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Author Topic: MAME 84u6 is out  (Read 5102 times)

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lokki

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MAME 84u6 is out
« on: August 03, 2004, 12:59:02 pm »
www.mamechannel.it

0.84u6
------

Driver Improvements:
--------------------

- Fixed sprite vs. tilemap priority and sprite vs. tilemap
  positioning for the FL games. [R. Belmont]

- Fixed Williams coin inputs. [Arthur Peale]

- Fixed Colony 7 DIP switches. [Aaron Giles]

- Hooked up 49-way joysticks in Arch Rivals and Pigskin 621AD.
  [Aaron Giles]

- Removed hacky cheat controls from Defender/Stargate. [Aaron Giles]

- Removed existing speedup cheat hack from Pacman/Ms Pac Man as
  the way it was implemented in MAME is NOT how it was implemented
  in the arcades. I have added the hacked software ROMs as three
  separate sets for Puck Man, Pac Man, and Ms. Pac Man. These hacked
  ROMs do not let you control the speed of the game with a button;
  the game is always fast, and Pac Man is faster than the ghosts.
  Also added a fake DIP switch to control the equivalent of the
  hardware version of the speedup hack. It can be set to "Disabled",
  "Enabled Always", or "Enabled with Button". Note that this hack
  speeds up everyone, including the ghosts, as the original hack
  did. [Aaron Giles]


Changes to the main program:
----------------------------

- Fixed several makefile errors in the last version. [Aaron Giles]

- Fixed enumeration of lightgun and joysticks in the Windows build.
  Joysticks now no longer show up unless you specify -joystick. And
  lightguns should work properly as absolute devices. [Aaron Giles]

- Added groupings to the master controls list so that the list size
  is not so unwieldy. [Aaron Giles]

- Disabled input to the game while the user interface is in active
  use (prevents keypresses from affecting the underlying game).
  [Aaron Giles]

- Added core-level support for the previously only Windows-supported
  controller files. These files now have the extension .cfg instead
  of .ini and are in the same format as the new XML-based .cfg files.
  See the ctrlr directory for some examples. [Aaron Giles]

- Made it possible to assign game-specific inputs to "None",
  effectively disabling them. To do this, select the input and hit
  enter, then cancel by hitting escape. Previously, cancelling
  would always reset you to the default key sequence for that input.
  Now, MAME alternates between the default key sequence and "None".
  [Aaron Giles]

- Added support for conditional dipswitch settings. This allows
  for multiple equivalent entries but with different text depending
  on the state of another dipswitch. See mappy.c for an example of
  how this works to handle the changing bonuses based on the number
  of lives. [Aaron Giles]

- Improved handling of interpolation for analog ports so that they
  don't wrap around and cause artifacts. [Aaron Giles]

- Added several new command line options to assist in the automatic
  enabling of analog controls:

    * -paddle (keyboard|mouse|joystick|lightgun)
    * -adstick (keyboard|mouse|joystick|lightgun)
    * -lightgun (keyboard|mouse|joystick|lightgun)
    * -pedal (keyboard|mouse|joystick|lightgun)
    * -dial (keyboard|mouse|joystick|lightgun)
    * -trackball (keyboard|mouse|joystick|lightgun)

  For example -dial mouse will automatically enable mouse controls
  (just like -mouse) if a dial control is present for the selected
  game. [Aaron Giles]

- Improved -verbose output display to enumerate all joysticks and
  joystick axes that have been detected. Useful for the new
  -digital command line parameter below. [Aaron Giles]

- Added a command line parameter to control which joystick axes are
  considered digital. If you are using a digital gamepad with MAME,
  you will want to use this option. There are a number of ways to
  do this:

    * -digital all means that all axes of all connected joysticks
      will be treated as digital.

    * -digital none means that all axes of all connected joysticks
      will be treated as analog (this is the previous behavior).
   
    * -digital j2 will treat all axes of joystick #2 as digital;
      axes on all other joysticks will be treated as analog.

    * -digital j1a0a1 will treat axis 0 and 1 on joystick #1 as
      digital; all other axes will be treated as analog.

    * -digital j1a0a1,j2a5 will treat axis 0 and 1 on joystick #1
      as digital, as well as axis 5 on joystick #2; all other axes
      will be treated as analog.

  Make use of the new -verbose information to determine which
  joysticks and axes you should be configuring this way.

- Removed PORT_CHEAT from a number of drivers and documented the
  cheats in the port names. [El Condor]

- Added several more default strings and some MESS-specific fixes.
  [Nathan Woods]


New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Le Bagnard (set 2) [Pierpaolo Prazzoli]
Fax (alt. questions) [Pierpaolo Prazzoli]
Capcom Bowling (set 4) [Aaron Giles]
Columns II: The Voyage Through Time [Brian Troha]
PuckMan (Japan set 1 with speedup hack) [Aaron Giles]
Pac-Man (Midway, with speedup hack) [Aaron Giles]
Ms. Pac-Man (with speedup hack) [Aaron Giles]
« Last Edit: August 03, 2004, 01:01:55 pm by lokki »

SirPoonga

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Re:MAME 84u6 is out
« Reply #1 on: August 03, 2004, 02:08:29 pm »
Quote
- Hooked up 49-way joysticks in Arch Rivals and Pigskin 621AD.
  [Aaron Giles]
It's about time :)

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Re:MAME 84u6 is out
« Reply #2 on: August 03, 2004, 02:35:54 pm »
www.mamechannel.it

- Removed hacky cheat controls from Defender/Stargate. [Aaron Giles]

- Removed existing speedup cheat hack from Pacman/Ms Pac Man as
  the way it was implemented in MAME is NOT how it was implemented
  in the arcades. I have added the hacked software ROMs as three
  separate sets for Puck Man, Pac Man, and Ms. Pac Man. These hacked
  ROMs do not let you control the speed of the game with a button;
  the game is always fast, and Pac Man is faster than the ghosts.
  Also added a fake DIP switch to control the equivalent of the
  hardware version of the speedup hack. It can be set to "Disabled",
  "Enabled Always", or "Enabled with Button". Note that this hack
  speeds up everyone, including the ghosts, as the original hack
  did. [Aaron Giles]



Again, about time.... I suggested these very two things and even sent in a patch for defender/stargate about oh.. a YEAR ago.  Not that I'm complaining mind you.  

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Re:MAME 84u6 is out
« Reply #3 on: August 03, 2004, 02:38:11 pm »
- Fixed Williams coin inputs. [Arthur Peale]

About time!  ;)

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Re:MAME 84u6 is out
« Reply #4 on: August 03, 2004, 02:39:21 pm »
oh.... btw  ctrlr files are now xml.... that means we have a lot of work to do.  

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Re:MAME 84u6 is out
« Reply #5 on: August 03, 2004, 03:38:56 pm »
Quote
- Hooked up 49-way joysticks in Arch Rivals and Pigskin 621AD.
  [Aaron Giles]
It's about time :)

on the subject of 49 way joysticks....will Escape from the Planet of Robot Monsters work now?  i'm assuming that it uses a 49 way, or am i retarded?  i cant get the controls to work correctly with my super's from happ, and im guessing that its because mame doesnt emulate the correct control unless you have the right joystick.  any thoughts on getting this game to work correctly?

Minwah

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Re:MAME 84u6 is out
« Reply #6 on: August 03, 2004, 04:32:40 pm »
on the subject of 49 way joysticks....will Escape from the Planet of Robot Monsters work now?  i'm assuming that it uses a 49 way, or am i retarded?  i cant get the controls to work correctly with my super's from happ, and im guessing that its because mame doesnt emulate the correct control unless you have the right joystick.  any thoughts on getting this game to work correctly?

No & yes...that game used a hall effect analog joystick, so the 49-way stuff won't affect it...but I'm sure I read the other day that the input stuff for that game (& maybe some other hall effect games eg I,Robot) have been altered (improved hopefully).

Nice to see some accuracy improvements for once...

But shame to see the ctrlr files go  :'(  So, as everything is XML, does changing an input in the TAB menu alter it in the 'controller file'??

SirPoonga

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Re:MAME 84u6 is out
« Reply #7 on: August 03, 2004, 05:14:07 pm »
Minwah, you misread.  ctrlr files aren't gone, they just are xml now.  The tab menu will change the cfg xml files.

But you see, that will make for very redundant data and I could see the ctrlr files still leaving.

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Re:MAME 84u6 is out
« Reply #8 on: August 03, 2004, 05:25:14 pm »
Yeah, I don't understand the point myself.  If they are gonna make ctrlr files exactly the same as the "input" section of the cfg file then why not just remove the input section of the cfg file and use ctrlr files.  Otherwise, ctrlr files are now redundant and worthless.  The only benefit they have are hierarchial inputs, which I figure cold be added to cfg files if a person really wanted to.  

Minwah

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Re:MAME 84u6 is out
« Reply #9 on: August 03, 2004, 06:54:58 pm »
Minwah, you misread.  ctrlr files aren't gone, they just are xml now.  The tab menu will change the cfg xml files.

But you see, that will make for very redundant data and I could see the ctrlr files still leaving.

Sorry, I worded it badly...

So basically the cfg input section and ctrlr files are still two separate entities, right?  So altering one does not affect the other...it just doesn't seem logical does it, especially at this time of big core changes you'd think they'd think it thru better.

SirPoonga

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Re:MAME 84u6 is out
« Reply #10 on: August 03, 2004, 07:18:42 pm »
Yeah, actually it would be good if they combined them.  That would mean
1) you can config an individual game via the tab menu
2) that would eliminate the control battles between the two systems.

However it introduces a problem
I'd assume a cfg file would be generated for each game so a heirarchy wouldn't work.  You'd have to keep the ctrlr file system with it's heirachy.

paigeoliver

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Re:MAME 84u6 is out
« Reply #11 on: August 03, 2004, 07:26:55 pm »
Actually I think a 49-way with the correct interface would be a good controller for EPROM, I really ought to hook one of mine up and check it out, like NOW.
Acceptance of Zen philosophy is marred slightly by the nagging thought that if all things are interconnected, then all things must be in some way involved with Pauly Shore.

Minwah

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Re:MAME 84u6 is out
« Reply #12 on: August 03, 2004, 07:34:06 pm »
Actually I think a 49-way with the correct interface would be a good controller for EPROM, I really ought to hook one of mine up and check it out, like NOW.

Let us know how it works, I'd be interested to know...

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Re:MAME 84u6 is out
« Reply #13 on: August 03, 2004, 09:15:18 pm »
Ok, I didn't do any long term testing, I simply wired a Sinistar type 49-way to an SJC available at http://dave.bit2000.com/

I didn't install it in a panel, I just held it in my hand, but EPROM seemed to be perfectly controllable to me, not like it is with an 8-way.
Acceptance of Zen philosophy is marred slightly by the nagging thought that if all things are interconnected, then all things must be in some way involved with Pauly Shore.

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Re:MAME 84u6 is out
« Reply #14 on: August 03, 2004, 09:45:10 pm »
okay so this means i will never be able to play escape from the planet of robot monsters with my regular 8 ways right?

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Re:MAME 84u6 is out
« Reply #15 on: August 03, 2004, 10:14:41 pm »
Correct.
Acceptance of Zen philosophy is marred slightly by the nagging thought that if all things are interconnected, then all things must be in some way involved with Pauly Shore.

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Re:MAME 84u6 is out
« Reply #16 on: August 03, 2004, 11:27:05 pm »
What, exactly, does the SJC do?  The website doesn;t say much about the product other than it can connect a 49way to the pc.  How does the PC see it?  What does it do with it?

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Re:MAME 84u6 is out
« Reply #17 on: August 03, 2004, 11:39:12 pm »
Correct.

well crap, i was hoping for "well actually, i got it to work with...."  oh well, the one game i used to play all the time...and cant.  :'(

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Re:MAME 84u6 is out
« Reply #18 on: August 04, 2004, 04:47:19 am »
What, exactly, does the SJC do?  The website doesn;t say much about the product other than it can connect a 49way to the pc.  How does the PC see it?  What does it do with it?

The PC sees it as an analog joystick.  Check out U_Rebel's (very helpful) page here: http://www.urebelscum.speedhost.com/49waySticks.html

Incidentally, I have tried my true analog joystick for EPROM, and it still feels pretty wierd / difficult to control to me.  I remember playing it in the arcade, but I was pretty young and I can't remember how the controls felt...

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Re:MAME 84u6 is out
« Reply #19 on: August 04, 2004, 05:14:26 am »
Correcting paiges comment (I was waiting for someone to confirm)  you can use an 8way to control a 49way game easily.  Of course the controls will be inaccurate and the game won't play right, but that's nothing new as using an 8way in the past had the same effect.  

Basically for those of you who aren't technically inclined a 49 way joystick is a poor-man's  industrial solution to an analog joystick.  As a matter of fact a 49 way could basically be called a hybrid digital/analog stick.  

So.....  controlling a 49 way game with a pure digital stick is like playing your favorite fps console shooter with the d-pad.  Kinda dumb, yet still doable.  ;)

On the flip side controlling a 49 way game with an analog stick is not only smart, but probably less hassle than wiring up a 49-way.  Although, imho, the unique shape of the 49way has a lot to do with the feel of the game.  


I hope that was useful to someone... if not oh well.  

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Re:MAME 84u6 is out
« Reply #20 on: August 04, 2004, 07:58:46 am »
yeah, howard that makes sense....but this game isnt "doable" because when i press up on the 8 way, or whatever direction, he just keeps walking, and doesnt stop.  the only way to  stop the guy from running is to hit the shoot button over and over.  so i guess its kidna "doable" and i wouldnt mind some bad control or accuracy...but this constant running makes it unplayable.

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Re:MAME 84u6 is out
« Reply #21 on: August 04, 2004, 08:28:12 am »
yeah, howard that makes sense....but this game isnt "doable" because when i press up on the 8 way, or whatever direction, he just keeps walking, and doesnt stop.  the only way to  stop the guy from running is to hit the shoot button over and over.  so i guess its kidna "doable" and i wouldnt mind some bad control or accuracy...but this constant running makes it unplayable.

Out of all the games which do not play well with the wrong controls, this is probably one of the worst...

I take the view that NO game in MAME plays well without the correct controls (tho some are ok), so my goal is to get the correct controls for the games I want to play.  If you take that same view, you are never disappointed when a game plays badly with the wrong controls!  ;D

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Re:MAME 84u6 is out
« Reply #22 on: August 04, 2004, 08:41:59 am »
yeah, howard that makes sense....but this game isnt "doable" because when i press up on the 8 way, or whatever direction, he just keeps walking, and doesnt stop.  the only way to  stop the guy from running is to hit the shoot button over and over.  so i guess its kidna "doable" and i wouldnt mind some bad control or accuracy...but this constant running makes it unplayable.
I wish games that used the 49-way had an option in MAME to auto-center the virtual stick when an 8-way is used... games like Sinistar might actually be playable that way....

--Chris
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Re:MAME 84u6 is out
« Reply #23 on: August 04, 2004, 09:07:11 am »
http://www.aarongiles.com/

Aaron just relased new inis.... err cfg files to reflect the new format.  

The good news:

Although the layout is obviously different, the same constants as the old ctrlr files are used.  

The not-so-good news:

The ctrlr files take advantage of the new "new bit sequence" macros.  Well this is all well and good, whatever works, but what this means (at least from what I am figuring)  Is the strange new cfg file format that uses bit sequence numbers (which nobody can read) is pretty close to the final version.  What that means is that although the cfg files are perfectly writeable now, the default keys they have defined aren't easily readable.  So for all that work, the usefulness of the cfg files for external use is still kinda iffy.  

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Re:MAME 84u6 is out
« Reply #24 on: August 04, 2004, 09:23:29 am »
hmm....wait i think that response just went over my head and onto smarter people.   ???

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Re:MAME 84u6 is out
« Reply #25 on: August 04, 2004, 10:27:39 am »
Heh...

Update #1:

Been testing, and I am pleasantly suprised.  

Remember how before if you changed a input in mame and then later on made a ctrlr file for the game you were screwed until you deleted the cfg file as it took priority?  Not anymore.  Ctrlr files always take priority now.

An oddity I'm not sure about:

You no longer make a folder and put different inis for different games/drivers/ect in the folder.  Instead, you put them all in one big old cfg file using the "system" bracketed group to tell mame which game/driver/ect to use these inputs for.  It might make for a long and confusing file.  Personaly I would rather have them seperate.  


For those of you (like myself) who have extensive ctrlr file collections.  I am already on making a conversion utility.  It's almost done but I won't release it until the next official mame build as there are bound to be changes to the format before then.  

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Re:MAME 84u6 is out
« Reply #26 on: August 04, 2004, 11:59:25 am »
But isnt this backwards?  

I have a generic cfg file for a control panel... Then I have some games I want to change it specific for that game.

How often do you go the other way around?  It means that once you make a generic cfg file for many games... the games cant change it specific for them.



Heh...

Update #1:

Been testing, and I am pleasantly suprised.  

Remember how before if you changed a input in mame and then later on made a ctrlr file for the game you were screwed until you deleted the cfg file as it took priority?  Not anymore.  Ctrlr files always take priority now.

An oddity I'm not sure about:

You no longer make a folder and put different inis for different games/drivers/ect in the folder.  Instead, you put them all in one big old cfg file using the "system" bracketed group to tell mame which game/driver/ect to use these inputs for.  It might make for a long and confusing file.  Personaly I would rather have them seperate.  


For those of you (like myself) who have extensive ctrlr file collections.  I am already on making a conversion utility.  It's almost done but I won't release it until the next official mame build as there are bound to be changes to the format before then.  


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Re:MAME 84u6 is out
« Reply #27 on: August 04, 2004, 12:18:29 pm »
Ok, looking at the new hotrodse.cfg, wtf is this?

Code: [Select]
<remap origcode="KEYCODE_UP" newcode="KEYCODE_8_PAD" />
<port type="UI_UP">
   <newseq type="standard">KEYCODE_UP OR KEYCODE_8_PAD</newseq>
</port>

Also I don't like how everything is in one file.  I liked it when you just has a neogeo.ini seperate from a default.ini.  I hope that is still supported even though the examples have it all in one file.  However, all in one file might be easier to output from inside of mame if you made a menu that

Anyway, good news is controls.dat doesn't really have to change much.  Bad news is the johnny5 viewer does.  HowardC, talk to me, I've been search for a good xml parser for VB.  Though it might be just easier to make your own for such a simple format.  Logiqx made his own for mamediff because what he was using didn't support alien3.

Also, the big question is, can you define the analog sensitivity in the ctrlr files now?  Maybe I will email aaron.

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Re:MAME 84u6 is out
« Reply #28 on: August 04, 2004, 02:07:12 pm »
Also, the big question is, can you define the analog sensitivity in the ctrlr files now?  Maybe I will email aaron.

Fingers crossed...lets hope something good comes from it...

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Re:MAME 84u6 is out
« Reply #29 on: August 04, 2004, 04:11:08 pm »
Ok, looking at the new hotrodse.cfg, wtf is this?

[code]
<remap origcode="KEYCODE_UP" newcode="KEYCODE_8_PAD" />
<port type="UI_UP">

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Re:MAME 84u6 is out
« Reply #30 on: August 04, 2004, 04:15:12 pm »
No, my point is for the hotrodse isn;t that redundant?  Havint hte remap AND defining the port like that?  

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Re:MAME 84u6 is out
« Reply #31 on: August 04, 2004, 04:33:28 pm »
Yes, yes it is.  I went over that.  Read my overly-long post.  ;)

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Re:MAME 84u6 is out
« Reply #32 on: August 04, 2004, 05:13:37 pm »
Analog sensitivity can be used in the ctrlr files.  :)  Anything you see in the cfg file can be read in the ctrlr file as the same function is called to read each.  Something oddly absent though.... before you could turn on flags in the ini files like "mouse 1"  I haven't figured out how to do that yet.  

Does this have anything to do with this part?:

- Added several new command line options to assist in the automatic
  enabling of analog controls:

    * -paddle (keyboard|mouse|joystick|lightgun)
    * -adstick (keyboard|mouse|joystick|lightgun)
    * -lightgun (keyboard|mouse|joystick|lightgun)
    * -pedal (keyboard|mouse|joystick|lightgun)
    * -dial (keyboard|mouse|joystick|lightgun)
    * -trackball (keyboard|mouse|joystick|lightgun)

  For example -dial mouse will automatically enable mouse controls
  (just like -mouse) if a dial control is present for the selected
  game. [Aaron Giles]


I haven't had chance to play with it yet, so I really don't understand...but maybe (hopefully) you can do something similar to these switches in the ctrlr files?

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Re:MAME 84u6 is out
« Reply #33 on: August 04, 2004, 07:40:18 pm »
Yeah I think that's why those were put in.  But it's still a little out of sorts though.  You used to be able to set any flag in an ini file, which was particularly useful.  For example, I could turn on steadykey just for pacman, ect.  Now you can still do this in the "real" ini folder, but I liked grouping both together so I could keep track of things.  Hmm perhaps I can have my conversion utility automatically take flags like that it finds and place them in a new ini in the ini folder.  



Those new flags are kinda cool though.  it's nice that you can turn on the mouse just for trackball games, or instruct mame to use the joystick for trackball games, ect.  


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Re:MAME 84u6 is out
« Reply #34 on: August 04, 2004, 08:38:57 pm »
Update:  the conversion utility is finished.  Would anyone care to try it?  

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Re:MAME 84u6 is out
« Reply #35 on: August 05, 2004, 01:15:31 am »
How about trackball for Pac-Man? I always imagined that would be killer hard.
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Re:MAME 84u6 is out
« Reply #36 on: August 05, 2004, 10:41:31 am »
I can't test much this week (moving)...

but I have a question about these

    * -paddle (keyboard|mouse|joystick|lightgun)
    * -adstick (keyboard|mouse|joystick|lightgun)
    * -lightgun (keyboard|mouse|joystick|lightgun)
    * -pedal (keyboard|mouse|joystick|lightgun)
    * -dial (keyboard|mouse|joystick|lightgun)
    * -trackball (keyboard|mouse|joystick|lightgun)

Can you override them for a specific game (with the tab?)

so most paddle games you want to use your trackball... but one you find its better to use your flight stick..  Can you change just that one?  or does it disable all joysticks?

Just curious.

btw... I really like this.  I think we will find some great new middleware pieces here in a bit.   I can't wait to jump in and see what we can do with them.


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Re:MAME 84u6 is out
« Reply #37 on: August 05, 2004, 04:24:53 pm »
Nope... those are regular flags and you can no longer set them in ctrlr files so you definately can't set them in the tab menu.  The tab menu is unchanged barring some reorganization.  

What you can do is set them via the good old ini file system (which i never used because all ctrlr files supported ini style commands)

Btw a major bug there... notice one is called "lightgun"..... we already have a lightgun flag, thank you for reminding me, I'm off to report that to mametesters.  


« Last Edit: August 05, 2004, 04:26:20 pm by Howard_Casto »

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Re:MAME 84u6 is out
« Reply #38 on: August 05, 2004, 04:51:39 pm »
Btw a major bug there... notice one is called "lightgun"..... we already have a lightgun flag, thank you for reminding me, I'm off to report that to mametesters.  

  Wouldn't it do the same thing as "mame.exe -lightgun lightgun"?

-Steve

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Re:MAME 84u6 is out
« Reply #39 on: August 05, 2004, 04:56:18 pm »
yes, but for all games....

If you'll look over at mametesters.org you can no longer have joysticks and mice activated at the same time so this is unacceptable.  "-lightgun lightgun" would only turn on lightgun for games with lightguns, which is what we want.  Also you might want to use a trackball to control lightgun games, in which case you would want "-lightgun mouse"