Build Your Own Arcade Controls Forum
Main => Software Forum => Topic started by: NoOne=NBA= on April 06, 2005, 08:31:07 pm
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Is it possible to define a key with a no input, but still have it be "NOT" another key?
I'm questioning whether I need to use a NOT chip (or NC Relay) to invert inputs for a proper Wizard of Wor controller.
In case you missed the thread in the Main forum, the Wizard of Wor controller was basically a two-stage Pac stick.
When you press a little up, it turned the player upward, but did not move.
When you pressed up a little farther, the player would actually move upward.
What I am planning is to add a second set of leafs to each direction of a Pac stick I have.
That would let it send an UP command on contact with the first leaf, and an UP+A when the second leaf is contacted.
The way MAME currently handles the input is that you have to actively press a key to do the "turn only" moves.
The default map is ALT for this.
If you press ALT+UP, you turn Up.
If you press UP, without ALT held, you move Up.
What I am wondering is whether it is possible to map P1Button2=Not A.
That would allow the game to read a 1st level UP as NotA+Up, and turn only; but a 2nd level UP as A+UP, causing the player to move Up.
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how does the original joy looks like ? I never seen one.
I think this couod be done if MAME jsut put a small delay in the directions. If you push UP just a flick (millisecond/second) it just faces that direction and if the UP exceeds the delay, it moves up.
I never notice it before until now. But how did the c64 handle this or any other consoles? I played it on the c64 like the way I'm playing it now with MAME (no ALT).
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Here's blurry pics I stole out of the other thread.
(http://www.quarterarcade.com/img/vol1/475_1_fs.jpg)
(http://www.quarterarcade.com/img/vol1/475_0_fs.jpg)
As you can see, it's a Pac-stick with an extra leaf in each direction.
The way it works though is that you can HOLD a direction without moving in that direction, as long as you don't push far enough to hit the second leaf.
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so if you think about it, it hsould have 8 inputs per player ?
MAME should have its input(s)
P1 = Up
P1 = Down
P1 = Left
P1 = Right
P1 = Look/Up
P1 = Look/Down
P1 = Look/Left
P1 = Look/Right
and so it goes for P2
As of now, I don't think you can trick it to act the way it supposed to, MAME should put small delay when you push in that direction and if the botton is continuesly pushed, then it moves.
I don't even use the second button on this game, cause I was/always thought it was a 1 button game (been playing it in C64).
I did play it once or twice in the arcade but never realize it.
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If I understand it correctly, P1Button2 is mame's hacked "look" thingie, and all second level directions you're wiring as direction + A, yes?
then you want:
P1Button2 = up not A OR down not A OR left not A OR right not A
(To answer your question: No, Mame does not let you start an "input sequence" with a "NOT")
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I didn't think of using ALL the first level inputs for P1Button2, but that SHOULD work exactly the way I want it to.
And yes, the second level on all directions will be wired in parallel to a single key.
That will let it shut off the "look" function, but allow the "move" function in the given direction.
Now I just need to get time to modify my Pacstick, and play with it.
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This might work, so when you need to LOOK, push all the way to make contacts on all three. To move, just push slightly to make thos 2 contacts.
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That's the way I plan to wire it, but using the OR/NOT strings that URebel posted above will make it work the way it should.
A light push Up will send signals to both Up and P1B2 causing you to Look Up.
A hard push Up will send only the Up command because the "not A" will make P1B2=False.
That will cause the player to move Up.
In the heat of battle, you aren't going to push lightly to move very easily.