Ultimarc A-Pac with 5k Potentiometers
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@caver01, Here is a new question.
Using this configuration, playing Atari Avalanche with Advance MAME.
The paddle doesn't reach clear to each side of the horizontal field of rocks. It won't reach the far left row of rocks or the far right.I tried all of the analog control settings and bumped them way up to like 100 paddle speed, 100 centering, and 200% sensitivity. The stop positions don't change.
Is this an emulation mistake in the design possibly?
Or would avalanche need a real spinner like used with Tempest?Which leads to the next question....How hard will it be to get a turbo twist spinner to act like a "paddle" for the setup? Since it is seen as a mouse rather than joystick with axes?
learning, learning, learning..... -
@1500points is that an arcade game? I am not familiar with it but I could try it. I have two Turbo Twists on my cab.
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Indeed it is. I found it easily via
[Redacted]
. An early game that is not widely known but it just might be one of the best of that era. I've only seen one original, at a retro arcade near Chicago. The pre-cursor to Activision's Kaboom. -
@1500points Ahh. Looking at this online now. According to this, it uses a 5k pot with a slip-clutch knob. I love that we have these old reference materials! Not sure how using the actual controls electronics would help with MAME, but it is neat to see the details and all of the effort that went into making these things.
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Cool, I didn't realize old manuals were available like that one.
Someone on KLOV sells Atari slip clutch pots but they are $25 US apiece. I don't think that will solve this particular issue about reaching the ends of the field, though. -
@1500points I am away from my system for the day, but does that mean the "rocks" that fall on the sides are un-catchable?
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@caver01 said in Ultimarc A-Pac with 5k Potentiometers:
@1500points I am away from my system for the day, but does that mean the "rocks" that fall on the sides are un-catchable?
correct, the first column of rocks and the last column of rocks. the edge of the player's "bucket" won't reach so they just fall to the ground.
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@1500points Well, I tried it in both advancemame and lr-mame2003 and they both work fine with my spinner in this game. No problems hitting the hard edge of the screen. I kinda suck at that game, but the edges are within reach. It makes me wonder if there is a way to expand the range or calibrate the max and min values on your controller board.
In a two player game you share the same spinner, but that is probably perfectly emulating the way the game works. The game only ever had but one control, two serve buttons and Players 1 and 2 start buttons.
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@1500points said in Ultimarc A-Pac with 5k Potentiometers:
--hit f4, type sudo nano /opt/retropie/configs/mame-advmame/advmame.rc
---p1 paddle set to joystick[1,0,0]hi all..
I was doing a little more testing tonight, to try and understand all the elements, slow progress but learning, and the guide above is brilliant, thanks again for taking the time to share it.
I was wondering, in the .rc file are we looking to change
input_map[p1_paddlex] //replacing "auto" with "joystick[1,0,0]"
did you add the same to player1 paddley in your set up? I am testing both and finding no good news at the moment, so trying to narrow things down.
best
Rob
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@biglouieuk, here is specifically what is in the .rc files to make the a-pac setup work:
input_map[p1_paddlex] joystick[1,0,0]
input_map[p2_paddlex] joystick[1,0,1]
input_map[p3_paddlex] joystick[2,0,0]
input_map[p4_paddlex] joystick[2,0,1]you might want to run the input test to make sure yours is seen the same way, and double check how you wired the pots to the a-pac since that would vary the details.
In my case, the 1 and 2 in the first entry designate joystick 1 or 2 on apac.
the 0 in the middle digit just means joystick
and the last digit is 0 for x axis, 1 for y axis@caver01 I'm setting up a fresh image for use with a turbo twist 2 spinner which will tell me if avalanche behaves differently with a different device.
did you just make the paddle 1 x set to the mouse[xxxx] entries in the .rc file? -
@1500points These are the relevant entries from my .rc file:
device_raw_mousedev[0] /dev/input/mouse0 device_raw_mousedev[1] /dev/input/mouse1 device_raw_mousedev[2] /dev/input/mouse2 device_raw_mousetype[0] ps2 device_raw_mousetype[1] ps2 device_raw_mousetype[2] ps2 input_map[p1_dialx] mouse[0,x] mouse[1,x] mouse[2,x] input_map[p1_paddlex] mouse[0,x] mouse[1,x] mouse[2,x] input_map[p1_paddley] mouse[0,y] mouse[1,y] mouse[2,y] input_map[p1_stickx] mouse[0,x] mouse[1,x] mouse[2,x] input_map[p1_trackballx] mouse[0,x] mouse[1,x] mouse[2,x] input_map[p1_trackbally] mouse[0,y] mouse[1,y] mouse[2,y] input_map[p2_dialx] -mouse[0,y] -mouse[1,y] -mouse[2,y] input_map[p2_stickx] -mouse[0,y] -mouse[1,y] -mouse[2,y] input_map[p2_trackballx] mouse[0,x] mouse[1,x] mouse[2,x] input_map[p2_trackbally] mouse[0,y] mouse[1,y] mouse[2,y]
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OK, used your Mouse setup for the X entries.
Avalanche in AdvMAME works just fine with the Turbo Twist 2. The bucket moves farther to the edges than it does using the A-Pac/Pot device input.So that particular title is a good one for Spinners (Mouse) instead of Paddle (Pots)
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@1500points Yeah, but what I cannot tell is whether that game is using the Paddle input, or the Dial input, as I have both mapped. Do you know? Perhaps Dial works better (or differently) than Paddle? I am away from my Pi, otherwise I could test by dropping a few input_maps out of the file to see what it uses/needs.
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Maybe just TAB and look at the input GUI menu and it will say what the control is. I suppose you might already know.
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Tempest is Dial, Avalanche is listed as Paddle in the TAB GUI
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@1500points Ok, I figured. My configuration in AdvanceMAME is a catch-all, as you can see. I have all inputs mapped to mouse0 1 and 2 so everything works for every ROM. There was a time, however, when I was using AdvanceMAME to run Golden Tee. For these titles, I had to specify a ROM prefix on lines to override like this:
gt2k/input_map[p1_trackbally] mouse[0,y]
For this one ROM (and several other lines like it for other ROMs) I dropped all but one of the mouse inputs for the trackball Y-axis. This was because I did not want players to CHEAT by using the spinner instead of the trackball to make a perfectly straight shot!
Anyway, this probably doesn't solve your POT/Paddle distance issue, but you could do something similar by ROM so that certain games retain your existing paddle input map while other titles can have a line to override to a mouse device.
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Cool. I wondered how that could be broken out per game.
I've kind of given up on doing too many game styles on a mini standalone build. So I just do custom setup per the box. The Warlords will probably be just Warlords and Super Breakout.For the TT2 spinner, I confirmed the main games I know about are able to work in Advance MAME (Major Havoc, Arkanoid, Kick/Kickman, Avalanche, Tempest) Time to make a new mini cab!
Now that leaves PONG. What's it take to get that playing from Pi.....
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@1500points It has been a while since I looked at Pong. I tried to set it up at one point but ran into problems with it missing from supported ROMsets. It might be time to take a second look, but as I go through compatibility lists now, I don't see it. Maybe MAME (current) version has it? I dunno.
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Evening, a little more investigation this evening with the APAC and pots.. :-)
I have them moving in the advj looks good. but in advmame 0.94 Warlords, not so good.
I have it either left, right or in the middle. I don't get anything in the middle or any analogue in adv mame.
I have hit TAB in Warlords and the controls are set to be Paddle Dec j2:stick:x- and j2:stick:x+
Analogue controls in TAB are Paddle Digital Speed 200..
I'm, missing something, and Ive spent a few hours trying to work out what! :-)
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@biglouieuk What you are missing is the fact that you cannot configure the actual analog control mapping in the TAB menu. You can only adjust sensitivity of existing inputs that need to be mapped in the .rc file. The speed and digital controls are there for people who don't have paddles/spinners/trackballs. It allows you to set how fast a switching joystick, for example, simulates the turn of a wheel, or a spin, etc.
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