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Author Topic: Rotary joysticks...  (Read 37065 times)

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jasonbar

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Re: Rotary joysticks...
« Reply #80 on: September 26, 2009, 12:52:53 pm »
that game used an optical rotary that spun freely (no clicks) so it's unlikely that the MAME team would support positional controls on it.  it does play great with a regular joystick and a turbo twist high low spinner though! 

Thanks--attractive.  Or one could use a trigger stick & a normal spinner if you want to be able to fire & grenade simultaneously.

However, even though I've got a bajillion controls on my Frankenpanel, using rotary sticks with semi-accurate rotariness is my best option for 2-player action.

Thanks,
-Jason

bkenobi

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Re: Rotary joysticks...
« Reply #81 on: September 26, 2009, 02:46:43 pm »
High-low = 2 buttons or 1 button?  I don't have (or really want) a spinner, but that's pretty cool!

isucamper

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Re: Rotary joysticks...
« Reply #82 on: September 26, 2009, 04:29:10 pm »
you get one button with a push and another button with a pull

i have the machine gun firing on a push, but i didn't map the grenades to the pull.  i've got a button pretty close to the and I can hit it for grenades.  I tried it wth grenades on the pull and didn't like it much (kinda messed with my accuracy). 
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ragnar

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Re: Rotary joysticks...
« Reply #83 on: January 23, 2010, 07:41:38 pm »
I'm trying to think back, way back ... to the 1980s.  I played Ikari Warriors a handful of times and if I ever do a cabinet, full Ikari support is a must.

So, I have a recollection from my childhood.  Didn't Ikari click as you rotated the joystick into predetermined positions or is the clicking feature a figment of my imagination.

Do these optical and mechanical solutions support clicking into positions every 1/8 turn or whatever it was that Ikari was based upon?  That way as you are moving, you don't accidentally twist 1/8 turn at an inopportune time.

Just my thoughts on this thread that seem to have not been discussed.  Then again I am a big time newbie.  I have two co-workers that plan on doing a full blow MAME cabinet and I might be the third.  We will be working this together if we all do it so that should make for a fun thread.
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jasonbar

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Re: Rotary joysticks...
« Reply #84 on: January 24, 2010, 12:25:18 am »
My mechanical rotary sticks click when I spin them.  I don't think I've ever accidentlally rotated them--the detents in the mechanism prevent accidental rotation.

-Jason

bkenobi

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Re: Rotary joysticks...
« Reply #85 on: January 24, 2010, 01:01:23 am »
Ikari Warriors used LS-30 joysticks.  These are mechanical rotary joysticks that have a 12 position rotary switch in them.  Each rotation has a tactile and audible click that gives you feedback as to when you have rotated the stick.

phildo77

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Re: tested all rotary games
« Reply #86 on: March 16, 2010, 02:12:03 pm »
TPB,

Yup, I did a test on 1 game that had an 8-way stick & 2 buttons.  I mapped the 2 buttons to a CW & CCW stick rotation.  It works, though I hated trying to play if for even a few moments.  :]

-Jason

Would you be able to test, whether these sticks can be used in games that DON'T use rotary sticks.

Can they be used in ANY game at all, so that the stick rotation (to the left or right) can be mapped to a couple of buttons within the game ?

Sure, it's not game-authentic to "map the controls" in this manner.  But it'd be nice to know whether it works :

Let me add to a question to this vein of rotary stick thinking.  I've got a panel that already has Happs Competitions on them (2 for player one and two and 1 each for players 3 and 4)  You can see what it looks like here: http://forum.arcadecontrols.com/index.php?topic=38049.msg340299#msg340299

I'm doing a complete overhaul of the first panel (shown above) (and adding panel #2, its a rotating panel) and am thinking I'd like to replace player one and player two left side competition sticks with Happs optical rotarys.  My question is this...  Has anyone had an experience using the rotarys in games that don't require rotary?  Is the spin of the stick distracting?  Is there a lock to prevent spinning or a damper to increase spin resistance?
"It's all in the reflexes!"
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jasonbar

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Re: Rotary joysticks...
« Reply #87 on: March 16, 2010, 02:17:31 pm »
I'm not really answering your question directly, phildo77, but I use a *mechanical* rotary stick (black bat) for my primary player 1 stick & it has sprung detents that tend to keep it from rotating unless you try to rotate it.  It's never been a distraction or issue.

Hopefully somebody can chime in on the *optical* rotary sticks too.

Thanks,
-Jason

bkenobi

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Re: Rotary joysticks...
« Reply #88 on: March 16, 2010, 04:26:49 pm »
I don't think most sticks are fixed from rotating anyway.  I haven't taken that many apart, but all that I have messed with use spring clips somewhere to keep the stick in place, but nothing to keep it from rotating.  Perhaps you are over thinking this?

Dazz

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Re: Rotary joysticks...
« Reply #89 on: March 22, 2010, 08:43:59 am »
Well...  2 years after creating this thread I FINALLY got my rotary joys and got them installed and working.  I went with the Happ Mechanical and the Ultimarc Rotary Interface.  It really makes setting up a snap.  So far I've only played Ikari Warriors and they work great!



XtraSmiley

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Re: Rotary joysticks...
« Reply #90 on: March 22, 2010, 11:27:35 am »
Well...  2 years after creating this thread I FINALLY got my rotary joys and got them installed and working.  I went with the Happ Mechanical and the Ultimarc Rotary Interface.  It really makes setting up a snap.  So far I've only played Ikari Warriors and they work great!

Please post your settings in MAME for all the games you test.  I don't think I ever got mine working 100%, so sad...

By the way, any plans to add rotarty joy function support in HS?  I wonder if it would do anything for the FE...
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phildo77

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Re: Rotary joysticks...
« Reply #91 on: March 23, 2010, 09:00:25 pm »
I don't think most sticks are fixed from rotating anyway.  I haven't taken that many apart, but all that I have messed with use spring clips somewhere to keep the stick in place, but nothing to keep it from rotating.  Perhaps you are over thinking this?
Well holy crap, you're right.  My Happs competitions do rotate!   :banghead:  I just never noticed myself.  Well I'm going to go ahead and replace them with rotaries and let you guys know how it plays.  It'll be a couple of weeks at least.
"It's all in the reflexes!"
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deano7

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Re: Rotary joysticks...
« Reply #92 on: September 06, 2010, 02:22:05 pm »
I tried using version 63 and it works GREAT for my rotary games.  The only problem is that even though I am using the command line switches skip_description and skip_gameinfo, it still pops up a screen that says "There are known issues with this game" and asks me to type "OK".

Typing OK won't work in my cab and I want to get rid of it if possible, is there another command line switch to get rid of this annoying screen?

Thanks in advance!
Dean

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Re: Rotary joysticks...
« Reply #93 on: September 06, 2010, 03:14:44 pm »
+1
Quote
If they can make U360's have rotary and have a lighted joystick, I'd be in heaven and set for just about any game.

Just had to second this opinion!

JustMichael

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Re: Rotary joysticks...
« Reply #94 on: September 06, 2010, 03:36:30 pm »
If they can make U360's have rotary and have a lighted joystick, I'd be in heaven and set for just about any game.

+1 (Only if they were RGB lighted).   These would surely become the holy grail of joysticks to get then...

EvilNuff

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Re: Rotary joysticks...
« Reply #95 on: September 06, 2010, 06:12:07 pm »
I wonder how much demand there is for either of those features.  Aren't the u360s basically a magnet on the end of the shaft and reading the resulting motions?  I would love rotating on u360s, sort of been holding off on ordering a pair just in case that ever comes through.  Until then my ls-30s are fine for my ikari fix. :)

As for lighting, from looking at pics of the u360s I don't see how to get an led in at all.  Maybe the same tech as used for inductive battery charging could power an led housed in the ball top? heh  I sure would like that as well.

Bender

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Re: Rotary joysticks...
« Reply #96 on: September 06, 2010, 08:59:45 pm »
I've been working on this on and off for a while now (more off than on lately)

I have gotten each part to work individually, Rotary, top fire, LED, but not all together.... yet, but I think it is possible

here is the info so far http://forum.arcadecontrols.com/index.php?topic=78652.0

Beaps

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Re: Rotary joysticks...
« Reply #97 on: December 09, 2011, 09:23:48 am »
Hi All,

I can get my rotary stick working in dos MAME using [ & ] to rotate left/right but when I configure MAMEUI32 the same it doesn't work???

Its there an option I need to check/uncheck to get this working in MAMEUI32?  :angry:

Ta

Beaps

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Re: Rotary joysticks...
« Reply #98 on: December 09, 2011, 09:24:21 am »
Hi All,

I can get my rotary stick working in dos MAME using [ & ] to rotate left/right but when I configure MAMEUI32 the same it doesn't work???

Its there an option I need to check/uncheck to get this working in MAMEUI32?  :angry:

Ta

bkenobi

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Re: Rotary joysticks...
« Reply #99 on: December 09, 2011, 10:36:57 am »
Well, I suppose it depends on the stick.

If you are using a mechanical rotary (one that clicks for each rotation), the stick must be connected to a rotary interface to infer what the rotation means.  The output from that card will be a button press for each rotation direction.  There is no special setting in MAME required to make this work other than mapping that click to the corresponding rotation.

If you are using an optical rotary stick (smooth rotation in either direction), then the stick connects via an optical interface.  This interface is essentially a single axis of a mouse to the computer.  In this case, you map the rotation in MAME via the analog settings.  If you are connected this way, you must also inform MAME that you are using a mouse with the -mouse switch or setting mouse=1 in the mame.ini file.

Beaps

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Re: Rotary joysticks...
« Reply #100 on: December 09, 2011, 10:56:20 am »
I am using the LS-30 SNK stick & the Ultimarc Rotary device.

Like I say it works in DOS version but not MAMEUI32.

bkenobi

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Re: Rotary joysticks...
« Reply #101 on: December 09, 2011, 12:28:58 pm »
I use LS-30's as well, but my sticks are interfaced through a GP-Wiz32-RX.  The only difference AFAIK is that your interface appears as a keyboard whereas mine is a game pad.  In any case, there is nothing special that needs to be done.  Simply map the rotary inputs from the Ultimarc controller to the rotation commands in MAME.  Should work fine!

Beaps

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Re: Rotary joysticks...
« Reply #102 on: December 09, 2011, 01:04:13 pm »
Thats what I am tring to say????

I set up the key commands in MAMEUI32 the same what I do in the DOS MAME but is does not work in UI.  :banghead:

bkenobi

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Re: Rotary joysticks...
« Reply #103 on: December 09, 2011, 01:23:56 pm »
Do the controls work in Windows at all?  Since it's a keyboard emulator, you could open notepad and see if anything is being spit out.  The next step would be using a real program to detect HID input, but if notepad shows stuff, that's good enough.

Beaps

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Re: Rotary joysticks...
« Reply #104 on: December 09, 2011, 01:26:55 pm »
Yer the work in notepad fine [ &] are showing up. Its just when I run MAMEUI32 it doesnt work in the games.

bkenobi

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Re: Rotary joysticks...
« Reply #105 on: December 09, 2011, 01:34:02 pm »
And MAME won't let you remap the inputs.  Or rather, when you try to remap the inputs, MAME doesn't recognize the rotation as an input?

Beaps

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Re: Rotary joysticks...
« Reply #106 on: December 09, 2011, 01:39:28 pm »
the latter mate, mame soes not recognize the inputs

bkenobi

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Re: Rotary joysticks...
« Reply #107 on: December 09, 2011, 02:08:19 pm »
Huh, you got me!  I'd try contacting Andy directly to see if he has any thoughts.  I've never dealt with him, but from what I understand, he's very helpful and will definitely work with you to get the issue resolved if it's hardware related (which this probably is not).