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Messages - pcss911

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1
General / Re: AM support mouse or touch monitor input?
« on: June 24, 2020, 01:03:48 PM »
djrobx,

If you're still active here, and still willing (or in his absence, anyone else knowledgeable enough who wishes some extra karma), I'd love the option to take you up on your prior offer from earlier in this thread, for a copy of your modified attract.exe.  My spinner is on the x-axis.  One question that occurs to me is would I be able to adjust the sensitivity as it relates to the game list scrolling speed when turning the spinner?  Also, I am deliberately remaining on AM v.2.2.0.1, and should this all still be doable, I would want the modified attract.exe to be that same version.  Please tell me how I can compensate you for the effort.

Thanks in advance

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General / Re: AM support mouse or touch monitor input?
« on: March 18, 2017, 04:38:23 PM »
My cp arrived yesterday.  As it turns out, as I configure all the control inputs for both AM and mame, I've ended up concluding that the MiniGrip trigger stick I have will suffice perfectly in place of the spinner or trackball for game selection.  So thank you again for offering but at this time I feel I am okay as is.  Should that change in the future I will hold out hope that you are reachable here.

3
General / Re: AM support mouse or touch monitor input?
« on: March 14, 2017, 08:55:35 PM »
I now expect to have the cp delivered within a week's time.  I'll post again when I have it connected up and ready for your magic.

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General / Re: AM support mouse or touch monitor input?
« on: March 04, 2017, 11:19:23 PM »
I wasn't aware, until just now, that having a trackball would force the spinner to the z-axis or require a 2nd keyboard encoder.  I'll make that inquiry with the builder and see what can be worked out.

Perhaps it's best, if you're agreeable, to revisit this matter once my cp arrives, hopefully in a week or two, when I'll have a better handle on how things were configured for me?

Thank you so much again for the generous gift of your time in getting this done for me.   The community is better off for it.

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General / Re: AM support mouse or touch monitor input?
« on: March 04, 2017, 08:24:27 AM »
Much appreciation for the offer. 

My cp hasn't quite yet been built and sent to me.  Mameroom.com is doing a custom one per my design and I won't learn how they've wired it up to the i-pac until I receive it, though there is still time for me to request certain mapping preferences.  Any suggestions?  I believe I recall being informed that the spinner will be on the x-axis, and I am okay with PgUp/PgDn, but would that require the i-pac to offer those keys?  I am not yet familiar with any of its mapping capabilities.

However, because I will have both a trackball and spinner, after thinking it through further I figured perhaps the trackball would be the better bet, seeing as I am right handed and my trackball will be on the right side (spinner a bit left of center).  Spinner would otherwise be my ideal choice, but trackball should work well enough, as per your own experience.  Should I assume that rolling the trackball towards me (down?) would cause the names in the wheel to move up (list advancing alphabetically)?  I'm using the Nevato theme, in case that matters.

Assuming AM sees both spinner and trackball as mice, then in case I might like the option to try switching back and forth between the spinner and trackball on the fly (both active at the same time even better) for this purpose, could that be achieved by having the spinner set to the y-axis, and if so, what are the caveats of having it on y instead of x, with respect to game play in mame? (e.g. Would Arkanoid still play normally, etc.)

And lastly, would any of this negate the ability to simultaneously retain having a joystick up/down move one at a time?


6
General / Re: UltraStik360 plug-in config
« on: March 02, 2017, 02:16:00 PM »
I believe I follow what you mean.  Can't wait to try it out once my cp is delivered.  Thank you for taking the time to explain.

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General / Re: AM support mouse or touch monitor input?
« on: March 02, 2017, 02:13:36 PM »
Much respect for the level of detail in your response.   As much as I'd like to implement this, I'm afraid I will need to leave it be.  I'm not a coder at all, and what is likely trivial to you is monumental to me.  This is clearly far more than I feel I'm able to achieve with the available time I have to attempt to feel my way through it.  Maybe one day.

Unless -- if you've already done it, is there any way I can grab your attract.exe, assuming that was the only change?  In which case, would I simply replace my existing attract.exe with no other corollary changes?

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General / Re: AM support mouse or touch monitor input?
« on: March 02, 2017, 05:39:30 AM »
Thank you for the detail.  Two questions - are your bolded lines additions to the surrounding code or alterations to lines in existing code?  Also, I am unable to locate where the file "fe_input.cpp" is, anywhere in my Attract Mode folder.  The common filename extension appears to be *.nut.   My system is Win7.  Perhaps that applies only to Linux?  I'm not a linux guy so that is mere conjecture.

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General / Re: UltraStik360 plug-in config
« on: March 02, 2017, 05:18:26 AM »
Much appreciation for the suggestion and being pointed in the right direction progets.  I did take a look, but as I am not a coder, it is mostly meaningless and therefore I am not able to learn from it.
Ideally, what I am hoping for is perhaps for someone to generously offer an actual example of its use within the config screen so that I can then apply that to all my games.  If it is relevant, my only emulator is mame, and it is a Win7 PC.

10
General / Re: AM support mouse or touch monitor input?
« on: February 28, 2017, 03:37:38 PM »
djrobx - May I learn how you applied the trackball hack for faster wheel scrolling as noted above? Do you suppose the same logic can be applied to the spinner instead?

11
General / Re: UltraStik360 plug-in config
« on: February 28, 2017, 01:39:09 PM »
<<bump>>

Anyone know about this plug-in's functionality and can share?  I can't seem to location any FAQ or documentation on how to use this plug-in.

Thanks in advance for any guidance.

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Themes / Re: [download] NEVATO theme
« on: January 29, 2017, 10:37:58 AM »
Works perfectly (as I'm sure you already knew)!  Much gratitude and respect.

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Themes / Re: [download] NEVATO theme
« on: January 29, 2017, 07:48:10 AM »
Wonderful news, an active and responsive dev is a credit to the community.  We're all in debt of those like you.
In your estimation, given your workload outside of this hobby, do you feel the next revision is something that might likely be on the order of days, weeks, or months?   Just hoping for a generalized idea of what time frame I should make a note of to check back.

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General / UltraStik360 plug-in config
« on: January 27, 2017, 06:14:58 PM »
Unless there is already a FAQ that covers this, I was hoping someone would be gracious enough to explain, preferably with examples, of how I might go about taking advantage of this plug-in (or even a 3rd-party utility if there is a common one that people use for this), in order to be able to load a game-specific map to the stick, on a per-game basis.  (I would have already created the maps in preparation for this.)  My AM arrangement is rather basic, with only mame as an emulator. 

My goal of course would be to use AM to launch a mame rom - Q*bert would be a good example, and arrange it so that the diagonal 4-way map gets loaded to a specific stick (I have 2) immediately prior to launching the game.  Upon exiting the game, revert to a different map, say a standard 8-way.

I guess I haven't been able to figure out how to have the "on-demand" map loading be automated.

Thanks in advance to anyone who can guide me.

15
Themes / Re: [download] NEVATO theme
« on: January 27, 2017, 05:34:50 PM »
I appreciate the always quick responses.   Whenever you get a moment, perhaps you could suggest whether this is an option that might ever get added to a future revision. Or, whether it is something that can be changed (by a coding novice) in the version I have now without too much trouble if the code can be viewed and figured out.

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