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Pr3tty F1y
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Reged: 07/18/05
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Re: Space Harrier and capping analog range (not a solution)
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.







Entire thread
Subject Posted by Posted on
* Space Harrier and capping analog range Pr3tty F1y 11/15/20 05:23 PM
. * Re: Space Harrier and capping analog range (not a solution) -Mitaine-  11/16/20 03:25 PM
. * Re: Space Harrier and capping analog range (not a solution) Pr3tty F1y  11/17/20 02:01 AM
. * Re: N64 ICEknight  12/07/20 09:33 PM
. * Re: N64 anikom15  12/07/20 10:15 PM

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