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Pr3tty F1y
MAME Fan
Reged: 07/18/05
Posts: 396
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Space Harrier and capping analog range
#388584 - 11/15/20 05:23 PM


This may not be possible, but to make Space Harrier reasonably playable on a d-pad (I know, sacrilege!!!!) I have the X/Y sensitivity turned down to 1 and the X/Y speed set to 255 which makes the game quite playable with a digital pad (as my alternative is the left-stick of a DualShock3 and it's physical range is just too cramped to feel comfortable).



However, the actual range of the stick goes beyond the range of the screen vertically causing the player to "stick" to the top/bottom edge if you hold a direction to go to the edge of the screen (as the range of the joystick continues beyond that edge).

I didn't see anything in the options and I'm thinking that there is nothing I can do other than attempting to tweak the source myself, but I figured I'd pitch the question to the group to see if there was a way in the option/UI to cap the range of the analog stick to prevent the player from sticking to the edges of the screen.



-Mitaine-
SEGA Junkie
Reged: 10/27/13
Posts: 23
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Re: Space Harrier and capping analog range (not a solution) new [Re: Pr3tty F1y]
#388603 - 11/16/20 03:25 PM


Hello, sorry I don't have an answer, but this reminded me of this interview with M2 where they mention the quirks of Space Harrier's analog range (around the middle).

Maybe, in some cases, MAME could / should allow users to adjust the allowed analog ranges to account for small hardware variations ?



Pr3tty F1y
MAME Fan
Reged: 07/18/05
Posts: 396
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Re: Space Harrier and capping analog range (not a solution) new [Re: -Mitaine-]
#388633 - 11/17/20 02:01 AM


> Hello, sorry I don't have an answer, but this reminded me of this interview with M2
> where they mention the quirks of Space Harrier's analog range (around the middle).
>
> Maybe, in some cases, MAME could / should allow users to adjust the allowed analog
> ranges to account for small hardware variations ?

Awesome find!

– There’s always something, huh?

YO: So anyways, after releasing Space Harrier II on the PS2 in 2005, we decided to release Space Harrier onto the Virtual Console Arcade in 2009. Being blessed with another chance to release the title, we wanted to make sure the Stage 7 bug could be reproduced, as well as put some extra effort into the sound. We also wanted to look into the Analog Stick and Horizon Line problems.

– So you finally got a chance to poke around this mystery, eh?

YO: On SEGA’s side, we have a Space Harrier machine that we keep for cataloguing purposes, so I actually went down and played it in the warehouse. And it’s true; the horizon line in the PS2 version is higher than the arcade version. It was different. On the original machine, the Tomos enemies that appear in the 1st stage are easier to shoot. I wanted to know why the arcade version was so different, so I went into test mode to take a look and noticed that when I pulled on the stick, the analog input wouldn’t max out. Which means that the controls were programmed that way to move the cabinet.



ICEknight
MAME Fan
Reged: 07/06/15
Posts: 166
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Re: N64 new [Re: Pr3tty F1y]
#388957 - 12/07/20 09:33 PM


> I wanted to know why the arcade version was so different, so I went into test
> mode to take a look and noticed that when I pulled on the stick, the analog input
> wouldn’t max out. Which means that the controls were programmed that way to move the
> cabinet.

Interesting. If I remember correctly that's similar to what happened with the official Nintendo 64 controllers (which I think made steering on Super Mario 64's big slide stages not as easy as in emulators).



anikom15
Instigator/Local CRT Guru
Reged: 04/11/16
Posts: 287
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Re: N64 new [Re: ICEknight]
#388958 - 12/07/20 10:15 PM


I believe the gate significantly restricts the full movement of the stick.


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