Mame DEADZONE with Analog Controller
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@robbiedog Yeah ... the more I dig into this, the more I think you are correct that its seeing the controller as digital and not analog -- and its not actually a deadzone issue.
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Did you guys run jstest?
jstest /dev/input/js*
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@wstanek said in Mame DEADZONE with Analog Controller:
jstest /dev/input/js*
Was just thinking about this, Ive been so focused on running evtest (which appears to be returning as expected0... Ill do this and see .. Is there something I should be looking for?
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@wstanek -- seems legit
Driver version is 2.1.0. Joystick (Baolian industry Co., Ltd. BL flight yoke #1) has 2 axes (X, Y) and 16 buttons (Trigger, ThumbBtn, ThumbBtn2, TopBtn, TopBtn2, PinkieBtn, BaseBtn, BaseBtn2, BaseBtn3, BaseBtn4, BaseBtn5, BaseBtn6, ?, ?, ?, BtnDead). Testing ... (interrupt to exit) Axes: 0:-32767 1:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off 10:off 11:off 12:off 13:off 14:off 15:off
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@icebear81 This might sound obvious, but did you try contacting GRS? I'm sure they have extensive experience setting up their product in mame.
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@mahoneyt944 he does a lot of video's with Wagner's tech talk, the yoke/Pi setup video is "coming soon", I'm not sure if icebear contacted him (email is on the back page of the manual), but I was waiting for that. I might email him...
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@robbiedog I have ... no reply yet .. Im tweeted also this AM .. and also asked on the Kickstarted comments page. Ive covered 85% of means at this point .. .
I may try to use an encoder on the other connectors to see if it gets seen/behaves different
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@robbiedog you should also reach out.
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@icebear81
When you run jstest, did you see numbers responding to yoke movement? You should have seen the deadzone manifest itself.I'm running Advmame 1.4, I have these lines in my .rc file:
input_map[p1_dialx] joystick[2,stick,x] input_map[p1_dialy] joystick[2,stick,y] input_map[p1_lightgunx] joystick[1,0,0] input_map[p1_lightguny] joystick[1,0,1] input_map[p1_mousex] joystick[2,stick,x] input_map[p1_mousey] joystick[2,stick,y] input_map[p1_paddlex] joystick[2,stick,x] input_map[p1_paddley] joystick[2,stick,y] input_map[p1_pedalbrake] auto input_map[p1_pedalgas] -joystick[2,stick,y] input_map[p1_pedalother] auto input_map[p1_stickx] joystick[2,stick,x] input_map[p1_sticky] joystick[2,stick,y] input_map[p1_stickz] auto input_map[p1_trackballx] joystick[2,stick,x] input_map[p1_trackbally] joystick[2,stick,y]
I've mapped several inputs to my yoke, even pedalgas, which can be used for playing Spyhunter or some such.
Read this thread. Its about how to amend a rule for your device there.
ws
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@wstanek re: jstest .. yes it went from 0 to +/- 32767 (as expected -- I guess) .. I did not see the deadzone manifest, or at least did not notice it or no where to look for it .. output pasted was everything ..
I will read through that thread .. thank you
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Lets add a little twist, I found the following[1] that basically says 'make sure your analog is mapped to AD...Analog and not AD...DEC'
I spun un AdvanceMame 1.4 which has these 3 options per direction. and .. I can only set the controller in the Dec/Inc Input .. so that goes back to, is this not even being seen as analog?
- So first thing to check is start a game in mame, tab, "Input (general)", player 1/2, and make sure the u360 is mapped to "AD Stick... Analog" and NOT "AD Stick... Inc" nor "AD Stick... Dec", and other analog inputs you want to use the u360. You can also do "Input (this game)", but then the fix only helps that game.
Maybe I can handjam it in the config as @wstanek mentioned about -- if any one has thoughts on getting these properly config .. HELP .. thanks
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DAYUM ,.. I got motion!!! now I need to tweak it
advmame-1.4.rc
input_map[p1_stickx] joystick[3,stick,x] input_map[p1_sticky] joystick[3,stick,y]
I also removed all reference to the analog setup in
Input (this game)
in the mame menu -
@icebear81 said in Mame DEADZONE with Analog Controller:
DAYUM ,.. I got motion!!! now I need to tweak it
advmame-1.4.rc
input_map[p1_stickx] joystick[3,stick,x] input_map[p1_sticky] joystick[3,stick,y]
I also removed all reference to the analog setup in
Input (this game)
in the mame menudid you get it working? also, having some battles with the GRS yoke but with it centering in advmame. wondering if we need to make it look like a trackball/mouse instead of a analog joystick
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@plee1024 @icebear81 When you launch Star Wars, go once all the way around, side to side, up and down to calibrate it. When you first see the crosshairs, they should be to the left, but after you calibrate it should be more centered. I think this was how the arcade game worked on startup as well. You have to do this every time you startup.
Now comes the deadzone, which can cause the crosshairs to jump the center a little. With slow motion across, you'll see the crosshairs stall then jump across the center about an inch or so.
Thats where those evdev-joystick commmands come in, and also that thread about making a UDEV rule.
Once you get your inputs pointed and playing the game, then come back to this other deadzone issue when it starts to bother you.
ws
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@plee1024 I did get it working .. advancemame with the above. Centering is an issue -- see the follow-up in this thread. It works for me ...
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@wstanek Thank you again for all your help!
Im actually not sensing a deadzone, so that is good.
As for the centering. Do you do the calibration dance (around, up/down, left/right) on the high score screen or when choosing the WAVE? I have only had this work right when I get in the WAVE select, I do a roundabout and it seems pretty good.
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I see a slight deadzone in Spy Hunter .. I think I can live with it ..
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@icebear81 You can do the calibration move at any point after it starts up, but yes, I will do it at the wave select screen.
If you did nothing, it would eventually self-calibrate after some play through.
There are several games that work well with the yoke; Space Harrier, STUN Runner, Two Tigers, Paperboy. I even have the thruster on Lunar Lander mapped to the pitch.
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@wstanek Ive got spyhunter working nicely ... I now need to figure out the pedal
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@icebear81 For Spyhunter I have the pedal mapped to the pitch :
input_map[p1_pedalgas] -joystick[2,stick,y]
I think this works for Paperboy too.
This runs the throttle for Lunar Lander:
llander/input_map[p1_paddlex] -joystick[2,stick,y]
ws
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