Food Fight - joystick troubles, solved
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@grant2258
Here this is rev 4, it's geared towards correcting analog controls with precision but supports digital correction as well. I added dip settings to have more flexibility in what "feels right" to the player and the controller type they are using. I find that my junk ps2 style controller that has analog and digital varies compared to other analog controllers I have tried. I'll elaborate after I explain the dip settings:Live Center - On / Off Debounce Delay - 0, 2, 4, 6, 8, 10
Live center activates the correction, turning it off ignores the entire fix including the delay set. Debounce delay sets how many skips there are between reads. Setting the delay to "2" for example, will skip two reads on each axis before a read(stopping direction) is set . Like so:
Delay set at 2 X -----S-R-S-S-R-S-S-R-S-S-R-S-S-R Y -----S-S-R-S-S-R-S-S-R-S-S-R-S-S
So why did I add these dip settings? Well, mostly for digital correction first and foremost. However, I found that because the stopping position is read in very rapidly the entire time your joy is off of center, this sometimes means that as you are pulling your stick back to center from where you want to be pointing, the stopping position is set while almost at center and sets it off a bit from where you expected to be. This issue can be corrected by adding a slight bit of delay or increasing the analog deadzone in the retroarch options menu to maintain more precision. I also found that my cabinet which uses an 8 way restrictor on a digital control doesn't need any delay because the restrictor doesn't allow you to linger long enough in any direction to be an issue. However, my junk PS2 style controller does because of its one piece arrow buttons design. So the delay really effects each controller differently.
In order to use this correction on a digital controller you must use grant2258 digital centering correction fix explained in an earlier post above along with this corrected driver. This correction truly makes this game a blast to play and is the closest emulated experience I've seen.
The only thing left to see is if there is any more wiggle room to add more stop positions near the outer ring of the joystick. Right now they are capped to 190 and 65 which is close. It's probably unnecessary but I like to be accurate.
foodf.c
Outdated/*************************************************************************** Atari Food Fight hardware driver by Aaron Giles Games supported: * Food Fight Known bugs: * none at this time **************************************************************************** Memory map **************************************************************************** ======================================================================== MAIN CPU ======================================================================== 000000-00FFFF R xxxxxxxx xxxxxxxx Program ROM 014000-01BFFF R/W xxxxxxxx xxxxxxxx Program RAM 01C000-01CFFF R/W xxxxxxxx xxxxxxxx Motion object RAM (1024 entries x 2 words) R/W x------- -------- (0: Horizontal flip) R/W -x------ -------- (0: Vertical flip) R/W ---xxxxx -------- (0: Palette select) R/W -------- xxxxxxxx (0: Tile index) R/W xxxxxxxx -------- (1: X position) R/W -------- xxxxxxxx (1: Y position) 800000-8007FF R/W xxxxxxxx xxxxxxxx Playfield RAM (32x32 tiles) R/W x------- -------- (Tile index MSB) R/W --xxxxxx -------- (Palette select) R/W -------- xxxxxxxx (Tile index LSBs) 900000-9001FF R/W -------- ----xxxx NVRAM 940000-940007 R -------- xxxxxxxx Analog input read 944000-944007 W -------- -------- Analog input select 948000 R -------- xxxxxxxx Digital inputs R -------- x------- (Self test) R -------- -x------ (Player 2 throw) R -------- --x----- (Player 1 throw) R -------- ---x---- (Aux coin) R -------- ----x--- (2 player start) R -------- -----x-- (1 player start) R -------- ------x- (Right coin) R -------- -------x (Left coin) 948000 W -------- xxxxxxxx Digital outputs W -------- x------- (Right coin counter) W -------- -x------ (Left coin counter) W -------- --x----- (LED 2) W -------- ---x---- (LED 1) W -------- ----x--- (INT2 reset) W -------- -----x-- (INT1 reset) W -------- ------x- (Update) W -------- -------x (Playfield flip) 94C000 W -------- -------- Unknown 950000-9501FF W -------- xxxxxxxx Palette RAM (256 entries) W -------- xx------ (Blue) W -------- --xxx--- (Green) W -------- -----xxx (Red) 954000 W -------- -------- NVRAM recall 958000 W -------- -------- Watchdog A40000-A4001F R/W -------- xxxxxxxx POKEY 2 A80000-A8001F R/W -------- xxxxxxxx POKEY 1 AC0000-AC001F R/W -------- xxxxxxxx POKEY 3 ======================================================================== Interrupts: IRQ1 = 32V IRQ2 = VBLANK ======================================================================== ***************************************************************************/ #include "driver.h" #include "machine/atarigen.h" #include "vidhrdw/generic.h" #include "foodf.h" #include "bootstrap.h" /************************************* * * Statics * *************************************/ static UINT8 whichport = 0; /************************************* * * NVRAM * *************************************/ static READ16_HANDLER( nvram_r ) { return ((data16_t *)generic_nvram)[offset] | 0xfff0; } /************************************* * * Interrupts * *************************************/ static void update_interrupts(void) { int newstate = 0; if (atarigen_scanline_int_state) newstate |= 1; if (atarigen_video_int_state) newstate |= 2; if (newstate) cpu_set_irq_line(0, newstate, ASSERT_LINE); else cpu_set_irq_line(0, 7, CLEAR_LINE); } static void scanline_update(int scanline) { /* INT 1 is on 32V */ if (scanline & 32) atarigen_scanline_int_gen(); } static MACHINE_INIT( foodf ) { atarigen_interrupt_reset(update_interrupts); atarigen_scanline_timer_reset(scanline_update, 32); } /************************************* * * Digital outputs * *************************************/ static WRITE16_HANDLER( digital_w ) { if (ACCESSING_LSB) { foodf_set_flip(data & 0x01); if (!(data & 0x04)) atarigen_scanline_int_ack_w(0,0,0); if (!(data & 0x08)) atarigen_video_int_ack_w(0,0,0); coin_counter_w(0, (data >> 6) & 1); coin_counter_w(1, (data >> 7) & 1); } } /************************************* * * Analog inputs * *************************************/ static READ16_HANDLER( analog_r ) { /**************************************************** * Live Center - rev 4 - by mahoneyt944 & grant2258 * ****************************************************/ static INT16 currentx = 0x80; // face left start of first round static INT16 currenty = 0x7F; static INT16 delay = 0; // debounce counter static INT16 t = 0; // debounce count to reach INT16 center = 0; // reset center check // live center dip switch set -> On if (readinputport(6) == 0x10) { // user set debounce delay from dip setting if (readinputport(7) == 0xFF) t = 0; else if (readinputport(7) == 0x02) t = 2; else if (readinputport(7) == 0x04) t = 4; else if (readinputport(7) == 0x06) t = 6; else if (readinputport(7) == 0x08) t = 8; else if (readinputport(7) == 0x0A) t = 10; if (delay > t) delay = 0; // check for center if (readinputport(0) == 0x7F && readinputport(2) == 0x7F) center = 1; if (delay == t) // debounce protection { delay = 0; if (whichport == 0) // x port called { if (center) {} // joy at center, no change else { INT16 temp = readinputport(whichport); // find new x stop direction if (temp > 128) // left { if (temp > 190) currentx = 190; else currentx = temp; } else if (temp < 128) // right { if (temp < 65) currentx = 65; else currentx = temp; } else currentx = 128; // x at center } } else if (whichport == 2) // y port called { if (center) {} // joy at center, no change else { INT16 temp = readinputport(whichport); // find new y stop direction if (temp > 128) // up { if (temp > 190) currenty = 190; else currenty = temp; } else if (temp < 128) // down { if (temp < 65) currenty = 65; else currenty = temp; } else currenty = 128; // y at center } } } else delay++; // return x position if (whichport == 0) { if (center) return currentx; return readinputport(whichport); } // return y position else if (whichport == 2) { if (center) return currenty; return readinputport(whichport); } } else // return original input return readinputport(whichport); } static WRITE16_HANDLER( analog_w ) { whichport = offset ^ 3; } /************************************* * * POKEY I/O * *************************************/ static READ16_HANDLER( pokey1_word_r ) { return pokey1_r(offset); } static READ16_HANDLER( pokey2_word_r ) { return pokey2_r(offset); } static READ16_HANDLER( pokey3_word_r ) { return pokey3_r(offset); } static WRITE16_HANDLER( pokey1_word_w ) { if (ACCESSING_LSB) pokey1_w(offset, data & 0xff); } static WRITE16_HANDLER( pokey2_word_w ) { if (ACCESSING_LSB) pokey2_w(offset, data & 0xff); } static WRITE16_HANDLER( pokey3_word_w ) { if (ACCESSING_LSB) pokey3_w(offset, data & 0xff); } /************************************* * * Main CPU memory handlers * *************************************/ static MEMORY_READ16_START( readmem ) { 0x000000, 0x00ffff, MRA16_ROM }, { 0x014000, 0x01cfff, MRA16_RAM }, { 0x800000, 0x8007ff, MRA16_RAM }, { 0x900000, 0x9001ff, nvram_r }, { 0x940000, 0x940007, analog_r }, { 0x948000, 0x948001, input_port_4_word_r }, { 0x94c000, 0x94c001, MRA16_NOP }, /* Used from PC 0x776E */ { 0x958000, 0x958001, watchdog_reset16_r }, { 0xa40000, 0xa4001f, pokey2_word_r }, { 0xa80000, 0xa8001f, pokey1_word_r }, { 0xac0000, 0xac001f, pokey3_word_r }, MEMORY_END static MEMORY_WRITE16_START( writemem ) { 0x000000, 0x00ffff, MWA16_ROM }, { 0x014000, 0x01bfff, MWA16_RAM }, { 0x01c000, 0x01cfff, MWA16_RAM, &spriteram16, &spriteram_size }, { 0x800000, 0x8007ff, atarigen_playfield_w, &atarigen_playfield }, { 0x900000, 0x9001ff, MWA16_RAM, (data16_t **)&generic_nvram, &generic_nvram_size }, { 0x944000, 0x944007, analog_w }, { 0x948000, 0x948001, digital_w }, { 0x950000, 0x9501ff, foodf_paletteram_w, &paletteram16 }, { 0x954000, 0x954001, MWA16_NOP }, { 0x958000, 0x958001, watchdog_reset16_w }, { 0xa40000, 0xa4001f, pokey2_word_w }, { 0xa80000, 0xa8001f, pokey1_word_w }, { 0xac0000, 0xac001f, pokey3_word_w }, MEMORY_END /************************************* * * Port definitions * *************************************/ INPUT_PORTS_START( foodf ) PORT_START /* IN0 */ PORT_ANALOG( 0xff, 0x7f, IPT_AD_STICK_X | IPF_PLAYER1 | IPF_REVERSE, 100, 60, 0, 255 ) PORT_START /* IN1 */ PORT_ANALOG( 0xff, 0x7f, IPT_AD_STICK_X | IPF_PLAYER2 | IPF_REVERSE | IPF_COCKTAIL, 100, 60, 0, 255 ) PORT_START /* IN2 */ PORT_ANALOG( 0xff, 0x7f, IPT_AD_STICK_Y | IPF_PLAYER1 | IPF_REVERSE, 100, 60, 0, 255 ) PORT_START /* IN3 */ PORT_ANALOG( 0xff, 0x7f, IPT_AD_STICK_Y | IPF_PLAYER2 | IPF_REVERSE | IPF_COCKTAIL, 100, 60, 0, 255 ) PORT_START /* IN4 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_COIN3 ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER1 ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER2 ) PORT_SERVICE( 0x80, IP_ACTIVE_LOW ) PORT_START /* SW1 */ PORT_DIPNAME( 0x07, 0x00, "Bonus Coins" ) PORT_DIPSETTING( 0x00, "None" ) PORT_DIPSETTING( 0x05, "1 for every 2" ) PORT_DIPSETTING( 0x02, "1 for every 4" ) PORT_DIPSETTING( 0x01, "1 for every 5" ) PORT_DIPSETTING( 0x06, "2 for every 4" ) PORT_DIPNAME( 0x08, 0x00, DEF_STR( Coin_A )) PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C )) PORT_DIPSETTING( 0x08, DEF_STR( 1C_2C )) PORT_DIPNAME( 0x30, 0x00, DEF_STR( Coin_B )) PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C )) PORT_DIPSETTING( 0x20, DEF_STR( 1C_4C )) PORT_DIPSETTING( 0x10, DEF_STR( 1C_5C )) PORT_DIPSETTING( 0x30, DEF_STR( 1C_6C )) PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Coinage )) PORT_DIPSETTING( 0x80, DEF_STR( 2C_1C )) PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C )) PORT_DIPSETTING( 0xc0, DEF_STR( 1C_2C )) PORT_DIPSETTING( 0x40, DEF_STR( Free_Play )) PORT_START /* Port #6 - Toggle for Live Center */ PORT_DIPNAME( 0x10, 0x10, "Live Center" ) PORT_DIPSETTING( 0x10, "On" ) PORT_DIPSETTING( 0x00, "Off" ) PORT_START /* Port #7 - Settings for Debounce Delay */ PORT_DIPNAME( 0xFF, 0xFF, "Debounce Delay" ) PORT_DIPSETTING( 0xFF, "0" ) PORT_DIPSETTING( 0x02, "2" ) PORT_DIPSETTING( 0x04, "4" ) PORT_DIPSETTING( 0x06, "6" ) PORT_DIPSETTING( 0x08, "8" ) PORT_DIPSETTING( 0x0A, "10") INPUT_PORTS_END /************************************* * * Graphics definitions * *************************************/ static struct GfxLayout charlayout = { 8,8, RGN_FRAC(1,1), 2, { 0, 4 }, { 8*8+0, 8*8+1, 8*8+2, 8*8+3, 0, 1, 2, 3 }, { 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 }, 8*16 }; static struct GfxLayout spritelayout = { 16,16, RGN_FRAC(1,2), 2, { RGN_FRAC(1,2), 0 }, { 8*16+0, 8*16+1, 8*16+2, 8*16+3, 8*16+4, 8*16+5, 8*16+6, 8*16+7, 0, 1, 2, 3, 4, 5, 6, 7 }, { 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8, 8*8, 9*8, 10*8, 11*8, 12*8, 13*8, 14*8, 15*8 }, 8*32 }; static struct GfxDecodeInfo gfxdecodeinfo[] = { { REGION_GFX1, 0, &charlayout, 0, 64 }, /* characters 8x8 */ { REGION_GFX2, 0, &spritelayout, 0, 64 }, /* sprites & playfield */ { -1 } }; /************************************* * * Sound definitions * *************************************/ static READ_HANDLER( pot_r ) { return (readinputport(5) >> offset) << 7; } static struct POKEYinterface pokey_interface = { 3, 600000, { 33, 33, 33 }, /* The 8 pot handlers */ { pot_r, 0, 0 }, { pot_r, 0, 0 }, { pot_r, 0, 0 }, { pot_r, 0, 0 }, { pot_r, 0, 0 }, { pot_r, 0, 0 }, { pot_r, 0, 0 }, { pot_r, 0, 0 }, /* The allpot handler */ { 0, 0, 0 } }; /************************************* * * Machine driver * *************************************/ static MACHINE_DRIVER_START( foodf ) /* basic machine hardware */ MDRV_CPU_ADD(M68000, 6000000) MDRV_CPU_MEMORY(readmem,writemem) MDRV_CPU_VBLANK_INT(atarigen_video_int_gen,1) MDRV_FRAMES_PER_SECOND(60) MDRV_VBLANK_DURATION(DEFAULT_60HZ_VBLANK_DURATION) MDRV_MACHINE_INIT(foodf) MDRV_NVRAM_HANDLER(generic_1fill) /* video hardware */ MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER) MDRV_SCREEN_SIZE(32*8, 32*8) MDRV_VISIBLE_AREA(0*8, 32*8-1, 0*8, 28*8-1) MDRV_GFXDECODE(gfxdecodeinfo) MDRV_PALETTE_LENGTH(256) MDRV_VIDEO_START(foodf) MDRV_VIDEO_UPDATE(foodf) /* sound hardware */ MDRV_SOUND_ADD(POKEY, pokey_interface) MACHINE_DRIVER_END /************************************* * * ROM definition(s) * *************************************/ ROM_START( foodf ) ROM_REGION( 0x10000, REGION_CPU1, 0 ) /* 64k for 68000 code */ ROM_LOAD16_BYTE( "301-8c.020", 0x000001, 0x002000, CRC(dfc3d5a8) SHA1(7abe5e9c27098bd8c93cc06f1b9e3db0744019e9) ) ROM_LOAD16_BYTE( "302-9c.020", 0x000000, 0x002000, CRC(ef92dc5c) SHA1(eb41291615165f549a68ebc6d4664edef1a04ac5) ) ROM_LOAD16_BYTE( "303-8d.020", 0x004001, 0x002000, CRC(64b93076) SHA1(efa4090d96aa0ffd4192a045f174ac5960810bca) ) ROM_LOAD16_BYTE( "304-9d.020", 0x004000, 0x002000, CRC(ea596480) SHA1(752aa33a8e8045650dd32ec7c7026e00d7896e0f) ) ROM_LOAD16_BYTE( "305-8e.020", 0x008001, 0x002000, CRC(e6cff1b1) SHA1(7c7ad2dcdff60fc092e8a825c5a6de6b506523de) ) ROM_LOAD16_BYTE( "306-9e.020", 0x008000, 0x002000, CRC(95159a3e) SHA1(f180126671776f62242ec9fd4a82a581c551ffce) ) ROM_LOAD16_BYTE( "307-8f.020", 0x00c001, 0x002000, CRC(17828dbb) SHA1(9d8e29a5e56a8a9c5db8561e4c20ff22f69b46ca) ) ROM_LOAD16_BYTE( "308-9f.020", 0x00c000, 0x002000, CRC(608690c9) SHA1(419020c69ce6fded0d9af44ead8ec4727468d58b) ) ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE ) ROM_LOAD( "109-6lm.020", 0x000000, 0x002000, CRC(c13c90eb) SHA1(ebd2bbbdd7e184851d1ab4b5648481d966c78cc2) ) ROM_REGION( 0x4000, REGION_GFX2, ROMREGION_DISPOSE ) ROM_LOAD( "110-4d.020", 0x000000, 0x002000, CRC(8870e3d6) SHA1(702007d3d543f872b5bf5d00b49f6e05b46d6600) ) ROM_LOAD( "111-4e.020", 0x002000, 0x002000, CRC(84372edf) SHA1(9beef3ff3b28405c45d691adfbc233921073be47) ) ROM_END ROM_START( foodf2 ) ROM_REGION( 0x10000, REGION_CPU1, 0 ) /* 64k for 68000 code */ ROM_LOAD16_BYTE( "201-8c.020", 0x000001, 0x002000, CRC(4ee52d73) SHA1(ff4ab8169a9b260bbd1f49023a30064e2f0b6686) ) ROM_LOAD16_BYTE( "202-9c.020", 0x000000, 0x002000, CRC(f8c4b977) SHA1(824d33baa413b2ee898c75157624ea007c92032f) ) ROM_LOAD16_BYTE( "203-8d.020", 0x004001, 0x002000, CRC(0e9f99a3) SHA1(37bba66957ee19e7d05fcc3e4583e909809075ed) ) ROM_LOAD16_BYTE( "204-9d.020", 0x004000, 0x002000, CRC(f667374c) SHA1(d7be70b56500e2071b7f8c810f7a3e2a6743c6bd) ) ROM_LOAD16_BYTE( "205-8e.020", 0x008001, 0x002000, CRC(1edd05b5) SHA1(cc712a11946c103eaa808c86e15676fde8610ad9) ) ROM_LOAD16_BYTE( "206-9e.020", 0x008000, 0x002000, CRC(bb8926b3) SHA1(95c6ba8ac6b56d1a67a47758b71712d55a959cd0) ) ROM_LOAD16_BYTE( "207-8f.020", 0x00c001, 0x002000, CRC(c7383902) SHA1(f76e2c95fccd0cafff9346a32e0c041c291a6696) ) ROM_LOAD16_BYTE( "208-9f.020", 0x00c000, 0x002000, CRC(608690c9) SHA1(419020c69ce6fded0d9af44ead8ec4727468d58b) ) ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE ) ROM_LOAD( "109-6lm.020", 0x000000, 0x002000, CRC(c13c90eb) SHA1(ebd2bbbdd7e184851d1ab4b5648481d966c78cc2) ) ROM_REGION( 0x4000, REGION_GFX2, ROMREGION_DISPOSE ) ROM_LOAD( "110-4d.020", 0x000000, 0x002000, CRC(8870e3d6) SHA1(702007d3d543f872b5bf5d00b49f6e05b46d6600) ) ROM_LOAD( "111-4e.020", 0x002000, 0x002000, CRC(84372edf) SHA1(9beef3ff3b28405c45d691adfbc233921073be47) ) ROM_END ROM_START( foodfc ) ROM_REGION( 0x10000, REGION_CPU1, 0 ) /* 64k for 68000 code */ ROM_LOAD16_BYTE( "113-8c.020", 0x000001, 0x002000, CRC(193a299f) SHA1(58bbf714eff22d8a47b174e4b121f14a8dcb4ef9) ) ROM_LOAD16_BYTE( "114-9c.020", 0x000000, 0x002000, CRC(33ed6bbe) SHA1(5d80fb092d2964b851e6c5982572d4ffc5078c55) ) ROM_LOAD16_BYTE( "115-8d.020", 0x004001, 0x002000, CRC(64b93076) SHA1(efa4090d96aa0ffd4192a045f174ac5960810bca) ) ROM_LOAD16_BYTE( "116-9d.020", 0x004000, 0x002000, CRC(ea596480) SHA1(752aa33a8e8045650dd32ec7c7026e00d7896e0f) ) ROM_LOAD16_BYTE( "117-8e.020", 0x008001, 0x002000, CRC(12a55db6) SHA1(508f02c72074a0e3300ec32c181e4f72cbc4245f) ) ROM_LOAD16_BYTE( "118-9e.020", 0x008000, 0x002000, CRC(e6d451d4) SHA1(03bfa932ed419572c08942ad159288b38d24d90f) ) ROM_LOAD16_BYTE( "119-8f.020", 0x00c001, 0x002000, CRC(455cc891) SHA1(9f7764c15dea7568326860b910686fec644c42c2) ) ROM_LOAD16_BYTE( "120-9f.020", 0x00c000, 0x002000, CRC(34173910) SHA1(19e6032c22d20410386516ffc1a809ae50431c65) ) ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE ) ROM_LOAD( "109-6lm.020", 0x000000, 0x002000, CRC(c13c90eb) SHA1(ebd2bbbdd7e184851d1ab4b5648481d966c78cc2) ) ROM_REGION( 0x4000, REGION_GFX2, ROMREGION_DISPOSE ) ROM_LOAD( "110-4d.020", 0x000000, 0x002000, CRC(8870e3d6) SHA1(702007d3d543f872b5bf5d00b49f6e05b46d6600) ) ROM_LOAD( "111-4e.020", 0x002000, 0x002000, CRC(84372edf) SHA1(9beef3ff3b28405c45d691adfbc233921073be47) ) ROM_END /************************************* * * Game driver(s) * *************************************/ GAMEC( 1982, foodf, 0, foodf, foodf, 0, ROT0, "Atari", "Food Fight (rev 3)", &foodf_ctrl, &foodf_bootstrap ) GAMEC( 1982, foodf2, foodf, foodf, foodf, 0, ROT0, "Atari", "Food Fight (rev 2)", &foodf_ctrl, &foodf_bootstrap ) GAMEC( 1982, foodfc, foodf, foodf, foodf, 0, ROT0, "Atari", "Food Fight (cocktail)", &foodf_ctrl, &foodfc_bootstrap )
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Live Center Rev 5 for Food Fight Release
- synchronized input reads
- finer delay control
- cocktail support added
- dip switch option live center ( on/off ) -- off is default, turn on to use hack.
- dip switch optional debounce delay setting ( 0 - 10 ) -- 0 is default, no delay, adjust as needed.
- can be used with digital controls if "Center axis for digital controls" is enabled in core options.
- simplified code
What is Live Center and why is food fight wrong even in current versions of mame?
Well first off, mame is emulating accurately. Food fight used a highly precise analog joystick that had a larger range in it's throw from center. This allowed you to partially press the joystick to change your aiming direction, without actually moving on screen.The issue in emulating this game is a result of the controllers we most commonly use. Modern analog joysticks (such as a PS3 style controller) are stubby and have a short throw from center. The original joystick was tall giving you more range to work with. Food fight took advantage of this and set an inner and outer range of movement controls. The issue here is that modern joysticks almost skip over the inner range of control due to their short throw. This prevents you from easily aiming while standing still. Typically this means you must remain moving to aim properly. I call this the "facing right" issue.
Live center emulates the gameplay of the original stick by tracking the position you last pressed so that when you return the joystick to center, you will face in that direction to throw things. This emulates the inner range of control you'd normally have on a highly precise analog arcade style joystick without it. This allows the game play to be more natural for all analog joysticks. A bonus of this feature is that even a digital 8 way joystick can now be used to play the game if setup properly (read post #119).
#785 - foodf.c patch
#786 - digital centering correction patch
#815 - digital centering bug patch -
@mahoneyt944 - Is Rev 5 the completed works? Any chance you'll be doing a commit to 2003plus of these new updates for Food Fight and the (grant2258) digital control corrections? It looks like some handy work and I wouldn't mind testing it out. It's one of my staple library games! ;)
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@Riverstorm I made pull requests for both fixes but I do not have access to merge anything. You'll have to compile it yourself. Rev 5 works really well so far. #785 and #786
Turn grants digital center correction on (if using digital joystick). Then go into the service menu under tests and calibrate the joystick. Then exit the service menu and turn live center on in the dip menu. Adjust the delay as needed.
On a sanwa jlf 8 way digital joystick with 8 way restrictor in place a delay of 2 works well for me. The delay has to be set based on user preference and controller type though so adjust until it feels right. I typically test to make sure I can stop on the diagonals without any trouble. Then test quick directional changes to see that it lands where I want. If it doesn't the delay may be set too high.
On a analog joystick I have a dead zone of 15 set in the core options but this can be adjusted to preference as well. Delay can be set at 0 for analog but I find it sets stops too fast for some of my controllers because it's setting stops as your releasing the joystick, so a little delay here helps too.
One thing on the Todo list is to look into the auto calibration feature. I haven't had any issues with it yet but I suspect it may interfere since it calibrates when it wants. For right now you can always turn live center off and recalibrate in the service menu if needed. But again it hasn't been an issue.
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i must admit i havent tried it but the code looks good to look at. I have to mute the game to play it to be honest the music drives me up the wall maybe it because I played it too much. I need to finish up my port nearly done just never seem to get round too it.
Ive sorted sf2 just need to do toobin and mk games for the button mapping for arcade panels.
I also need to fix some 3 player button games for gamepads like double dragon and double dragon 2 and renegade they work well on panels as is but are terrible on gamepads as default mapped.
Also need to do some mapping for rotary games like midres and some other none rotary games that us the z x / nm none standard mapping and im done ill just sent them to l/r.
It always nice to have a backup if my mini pc fails without having to set much up.
Ill add the autocenter hack in and the foodf if i ever get to finishing it ill let you know there really not that much to do if your interested.
https://github.com/grant2258/Blaster-Barcade use the alpha branch
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I'm still new to github, so pardon my ignorance. But what is blaster barcade? Is this just a private copy of 2003plus with more of your own changes? Any reason for this over using the official port besides access rights?
I haven't coded in years and never was it for retro games, but it's coming back to me.
Does anyone currently have access rights to mame2003-plus to merge? I've made pull requests already.
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i used to be on the 2003 plus its a long story it was me mark and acradez not sure whos doing it now. My ports basicaly back to basics using the tab menu forget the pipe dream of libretro ever being able to do what the tab menu can and bring the screens back that told you when a game wasnt working that told you what one did ect. The biggest difference is the input there is no analog/digital selection both just work. no need to slip in between them and the 1 2 3 buttons are on the bottom row. The input was put and the most impressive macro loop ive seen that mark created. It was very limited though. Basically what you will see is my port when its done is the way i wanted to do input as apposed to the way i was pushed to implement it. It is actually done just needs a few games mapped teh problem ones. Its only for my own use so barcade is as important as gamespads to work properly. The three people working on it arent there mark isint keeping wel but we heard from him a while back he can sit on a chair now so thats some good news.
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@grant2258 that makes sense. Coming into the game late, it gets confusing looking at all the ports and branches especially just learning the system layout. But I just kind of figured mame2003 and 2003plus seem to be popular cores, and the cores I personally use, so working on them might reach more people. That's really the only reason for me to implement anything.
I'd like to fix journey in 2003plus to support the sepways.wav samples implemented in later versions of mame too....a later project for my father, a game he plays frequently.
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that one shouldn't be so hard to do to be honest. Im sure your dad would appreciate that. I think arcadez gave you the info in the other thread that you needed. Since me and libretro dont see eye to eye and banned me i will help people that have little problems that can be solved if they want them mainline they can do a pull req.
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@mahoneyt944 (and @grant2258) - Thanks for the information and the work on Food Fight and the steps needed to use it.
I think it would be great to add it to the official 2003/2003plus builds especially since not even current MAME works properly? That's a pretty cool distinction and would allow a larger audience to take advantage of this nice gem of an an update. :)
It may take them a few days but usually someone pops in to merge them. Back in the day when arcadez, grant2248 and markwkidd were working the core updates were merged almost always immediately. If you push a few updates the devs usually will give you permission to merge them yourself. They seem to be fairly liberal but their was one guy that wanted to dump like 50 variants/clones of a game that just didn't seem to fit the goal of m3plus.
It would be great to see Journey fully working in this older core too. I like a good amount of their music as they crushed it in the 80's but they have some good 70's stuff too. We had tickets for Journey next month but it was canceled and not rescheduled. We have Foreigner tickets as well for late fall but I doubt to many indoor arena size venues will be allowed in the next year. I definitely think their "hey day" lies in the 70's.
@grant2258 said in Food Fight - Joust - joystick troubles, solved:
I have to mute the game to play it to be honest the music drives me up the wall maybe it because I played it too much.
@grant2258 - That's funny, one to many rounds of Food Fight and you'll have nightmares of being pied and "fruited" to death by master chefs coming out of black holes!
You can't go wrong with any of the ddragon's. :) Also I'm using the Joystick version of midres (midresj) that you or arcadez implemented that's nice. I wouldn't mind trying your final version some day of how you would have preferred to implement inputs.
No, I don't know exactly what happened as but it's a shame because you have a true natural knack for all stuff MAME related and coding too. All these little updates make the sum of the whole greater than its parts...errr...something like that and I probably can't thank you guys enough for all the tweaks! ;)
I think arcadez added handful of nice joystick versions of certain games that play surprisingly well if don't have the proprietary controllers of the old arcade cabinets.
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@Riverstorm
It says there's no active devs so the project manager has to merge them or add a new dev. Hopefully it gets updated though. Maybe someone can reach out to the project manager.We started a new topic for journey, so I'll be looking into it unless someone beats me to it. It looks like it can be back ported from 2010 mame though when I find time.
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@mahoneyt944 - Ok, yeah I see your pull requests and few others back a month. Usually Twinaphex (Libretro member) pops in occasionally and merges them. I am a bit surprised they let them go that far back. Layman's question but where does it show no active devs, project manager, etc? I couldn't find the information.
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@Riverstorm I might be getting it mixed up with another repository because I'm switching between a few different ones. I believe the libretro team is the only contributor right now. But I'm not sure.
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@mahoneyt944 - Ok, I sent an email to see if they'll merge those commits.
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@Riverstorm You can try it out no bother when its done not a problem. All i want it something i can play in and just use without too much effort for myself. Only games i really need fixed for teh panel is the sf2 variants and toobin as well as mk. Rotary games like midres and ikari warriors work well if you map z/x dial contrls to l/r on the joypad.
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@grant2258 - Toobin' is a classic but the default controls on a 6 button layout are pretty wonky for sure. It's pretty straight forward left/right forward, left/right back and throw a can! :) I mapped the far left and right for the movements and both center buttons for throwing cans depending if you prefer the upper or lower row for throwing.
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@Riverstorm
Toobin would be fun to play mapped to the quadrants of the joystick. And then just one fire button. Might simplify the layout. -
the original game never had a joystick though 5 buttons if i remember right
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@mahoneyt944 - Yeah as @grant2258 pointed out and you probably know it is a 5 button game. I do get a bit slap happy on the buttons on an arcade panel. With a joystick I use the 4 thumb buttons and the triggers to throw cans.
The idea of making the player move with joystick quadrants would prove to be interesting though! :)
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@Riverstorm @grant2258 I know that toobin is a 5 button game but I think joystick control would be easier since it's a predefined layout.
I'm sure it could be done. Digital would need grants centering fix or else use analog. Then just check if you're in a quadrant. If so, that button is applied once.
It could be a toggled option in the dip menu. "Override to use joystick"- on/ off. "Off" would use your mapped buttons as it does normally and "on" would activate the joystick override feature.
I would apply them in a scheme like this.
static int joystick_override ( int temp ) { UINT8 joyx = readinputport(?); // Find joy p1 UINT8 joyy = readinputport(?); UINT8 joyx2 = readinputport(?); // Find joy p2 UINT8 joyy2 = readinputport(?); // throw over movement if (temp == 0x0100 || temp == 0x0200) return temp; // player 1 else if (joyx < 0x7f && joyy < 0x7f) return 0x0010; else if (joyx > 0x7f && joyy < 0x7f) return 0x0020; else if (joyx > 0x7f && joyy > 0x7f) return 0x0040; else if (joyx < 0x7f && joyy > 0x7f) return 0x0080; // player 2 else if (joyx2 < 0x7f && joyy2 < 0x7f) return 0x0001; else if (joyx2 > 0x7f && joyy2 < 0x7f) return 0x0002; else if (joyx2 > 0x7f && joyy2 > 0x7f) return 0x0004; else if (joyx2 < 0x7f && joyy2 > 0x7f) return 0x0008; // all other values pass through else return temp; }
Just need to add new analog ports to read the joystick. If you're joystick is in the quadrant, it presses the button digitally for you.
Then hook this function in the original return
// hook input value - dip option turned on if (readinputport(?) == 0x01) return joystick_override(original_input); else return original_input;
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