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| idea for hacking gpwiz49 board to emulate analog shifter (Hard Drivin) |
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| u_rebelscum:
Xiaou, I was slightly OT, no talking just about gear shifts, but mame's whole input system as one group (which does include gears), and using examples to the quoted questions in my post about mouse, etc. My bad, too many different definitions. By "hack" I meant "alteration of code". Not "a quick job that produces what is needed, but not well" as you used it, nor "an incredibly good, and perhaps very time-consuming, piece of work that produces exactly what is needed", the opposite of the way you used it. :-\ LINK With that said, I agree the current haphazard way gears are handled isn't clean code-wise. However, I don't see any way that both makes it cleaner and without removing features needed by mamedev that only have a keyboard & mouse (the inc/dec to simulate analog inputs from digital inputs). Your example of adding a toggle vs held down will just make the core code a lot less clean. Less clean code is the reason I couldn't keep analog+ up to date. OTOH, your suggestion will clean the drivers if it can be done cleanly. Hmmm.... |
| Havok:
So what would be the best way to emulate the analog shifter for Hard Drivin? I recently picked up a cockpit version, and am thinking of using an apac with Mame to get it to be a Race Drivin and Hard Drivin... |
| brandon:
--- Quote from: Havok on November 06, 2007, 11:28:24 pm ---So what would be the best way to emulate the analog shifter for Hard Drivin? I recently picked up a cockpit version, and am thinking of using an apac with Mame to get it to be a Race Drivin and Hard Drivin... --- End quote --- The APAC would work fine I'm assuming.. since Mame recognizes the shift as a joystick of sorts.. Heck, you could probably hack a cheap USB flight stick or even a USB gamepad as long as it has analog sticks like this one. of course, the pots would have to be the same impedence I guess.. Ive never tried it |
| brandon:
--- Quote from: u_rebelscum on November 06, 2007, 04:09:15 pm ---... all computers input systems.... Mame has to use it, and gets all the limits of it. ... So why should a dev program for an input device he does not have, which wouldn't work without special drivers, when a 20 line hack will do the nearly the same thing on what they have to test with? --- End quote --- I'm actually happy with the was Mame handles inputs for most games. Mainly I just wish there was a way that you could get the sensitivity right on optical controllers without having to guess. That's really the only reason I mentioned counting "pulses" which I figure is the only way to get trackball and spinner games to have the right sensitivity. Otherwise you just guess and go by feel. |
| u_rebelscum:
--- Quote from: brandon on November 07, 2007, 12:18:49 am ---...Mainly I just wish there was a way that you could get the sensitivity right on optical controllers without having to guess. That's really the only reason I mentioned counting "pulses" which I figure is the only way to get trackball and spinner games to have the right sensitivity. Otherwise you just guess and go by feel. --- End quote --- Believe it or not, the bases of this is in the source. It's still WIP and not ready for prime time, but there is : --- Code: ---/* how many optical counts for 1 full turn of the control */ #define PORT_FULL_TURN_COUNT(count_) \ INPUT_PORT_UINT32_PAIR(INPUT_TOKEN_FULL_TURN_COUNT, count_), --- End code --- The three problems left are: find out the actual number to input for every game that needs it, edit the source to add that number, and last but not least use this number instead or or in addition to sensitivity. ;) That last one probably needs mame to be able to set a count (per turn) per device since this differs for device to device. |
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