Food Fight - joystick troubles, solved
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setting it to 0x80 doesnt fix the issue for foodf
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When you say "it", which value did you change to 80? The driver or the centering fix? Which way did he face with the change? Left or left up?
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Im a bit lost now are you using a digital or analog stick for your testing ?
The auto centering fix just sets the center to whats set in the driver the same applies to real analog stick it centers to whats set in the driver. This fix has no effect a real analog stick. The center is set to 7f in the driver
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Sorry, I'm messing with both the driver and your fix using a digital controller.
I was seeing if manipulating the center changes anything. One things for sure this could be fixed by changing the fixed center position based on the last direction pressed. That way your centering value always tips in favor of the direction last touched.
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thats probably ok for digital wont help analog controls it probably wants a certain range. I have messed about with it. I really think this driver would work properly and a analog controller with a bigger throw for more precise movement. Ie slight circles would let you shoot round without moving.
I dont have any type of gimbal analog devices to test it though. A u360 would be handy to test this stuff on but i dont have one.
I better explain this a little better imagine you added a 30cm shaft to a xbox360 controller you could get more fine movements on it and easily move the just the eyes doing a small circle
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I've read that someone increased the sensativity to 125% and had some luck.
Couldn't we shorten the range from changing "FF" in the driver?
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@mahoneyt944 this does appear to work properly in analog would need a decent precision joystick to test it properly though like the original joystick the machine had itself or make a big jig with pots at the side this would help with games like star wars and such. Its like the steering wheels you have much better control because of the diameter of the wheel you can turn a little at a time(If you had a cap on the pot like a guitar does it would be pretty rubbish).
If you look at this game and compare a gamepad thumbstick throw to the monster of a throw the cab had its really the same kind of thing. It is all guess work but im thinking you just do little circles on the cab to throw food everywhere.
. Digital has no real solution for this just more games can be made bearable with auto center.
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So 125% did better with true anolog?
There's got to be a way to cheat this control on digital. At least there's some progress
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ye could always to this with a thumb stick sometimes with tiny careful movements(not practical when playing the game) or setting the key delta low to me it looks like how the game works again i havent played the original. 125% doesnt make much of a difference ro be honest.
I think a gimbal like this one would make the game work properly https://www.robotshop.com/en/hitec-2-axis-joystick-gim-01.html of course this is aimed at robotics.
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Analog is a going to be the right way to play this game, but I think a mod should be made for digital if it can't be mapped properly. Most people building home retropie arcade cabinets are going to be using sanwa or similar joysticks which makes food fight less compatible. It's a shame because it's a fun yet simple game.
I'm probably not the best candidate to write a fix because I'm not familiar with the different file locations and how they link but I'm willing to try. And have some coding experience.
What I propose is that each of the 8 way control directions, when pressed, sets a specific horizontal_value and vertical_value variable corresponding to that direction. These variables will be set/changed every time you press a direction. This means that the direction last pressed will be the values used for centering if options.default_center is turned off and the digital center fix is on.
Then when centering is active for digital controls and options.default_center is off, if press right he will stop facing right. If you press left he will stop facing left etc for all 8 direction.
The first thing I need to know is the location of the file where each button press is made so horizontal_value and vertical_value can be defined/ set for each direction.
So:
horizontal_value = 0x??
vertical_value = 0x??Will be at the end of each direction press (8 directions).
Next "current" needs to be able to be set independently so you can set horizontal and vertical positions instead of setting them both to default_value. This might look something like this, replacing "current = default_value" in your fix:
If (default_center is off) {
Current_Horizontal = horizontal_value
Current_vertical = vertical_value
}
Else {
Current_Horizontal = default_value
Current_Vertical = default_value
}Finally, an additional retroarch option will be added to "use default center value on/off".
options.default_centerThis means you can use the centering fix with or without the default center location.
If you're willing to help, I'll get all the location values
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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.
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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
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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.
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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,
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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.
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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?
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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.
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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; } }
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