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| Analog pedal hack ideas....Mame's 'auto-release' analog pedal thing... |
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| Minwah:
Ooops, sorry, didn't mean to mislead :-[. I haven't really used the ctrlr ini's that much yet. U_Rebel: What is the benefit of doing the P1_PEDAL etc stuff outside of default.ini? Is this in case you are using say 1 analog joystick device for eg ad_stick, paddle & pedal, so the inputs may differ per game? |
| u_rebelscum:
--- Quote from: Minwah on June 17, 2003, 08:32:47 pm ---U_Rebel: What is the benefit of doing the P1_PEDAL etc stuff outside of default.ini? Is this in case you are using say 1 analog joystick device for eg ad_stick, paddle & pedal, so the inputs may differ per game? --- End quote --- I like modular info. ;D I guess the only real reason to do a pedal.ini is to also remap other stuff to a specific way if a game uses pedals. Example: I have a gamepad as joy1, and a steering wheel + pedals as joy2. I'd want to remap my joy2 buttons to player1 for pedal & paddle games, while normally I wouldn't. So I'd add two lines, paddle_ini "pedal" and pedal_ini "pedal" to default.ini and do the special joy2 steering wheel remapping only for the games that need it in the refered to pedal.ini file. Also, part of the above is I'd like to keep default.ini as clean as possible, so I can quickly look at it and see how most games are mapped. Since most games don't have ad_stick, dial, pedal, paddle, trackball, or lightgun inputs, I'd leave them out of the normal default remapping. And wouldn't need to have the default player1 button1 mapped to "joy1 button0 or joy2 button0" all the time. Third, a very, very, very minor speed boost can be found if a game's input ports have less PC inputs mapped to them. Probably not noticable, but .... *shrug* Forth, mame can only have one analog input mapped per game analog input type. If I had two analog joysticks, and player1 had "Joy1_X_axis | Joy2_X_axis" mapped as inputs to P1_AD_stick_X, mame will see joy2's input as if was a digital input instead of the true analog input it is. Since I'd want joy1 for analog stick games, and joy2 for pedals games (whether those games use "paddle" or "AD_stick_X" as the steering input type) this might cause a conflict. Pedal.ini can get aroung this problem. (something like under a dozen games still use AD_stick_X and pedal combos) And last, for easy of troubleshooting ctrlr ini and input mapping problems. If I get any ctrlr ini or input problems, I can troubleshoot by first renaming the pedal.ini file and seeing if the trouble still occurs. If yes, then I know the input in pedal.ini are not causing the problem. Most of these aren't of much importance, or only effect a few games. *shrug* I guess it's up to you and the way your system is setup. |
| Minwah:
Thanks for explaining. I think I hadn't thought of some of this, because I have mapped all the controls to have 1 input only, the exact key/joycode I want (eg "KEYCODE_UP" not "KEYCODE_UP |
| Aceldamor:
Would your "turbo" button assignment also be like the Weapon Van Assignment for Spy Hunter? What about games that have multiple gears like Hard Drivin' and Race Drivin'? |
| Minwah:
--- Quote from: Aceldamor on June 18, 2003, 10:47:17 am ---Would your "turbo" button assignment also be like the Weapon Van Assignment for Spy Hunter? What about games that have multiple gears like Hard Drivin' and Race Drivin'? --- End quote --- Yes, I suppose I would use the turbo button for the van in Spy Hunter...Although I will be using a modified RoadBlasters controller, so really I can have up to 4 fire buttons - I could use one of these. I was originally planning on having both triggers / thumb buttons to be the same tho (2 inputs only). As for Hard/Race Drivin', thanks for pointing that out - I haven't played them much since my PC has a hard time running them. From what I can tell these games use an analog stick for the gear shift - my panel will not have this extra stick (nor a clutch for that matter) so I will probably just have to play it in automatic. As with the Crusin' games (although I think these use buttons for gears). |
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