Food Fight - joystick troubles, solved
-
thats not really a good solution the default center is ok for 99% of the games. You need to do this in the driver level. So you can just put in digital input drivers instead of analog ones. The logic in this game is pretty easy as far as the input goes.
this is where mame sets the analog ports
this is where the variable is set of which axis to read
https://github.com/libretro/mame2003-plus-libretro/blob/0134c428b75882aa474f78dbbf2c6ecde49b97b7/src/drivers/foodf.c#L181-L184and finally mame reads the input port set in the code from that variable here.
now you can do this a few ways like add digital controls and read them its up to you how you want to do it you could work round the analog code as is but that would break real analog controls.
-
This post is deleted! -
This is just additional option to your current fix which doesn't apply to analog.
First you would turn on your fix for centering digital joysticks. Then you'd have the option(options.default_center) to use 0x7f as your center position as it does now or the variables set by each direction. This only applies to digital controls.
if (delta == 0 && options.digital_analog ) { If (options.default_center == 0) { Current_Horizontal = horizontal_value; Current_vertical = vertical_value; } Else { Current_Horizontal = default_value; Current_Vertical = default_value; } } else if ((delta == 0) && (in->type & IPF_CENTER) ) { if (current > default_value) delta = -100 / sensitivity; if (current < default_value) delta = 100 / sensitivity; }
The reason to do it here is for compatibility with any other game in the future that may have used the 49-way control with similar issues.
These variables will be set after every direction pressed(if your fix is turned off, they just wouldn't do anything):
Some direction press normal code thats here now. horizontal_value = 0x?? vertical_value = 0x??
HORZ VERT UP 7F 80 DOWN 7F 7E LEFT 80 7F RIGHT 7E 7F UP/LEFT 80 80 UP/RIGHT 7E 80 DOWN/LEFT 80 7E DOWN/RIGHT 7E 7E
-
dont get what your doing here this just reads one port at a time the variable you need to set is current for the value of the port your reading from the mame driver.
You have no way of knowing its vertical or horizontal or what that port is for its just reading it at os level. your logic need to go here https://github.com/libretro/mame2003-plus-libretro/blob/0134c428b75882aa474f78dbbf2c6ecde49b97b7/src/drivers/foodf.c#L175-L178
this is the return value from the code your trying to change.
-
I want to make it so that each of the 8 way digital presses set a horz and vert position variable that can be used later for centering.
I understand "current" sets them together, so it needs a way to be set individually.
So the last direction pressed will be the position he stops facing.
This is for digital only,
-
This will need done at driver level to be honest the self centering code option was added for analog games that dont have this flag set and it snap there right away. The other issues with this game need dealt with at driver level as far as digital control hacks go.
-
Ok. So hacking the games driver (foodf.c?),
It needs set so that the last direction pressed on our joystick sets the facing direction when you are centered
Also, was your digital centering fixed submitted to the mame2003-plus official page as an update yet?
-
This post is deleted! -
That fix was for yourself me and libretto have parted ways a while back. I would advise to post an issue there if you would like it added to there port one of the maintainers will add it if they want i added.
-
here is some code that will remember the up down left right positions. Its up to you if you want to add diagonals remember analog is radial when doing your logic. This is how your read the joystick directly you can apply any extra logic you want to this should be enough to get you where you want to go.
static READ16_HANDLER( analog_r ) { static up=0; static down=0; static left=0; static right=0; int xvalue = 128; int yvalue = 128; if (whichport == 0) { if (code_pressed(JOYCODE_1_LEFT)) { xvalue = 255; left =1; right =0; up=0; down =0;} else if (code_pressed(JOYCODE_1_RIGHT)) { xvalue = 0; right =1; left =0; up=0; down =0;} log_cb(RETRO_LOG_INFO, LOGPRE "X == %d \n",xvalue); if (xvalue == 128 && right) return 122; else if (xvalue == 128 && left) return 134; else return xvalue; } // return readinputport(whichport); else if (whichport == 2) { if (code_pressed(JOYCODE_1_UP)) { yvalue = 255; up =1; down =0; right =0; left =0;} if (code_pressed(JOYCODE_1_DOWN)) { yvalue = 0; down =1; up=0; right =0; left =0;} if (yvalue == 128 && down) return 122; else if (yvalue == 128 && up) return 134; else return yvalue; } }
-
Thank you, made some updates, see below. Just need to add the diagonals and maybe tighten up the stopping values.
You said diagonals are radial. Does that mean we check under a different port for diagonals or something? or can I just update my "if/else if" press checks under port 0 and 2 to check for diagonals first? So diagonals takes precedence over linear moves.
static READ16_HANDLER( analog_r ) { static int up = 0; static int down = 0; static int left = 0; static int right = 0; int center = 127; int xvalue = center; int yvalue = center; if (whichport == 0) { if (code_pressed(JOYCODE_1_LEFT)) { xvalue = 255; left=1; right=0; up=0; down=0; } else if (code_pressed(JOYCODE_1_RIGHT)) { xvalue = 0; left=0; right=1; up=0; down=0;} if (xvalue == center && right) return 122; else if (xvalue == center && left) return 134; else return xvalue; } else if (whichport == 2) { if (code_pressed(JOYCODE_1_UP)) { yvalue = 255; left=0; right=0; up=1; down=0; } else if (code_pressed(JOYCODE_1_DOWN)) { yvalue = 0; left=0; right=0; up=0; down=1; } if (yvalue == center && down) return 122; else if (yvalue == center && up) return 134; else return yvalue; } return center; }
-
well whichport 0 is the axsis and whichport2 is the yaxis it only reads one at a time.
you need to keep track of the x and y changes you never know what port is going to read so you need to keep track of x and y settings. Ill try knock something up for you to use thats a little easier to work with.
-
This is what I tried(see main code below), it works ok, but glitchy. Mostly because when pressing diagonals it's easy to press one direction earlier than the other. Which results in false stops being set linearly.
Probably just need to add a center check for the linear directions so they only set at exact positions and are harder to hit... like this:
else if (code_pressed(JOYCODE_1_LEFT && yvalue == center)) { xvalue = 255; left=1; right=0; up=0; down=0; }
static READ16_HANDLER( analog_r ) { //return readinputport(whichport); static int up = 0; static int down = 0; static int left = 0; static int right = 0; int center = 127; int xvalue = center; int yvalue = center; if (whichport == 0) { // check for diagonal presses first if (code_pressed(JOYCODE_1_LEFT) && code_pressed(JOYCODE_1_UP)) { xvalue = 255; left=1; right=0; up=1; down=0; } else if (code_pressed(JOYCODE_1_LEFT) && code_pressed(JOYCODE_1_DOWN)) { xvalue = 255; left=1; right=0; up=0; down=1; } else if (code_pressed(JOYCODE_1_RIGHT) && code_pressed(JOYCODE_1_UP)) { xvalue = 0; left=0; right=1; up=1; down=0; } else if (code_pressed(JOYCODE_1_RIGHT) && code_pressed(JOYCODE_1_DOWN)) { xvalue = 0; left=0; right=1; up=0; down=1; } // check linear presses else if (code_pressed(JOYCODE_1_LEFT)) { xvalue = 255; left=1; right=0; up=0; down=0; } else if (code_pressed(JOYCODE_1_RIGHT)) { xvalue = 0; left=0; right=1; up=0; down=0;} if (xvalue == center && right) return 122; else if (xvalue == center && left) return 132; else return xvalue; } else if (whichport == 2) { // check for diagonal presses first if (code_pressed(JOYCODE_1_UP) && code_pressed(JOYCODE_1_LEFT)) { yvalue = 255; left=1; right=0; up=1; down=0; } else if (code_pressed(JOYCODE_1_UP) && code_pressed(JOYCODE_1_RIGHT)) { yvalue = 255; left=0; right=1; up=1; down=0; } else if (code_pressed(JOYCODE_1_DOWN) && code_pressed(JOYCODE_1_LEFT)) { yvalue = 0; left=1; right=0; up=0; down=1; } else if (code_pressed(JOYCODE_1_DOWN) && code_pressed(JOYCODE_1_RIGHT)) { yvalue = 0; left=0; right=1; up=0; down=1; } // check linear presses else if (code_pressed(JOYCODE_1_UP)) { yvalue = 255; left=0; right=0; up=1; down=0; } else if (code_pressed(JOYCODE_1_DOWN)) { yvalue = 0; left=0; right=0; up=0; down=1; } if (yvalue == center && down) return 122; else if (yvalue == center && up) return 132; else return yvalue; } return center; }
-
here is the new simplified code this uses the cheat input ports as well cocktail mode isint added atm if you need it just let me know.
static READ16_HANDLER( analog_r ) { #define max 255 #define cent 128 #define bump 51; #define up 1 #define down 2 #define left 4 #define right 8 static INT16 xvalue = 0x80; static INT16 yvalue = 0x80; static INT16 lastx = 0x80; static INT16 lasty = 0x80; static INT16 currentx = 0x80; static INT16 currenty = 0x80; static INT16 center = 0; int flag; int temp; UINT16 direction; if( options.cheat_input_ports) // use cheat ports { if(whichport == 0 || whichport ==2) direction = readinputport(6); temp = direction & ~16; if ( temp == 0 ) center =1; else if ( temp == up ) { center=0; xvalue = cent; yvalue = max; currentx=cent; currenty= cent+bump; } else if ( temp == down ) { center=0; xvalue = cent; yvalue = 0; currentx=cent; currenty= cent-bump; } else if ( temp == left ) { center=0; xvalue = max; yvalue = cent; currentx=cent+bump; currenty= cent; } else if ( temp == right ) { center=0; xvalue = 0; yvalue = cent; currentx=cent-bump; currenty= cent; } else if ( temp == right+up ) { center=0 ;xvalue = 0; yvalue = max; currentx=cent-bump; currenty= cent+bump; } else if ( temp == right+down ) { center=0; xvalue = 0; yvalue = 0; currentx=cent-bump; currenty= cent-bump; } else if ( temp == left+up ) { center=0; xvalue = max; yvalue = max; currentx=cent+bump; currenty= cent+bump; } else if ( temp == left+down ) { center=0; xvalue = max; yvalue = 0; currentx=cent+bump; currenty= cent-bump; } else log_cb(RETRO_LOG_INFO, LOGPRE "unhandled condition %d\n",temp); // log_cb(RETRO_LOG_INFO, LOGPRE "flag:%d center:%d xval:%d yval:%d\n", temp, center, xvalue, yvalue); if (whichport == 0) { if (center) return currentx; return xvalue; } else if (whichport == 2) { if (center) return currenty; return yvalue; } else log_cb(RETRO_LOG_INFO, LOGPRE "unhandled condition1 %d\n",temp); } else // use original inputs return readinputport(whichport); }
add new cheat ports here just before INPUT_PORTS_END https://github.com/libretro/mame2003-plus-libretro/blob/0134c428b75882aa474f78dbbf2c6ecde49b97b7/src/drivers/foodf.c#L291
PORT_START /* fake port for digital joystick control */ PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY | IPF_CHEAT ) PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_CHEAT ) PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_CHEAT ) PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_CHEAT )
-
@grant2258 center is 127. Not 128. Did you test this code yet?
-
actually its 128 for out purposes wen want it dead on center
-
@grant2258 I was testing 128 yesterday and it made it slightly to one side. Thats why I changed it to 127 to get a true center...?
-
The game auto calibrates as well so dont worry about it too muchthe value is fine.
-
@grant2258 did you test it?
-
just a basic test is working fine as be sure to enable cheat ports or youll be using the old original analog code.
If you have issues after testing it let me know. The input ports on the horizontal seem to be reading a bit fast slow it down till you dont get button bounce on the device your using.
if(whichport == 0 || whichport ==2) direction = readinputport(6);
too
if (whichport ==2) direction = readinputport(6);if that doesnt dampen it enough for you read it every second time with whichport ==2 condition.
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.