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#113070 - 04/08/18 01:24 PM Re: Oversteer for relative analog wheels [Re: Vas Crabb]  
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phulshof Offline
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Originally Posted by Vas Crabb
You didn't actually answer most of the question.


My apologies; what more information that what I wrote in http://forums.bannister.org//ubbthreads.php?ubb=showflat&Number=113000#Post113000 do you need?

#113071 - 04/08/18 01:26 PM Re: Oversteer for relative analog wheels [Re: phulshof]  
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Well for one thing, "what combinations of host control and emulated control it applies to," was a pretty key part of the question

#113092 - 04/10/18 07:15 PM Re: Oversteer for relative analog wheels [Re: Vas Crabb]  
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Originally Posted by Vas Crabb
Well for one thing, "what combinations of host control and emulated control it applies to," was a pretty key part of the question


I'm sorry, but then I fear I do not understand your question. What do you define as "host control" and what as "emulated control"?

As far as I can tell, the ioport.cpp part I changed simply handles the analog input by placing a maximum and minimum value depending on the game. The feature I add simply stores the cut off part of the value so that it can compensate next time that same function is called. It stores this oversteer value in a private member of the analog control object, so it's limited to that particular object.

#113093 - 04/10/18 07:34 PM Re: Oversteer for relative analog wheels [Re: phulshof]  
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"Host control" is the real physical controller. "Emulated control" is the virtual cabinet's virtual steering wheel.

#113101 - 04/11/18 07:38 PM Re: Oversteer for relative analog wheels [Re: R. Belmont]  
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Originally Posted by R. Belmont
"Host control" is the real physical controller. "Emulated control" is the virtual cabinet's virtual steering wheel.


I'm not 100% sure, but if I'd have to take a guess this feature would be fully in the host control part. The ioport.cpp handler handles general analog inputs, and only minimizes/maximizes it based on the game's parameters. Other than that there's no game specific handling in that code as far as I can tell. It didn't even have the machine reference I needed to pull the configured options (in this case, the -oversteer parameter).

#113102 - 04/11/18 08:16 PM Re: Oversteer for relative analog wheels [Re: phulshof]  
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AJR Offline
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Have you tested the effect of -oversteer on pedal inputs?

#113105 - 04/12/18 07:57 AM Re: Oversteer for relative analog wheels [Re: AJR]  
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Originally Posted by AJR
Have you tested the effect of -oversteer on pedal inputs?


When I did my 'oversteer' hack originally, it fortunately didn't effect pedal inputs.

In my original hack, I only apply oversteer in apply_analog_min_max IF the host control is IPT_PADDLE (I.e. What OutRun/HangOn/WecLeMans etc... uses for steering) or IPT_AD_STICK_X (I.e. What SCI etc... uses for steering). For most driving games, I think accelerator/brake pedal inputs are set to something else other than IPT_PADDLE or IPT_AD_STICK_X, so I got away with it.

In summary, you only really want to do oversteer if the answer to the following is all YES:
- Does the original arcade machine have a steering wheel (or handle bars)?
- Does the original arcade machine restrict you from turning its steering wheel (or its handle bars) if you try to turn them in a particular direction (I.e. does it have limits, rather than being free spinning)?
- Are you trying to control it (emulated control) with a mouse X or mouse Y axis?


To ensure this happens, perhaps in apply_analog_min_max, you could have logic along the lines of:-

if((oversteer_enabled) && (HostControl == oversteer_host_control) && (EmulatedControl == oversteer_emulated_control))
{
do oversteer here...
}

Where it is possible for the user to specify (via command line) their choice_of_host_control (E.g. IPT_PADDLE ) and choice_of_emulated_control (E.g. MOUSE_X_AXIS)? Just a thought anyway smile

#113107 - 04/12/18 12:31 PM Re: Oversteer for relative analog wheels [Re: phulshof]  
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R. Belmont Offline
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The control mapping in the tab menu does that. You pick for each analog axis what controls it (MOUSE X, MOUSE Y, Xbox 360 left stick X, etc).

#113108 - 04/12/18 02:22 PM Re: Oversteer for relative analog wheels [Re: phulshof]  
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So maybe if there was just a configuration option that users could tell mame which emulated control (say, MOUSE X or MOUSE Y) should get the oversteer treatment in apply_analog_min_max, then I think that should be enough as far as configuring it goes smile

#113118 - 04/15/18 09:04 AM Re: Oversteer for relative analog wheels [Re: phulshof]  
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phulshof Offline
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I don't really see the problem to be honest. If you don't enable it, things work just like they currently are. If you do enable it, you have a few options:
1. Your controls (pedals, wheel, etc.) do not go beyond the min/max value: nothing changes.
2. Your controls do go beyond the min/max value: the base position of the control is maintained.
All in all: it's a very minor change to the code, that only has impact if you actually enable it, which is what you can do on a game basis.

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