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wheel / yoke for road blasters?
Kremmit:
--- Quote from: RobotronNut on January 18, 2006, 05:20:17 am ---
--- Quote from: Kremmit on January 17, 2006, 11:38:35 pm ---I did see where somebody added an encoder wheel and a set of optics to the back of their SW yoke just for RoadBlasters. They said it worked fine.
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i tried to find an article like that but couldn't find any. if you can re-locate it, please let me know. thanks.
--- End quote ---
Sorry, if I remembered where I saw it, I would have linked it up in the first place. :P
mark shaker:
--- Quote from: Kremmit on January 17, 2006, 11:38:35 pm ---I did see where somebody added an encoder wheel and a set of optics to the back of their SW yoke just for RoadBlasters. They said it worked fine.
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That would be me!
See my Return of the Jedi cabinet at :www.marksarcade.com. There is not a lot of technical info on it, but there is a picture of the mounted optic wheel.
- Mark
Major Rock Hardy:
--- Quote from: u_rebelscum on January 18, 2006, 07:46:47 pm ---
Very well. The only thing you can't simulate with the change is the "missing spoke" and "missed read of a spoke/gap" errors, AFAIK. ;)
Adding the optical to the yoke, OTOH, might feel closer to the original sensitivity / angle turned than from the POT side (for reasons of deadzone, progressive/logrithmic scaling, early max, etc, which differents from wheel to wheel, and driver to driver settings).
The one line is in src/drivers/atarisy1.c, line 661:
INPUT_PORTS_START( roadblst )
PORT_START /* F20000 */
PORT_BIT( 0xff, 0x40, IPT_PADDLE ) PORT_MINMAX(0x00,0x7f) PORT_SENSITIVITY(25) PORT_KEYDELTA(10) PORT_REVERSE
PORT_START /* F40000 */
"IPT_DIAL" changed to "IPT_PADDLE"
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U_rebel-
I assume this should work in the other direction? That is - swapping an optical spinner where mame expects a paddle control? For instance - if I want to play 4 person Warlords (which I believe was analog (pot) paddles) with 4 optical spinners - would the source edit work OK? I know this will have to be a mame analog+ or advmame application due to the 4 axes...
Thanks,
Rock
u_rebelscum:
--- Quote from: Major Rock Hardy on January 20, 2006, 11:57:47 am ---
--- Quote from: u_rebelscum on January 18, 2006, 07:46:47 pm ---The only thing you can't simulate with the change is the "missing spoke" and "missed read of a spoke/gap" errors, AFAIK. ;)
Adding the optical to the yoke, OTOH, might feel closer to the original sensitivity / angle turned than from the POT side (for reasons of deadzone, progressive/logrithmic scaling, early max, etc, which differents from wheel to wheel, and driver to driver settings).
--- End quote ---
U_rebel-
I assume this should work in the other direction? That is - swapping an optical spinner where mame expects a paddle control? For instance - if I want to play 4 person Warlords (which I believe was analog (pot) paddles) with 4 optical spinners - would the source edit work OK? I know this will have to be a mame analog+ or advmame application due to the 4 axes...
--- End quote ---
Mame is great at relative device to absolute game inputs (as with Warlords, or star wars with a trackball). So no need to edit the source. (I doubt you would notice any difference with the change, and with it you couldn't use absolute devices.)
The reason is it's really, really easy to go from a relative device's input (spinner) and use it to simulate an absolute input (POTs). And mame does this fine. It's almost as 'easy' to go the other way, but there's two totally different ways to do it.
I'll use arkanoid, a spinner, an analog joystick, and a POT spinner in this example. You can translate the absolute to relative in two ways: "distance from center" and "change from last". The POT spinner would work exactly like a normal spinner (assumeing linear POT, no software deadzone, scaling, curving, etc) with the "change from last" method (it turns the absolute into relative by software). However, the analog joystick would probably be best with the "distance from center" method, as the distance from center would determine the speed the paddle moves. "Change from last" might work for a zero or weak spring analog joystick for some people, though.
FWIW, games like super sprint and pole position probably would do better with "distance from center" with PC steering wheels (270 degree) even though the game play would be somewhat different than the original.
With that said, mame could get good absolute to relative input play if the user could choose which way it's translated. More work I never got around to. :-\
Silver:
u_rebelscum: most useful/interesting post I've read in ages. Thanks!
So basically the best type of input for mame to use depends on the physical controller being used.
Are there many other games in similar situations to roadblasters? ie 'non-standard' input (as not a typical yoke) that works better with a source change?
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