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Main => Main Forum => Topic started by: LeedsFan on May 13, 2011, 05:40:50 pm

Title: Question about Donkey Kong rivet screen
Post by: LeedsFan on May 13, 2011, 05:40:50 pm
I've noticed on my projects that sometimes on the rivets screen there seems to be a "problem" and I'm not sure what causes it. In fact I'm not sure even if the original arcade game does this because i don't have access to one to check.

Basically I get into the "taunt" position on the top level (to the right) near DK and jump while moving the sick to the right while in mid-air to get 100 points for each jump. But sometimes while I'm doing this Mario edges a little to the right. He doesn't do this on every jump. But sometimes more than others. So much so that sometimes he even turns around to face to the right and eventually moves out of range of the 100 point gain. Has anyone else noticed this? What causes this? Does the original arcade game exhibit the same behaviour?

Sometimes I can play a game where it doesn't do this at all.   :dunno
Title: Re: Question about Donkey Kong rivet screen
Post by: Bender on May 13, 2011, 07:38:37 pm
no it shouldn't do that check the deadzone # for the joystick and up it a bit see if that helps
Title: Re: Question about Donkey Kong rivet screen
Post by: Paul Olson on May 13, 2011, 07:42:30 pm
My guess would be that you are hitting right just a hair early and causing the movement.
Title: Re: Question about Donkey Kong rivet screen
Post by: Gray_Area on May 13, 2011, 09:25:47 pm
My guess would be that you are hitting right just a hair early and causing the movement.

Ditto. By the way, you can jump either direction, regardless which side of Kong you're on. Of course, you want to jump away from him, in case you flub.
Title: Re: Question about Donkey Kong rivet screen
Post by: LeedsFan on May 14, 2011, 02:01:51 am
My guess would be that you are hitting right just a hair early and causing the movement.

Hmmmm.... but if I hit right early then surely Mario would actually jump right and not straight up. I will try Bender's idea, but I'm not sure what the deadzone setting should be. I've never played around with that setting.
Title: Re: Question about Donkey Kong rivet screen
Post by: Bender on May 14, 2011, 10:38:34 am
I think the mame default is 25% I'd try 35% to start with and fine tune it from there

your not using a U360 by any chance are you?
Title: Re: Question about Donkey Kong rivet screen
Post by: CrazyKongFan on May 14, 2011, 11:08:30 am
Maybe you're holding the joystick down too long and moving after you land?
Title: Re: Question about Donkey Kong rivet screen
Post by: Bender on May 14, 2011, 11:39:17 am
Maybe you're holding the joystick down too long and moving after you land?

humm...  that is a possibility, never had it happen to me, but just tried it and it can happen if you push too long on the joystick
just tap in a direction at the peak of his jump and don't hold
Title: Re: Question about Donkey Kong rivet screen
Post by: LeedsFan on May 14, 2011, 02:07:34 pm
I think the mame default is 25% I'd try 35% to start with and fine tune it from there

your not using a U360 by any chance are you?

No. It does it either with XBox 360 pad or Seimitsu LS32.... on two different machines.

EDIT:   I just tried Bender's idea on my desktop PC whicj just uses an XBox 360 pad and Mame-UI.  It worked! Well... I played a quick couple of games of DK and reached L=05 and it didn't do it once. The default setting in Mame-UI was 30% so I upped it to 50%. Everything played just the same as before except that little annoyance was gone. I'm gonna leave it at 50% and try that setting on my other projects and see how they go.
Thanks Bender   :cheers:
Title: Re: Question about Donkey Kong rivet screen
Post by: Bender on May 14, 2011, 03:07:32 pm
I think the mame default is 25% I'd try 35% to start with and fine tune it from there

your not using a U360 by any chance are you?

No. It does it either with XBox 360 pad or Seimitsu LS32.... on two different machines.

EDIT:   I just tried Bender's idea on my desktop PC whicj just uses an XBox 360 pad and Mame-UI.  It worked! Well... I played a quick couple of games of DK and reached L=05 and it didn't do it once. The default setting in Mame-UI was 30% so I upped it to 50%. Everything played just the same as before except that little annoyance was gone. I'm gonna leave it at 50% and try that setting on my other projects and see how they go.
Thanks Bender   :cheers:

No problem, I've had similar issues with analog sticks like the Xbox360 controller, but....
Man, that's wierd that it would do it on micro switch stick (Seimitsu) my understanding is that it's just for analog, but hey, if it works
on that machine I'd make sure mame wasn't trying to put an analog map on that digital stick :dunno
under mapping it defaults to "auto" which I might turn off for a digital stick, although I guess that brings up issues between 4-way and 8-way

read this from line 854-930 (http://mamedev.org/source/docs/config.txt.html)