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Rotary Controls/ Druin's Interface

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u_rebelscum:

--- Quote from: Derrick Renaud on December 13, 2006, 12:14:25 am ---Here is a diff of what I have so far.  It makes all the snk.c and snk68.c games operate similarly.  So you can now rotate exactly 1 step per button press on these games using a Digital Speed = 0 and Sensitivity = 100%.

There is no longer a 13th phantom step in the snk.c games.  So when you rotate 13 times, your player rotates 13 times, not 12 like it did with the old gwar hack.

Please try this out and let me know any problems.  The rest of the games will be basic to convert now.

--- End quote ---

Ikari and ikarijpb worked fine for me.  I like the code how the 13th position is faked for gwar. :applaud:

One question popped up when looking at the code that you probably don't know the answer either ;) :

The dial_8_gray[] 'gray' code array isn't a exactly a gray code (you're using the same values from the current driver).  I tested changing it to the gray code I'd expect it to be (changed the last value, 0x0f, to 0x02), and that worked just as well as 0x0f AFAICT.  Is there some reason the 0x0f value was used instead of 0x02 originally?  If the bootleg was to hook up to an unmod'ed  8-way stick or 8-rotary, I'd expect it to be 0x02 as that's how the four switches would look, but it was a bootleg so I can't be sure it should be that way...

Lilwolf:
What I meant was that I have all the games working which you dont in this list

timesold No alpha68k.c * 12 / 256
gondo No dec0.c * 12 / 256
hbarrel No dec0.c * 12 / 256
midres Not Tested dec0.c * 12 / 256
downtown No seta.c * 12 / 256
bermudat Yes snk.c Table
gwar Yes snk.c Table
ikari Yes snk.c Table
victroad Yes snk.c Table
ikari3 No snk68.c * 12 / 256
searchar No snk68.c * 12 / 256

by using an old analog+ mame and direct connect. 

And the others might have a problem with that phantom click. 

I have considered using both direct connect and a druin board.  (so xybot would also work) but never got around to see if it would work. 

Anyway, I love to see work done on these great games!

Derrick Renaud:

--- Quote from: u_rebelscum on December 18, 2006, 05:27:49 pm ---
--- Quote from: Derrick Renaud on December 13, 2006, 12:14:25 am ---Here is a diff of what I have so far.  It makes all the snk.c and snk68.c games operate similarly.  So you can now rotate exactly 1 step per button press on these games using a Digital Speed = 0 and Sensitivity = 100%.

There is no longer a 13th phantom step in the snk.c games.  So when you rotate 13 times, your player rotates 13 times, not 12 like it did with the old gwar hack.

Please try this out and let me know any problems.  The rest of the games will be basic to convert now.

--- End quote ---

Ikari and ikarijpb worked fine for me.  I like the code how the 13th position is faked for gwar. :applaud:

--- End quote ---

Yes, it pretty much works transparently now.


--- Quote from: u_rebelscum on December 18, 2006, 05:27:49 pm ---One question popped up when looking at the code that you probably don't know the answer either ;) :

The dial_8_gray[] 'gray' code array isn't a exactly a gray code (you're using the same values from the current driver).  I tested changing it to the gray code I'd expect it to be (changed the last value, 0x0f, to 0x02), and that worked just as well as 0x0f AFAICT.  Is there some reason the 0x0f value was used instead of 0x02 originally?  If the bootleg was to hook up to an unmod'ed  8-way stick or 8-rotary, I'd expect it to be 0x02 as that's how the four switches would look, but it was a bootleg so I can't be sure it should be that way...

--- End quote ---

Yeah, I never really looked into it much.  I do not have the real control to get the real gray code values.  So I really don't want to change it without proof.

Also I don't like the Boothill gray code.  The last to values are 0x50.  So did the gun really only use 7 positions, easily done now with PORT_POSITIONS(7), or is the table wrong?  But 0x20 wouldn't fit in either of the 0x50 values in gray code.

No more time to code till after Christmas, and maybe not till after New Years.  Plus I received a MB4391 for testing.  Yeah, finally emulate that little SOB.  :)

D.

Derrick Renaud:

--- Quote from: Lilwolf on December 20, 2006, 10:09:36 am ---What I meant was that I have all the games working which you dont in this list

(snip)

by using an old analog+ mame and direct connect. 

And the others might have a problem with that phantom click. 

I have considered using both direct connect and a druin board.  (so xybot would also work) but never got around to see if it would work. 

Anyway, I love to see work done on these great games!

--- End quote ---

It's not that I don't have them working, It's just that I was only testing the snk.c drivers, but did not mention that.  All rotary games will be able to use the new code, but I won't be going through them and doing them all myself.

The phantom click (snk.c only) is gone now.  But it won't be submitted for a while.

My code changes are turning out to be a whole input re-write along with the UI, so I do not know where it will end up, or when.  I will post as worthwile progress is made.  I may even scrap some of my planned ideas if it gets outta hand.  Who knows.

D.

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