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Rotary joysticks...
u_rebelscum:
--- Quote from: isucamper on April 02, 2008, 12:25:19 pm ---
--- Quote from: u_rebelscum on April 02, 2008, 11:45:10 am ---Timesolders originally had an optical rotary joystick, while ikari originally had mechanical.
--- End quote ---
How do you know this? Maybe you just remember from actually playing the real games, but is there a database somewhere that lists the types of controls used for different games?
--- End quote ---
D'oh, I'm wrong about this. :-[ From control.dat TS has a mechanical rotary (posted by me even, with ref to the original user manual). I should have checked controls.dat in the first place; it's one of the best DBs on arcade inputs as it requires more than just memory to add the inputs, just not complete yet.
I was guessing TS had opticals from mame still using the dial input and the graphics are better than what I played, which proved wrong. I used mame's -listxml output for if the game used dial type. (Looks like -listxml isn't outputing positional type, though.) Romlister is good at querying -listxml.
Thanks for making me check my info. :cheers:
isucamper:
--- Quote from: u_rebelscum on April 02, 2008, 05:59:40 pm ---Thanks for making me check my info. :cheers:
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No problem. Thanks for pointing me towards controls.dat. This looks great... I just wish it was searchable by input (type of joystick, number of buttons).
Thinking some more on the rotaries... it's really weird if MAME is able to play Ikari correctly with mechanical rotaries but not Timesoldiers. I did some messing around with Ikari (MAME version .123) just using my keyboard, and it definitely didn't behave like I would expect it to. I'd think that one press of the [ or ] key would equate to one turn click, but it doesn't. It's definitely mapping some kind of analog spin to it based on how long you hold the button. That being the case, I don't see how anyone could build a mechanical rotary stick that works correctly with MAME.
-edit messing with the analog settings got this to work with ikari... see my below post
Disappointing, but from the sounds of DrFrag's above impressions, the optical sticks might do the trick for me. Someone above linked a site where you can download a patch for older versions of MAME to that apparently allows the mechanical sticks to work properly... I wonder why the MAME team doesn't incorporate these into their build so we wouldn't have to have the patches get updated for each new version of MAME.
XtraSmiley:
--- Quote from: isucamper on April 02, 2008, 07:48:58 pm ---
--- Quote from: u_rebelscum on April 02, 2008, 05:59:40 pm ---Thanks for making me check my info. :cheers:
--- End quote ---
No problem. Thanks for pointing me towards controls.dat. This looks great... I just wish it was searchable by input (type of joystick, number of buttons).
Thinking some more on the rotaries... it's really weird if MAME is able to play Ikari correctly with mechanical rotaries but not Timesoldiers. I did some messing around with Ikari (MAME version .123) just using my keyboard, and it definitely didn't behave like I would expect it to. I'd think that one press of the [ or ] key would equate to one turn click, but it doesn't. It's definitely mapping some kind of analog spin to it based on how long you hold the button. That being the case, I don't see how anyone could build a mechanical rotary stick that works correctly with MAME.
Disappointing, but from the sounds of DrFrag's above impressions, the optical sticks might do the trick for me. Someone above linked a site where you can download a patch for older versions of MAME to that apparently allows the mechanical sticks to work properly... I wonder why the MAME team doesn't incorporate these into their build so we wouldn't have to have the patches get updated for each new version of MAME.
--- End quote ---
When you tested using a keyboard, [ ] , did you set the analog to 100/0 like everyone has been saying? Let us know if that works, I can't get to my cab at the moment.
isucamper:
--- Quote from: XtraSmiley on April 02, 2008, 08:13:08 pm ---When you tested using a keyboard, [ ] , did you set the analog to 100/0 like everyone has been saying? Let us know if that works, I can't get to my cab at the moment.
--- End quote ---
No, I hadn't. I forgot all about it.
But I just tried it. Setting "Digital Speed" to 0 and "Digital Sensitivity" to 100 fixes Ikari Warriors. Whether you hold [ or ] for a millisecond or a minute, you still get a 1 click, 1 turn reaction the way it should be. If you move "Digital Speed" up to 1 or higher, holding the button will spin your character round and round.
However, I tried two other rotary games. Time Soldiers and Downtown. For both of these, setting "Digital Speed" to 0 and pressing (or holding) the [ or ] buttons results in 0 spins. This is true even with "Digital Sensitivity" set to the maximum 255% (I think someone else above reported this as well). Pressing the button several times will get the character to move though.
I do not understand why this works for some games and not others, but I did notice that Time Soldiers has more gun positions than Ikari Warriors (12 as opposed to 8 ) and that might be causing some kind of descrepancey. Downtown however has 8 positions, just like Ikari... so I don't get it.
One thing I did discover for sure over the last hour... the music in Ikari Warriors is 1000% cooler than the music in Downtown.
jono:
is time soldiers the only optical rotary game? sorry disregard my question found list earlier posts
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