the Left CTRL key as separate inputs? Would that be KEYCODE_1_LCTRL and KEYCODE_2_LCTRL respectively? This makes it possible for any johnny-come- lately to buy two identical two-player keyboard encoder-based controllers for a four-player setup for MAME, yeah? |
| headkaze:
A celebrity just entered the thread! 8) |
| Minwah:
--- Quote from: NickG on July 25, 2007, 01:14:52 am ---Does this mean that I might someday be able to use two keyboard encoders that, for example, both use the Left CTRL key as separate inputs? Would that be KEYCODE_1_LCTRL and KEYCODE_2_LCTRL respectively? This makes it possible for any johnny-come- lately to buy two identical two-player keyboard encoder-based controllers for a four-player setup for MAME, yeah? --- End quote --- I would say yes, from what I have read in this thread. Has there been any changes to the ctrlr file operation? One old gripe of mine was that analog sensitivity and those kind of settings did not take effect when set in ctrlr files, when IMO they probably should. Like the sound of the multimouse option... |
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