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Gyruss and Time Pilot, the way they were meant to be played
nexus6:
awesome!!!
are these games made for a spinner in the early stage of development or makes the hack the ships rotate fast?
ps: i want a spinner-puzzle-bobble ;)
RayB:
--- Quote from: RetroBorg on June 30, 2008, 07:54:57 am ---Star Trek
--- End quote ---
Star Trek is already a spinner game.
leapinlew:
--- Quote from: RayB on June 30, 2008, 12:49:31 pm ---
--- Quote from: RetroBorg on June 30, 2008, 07:54:57 am ---Star Trek
--- End quote ---
Star Trek is already a spinner game.
--- End quote ---
SHH! I was going to tell him I could do it.
As a bonus, I will also make Tempest a spinner game! Attached is the diff file. Please rename it to diff.diff. I compiled it with .105 version of MAME. Have fun.
Minwah:
--- Quote from: RetroBorg on June 30, 2008, 07:54:57 am ---can you do the same for Asteroids, Asteroids Deluxe
--- End quote ---
In recent versions of Mame you can map mouse inputs to digital inputs so this is already possible - not sure when this ability was added. Doesn't help for 'odd' games like Gyruss of course.
Derrick Renaud:
Neat idea of mapping the dial to the player position address in RAM.
I imagine this could be easily expanded to cheat in other games. Such as mapping the dial to the player's position in Space Invaders, Galaxian, etc. These games might up being a lot easier though when using a spinner.
BTW, yes I did add the ability to map a spinner to buttons in the MAME source. But hacking the games as has been done in this patch, bypasses the games routine that determines how fast you rotate. So with the current MAME code, mapping the spinner to the buttons will only allow you to move as fast as the original game (eg Asteroids) allowed. No matter how fast you spin.
Hacking the dial into the RAM location allows you to move as fast as you want. Cheating, but what the heck. :)
D.
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