Mame DEADZONE with Analog Controller
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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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