What's up with that "Analog"
in the logo? Why is the background such a dull black?
The logo is supposed to be "Analog+" spelled on an oscilloscope
in one pass. Since there is only one line to draw with, and the
line can't go backwards, I "patched" the 'a', 'o' and
'g' with virtual ductape, those gray lines. The background is supposed
to be the dull black of an old oscilloscope. I put more work in
thinking it up that actually drawing it, so it's not a high quality
image. But it goes with the level of quality of the analog patches,
so I'll keep it for now.
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What does this site do and
not do?
It's the place where I place my edited mame code, recompiled binaries,
and some information on the changes I make. I am trying to improve
mame's input to arcade's analog ports. Right now, most of the work
has been on improving winMame's mouse input, I will try to add features
to analog joysticks, and port as much as I can over to dosMame,
too.
A lot is missing from this site, and I am open to changes, additions,
etc of both the site and the patches.
There are limits, though. It is not designed for teaching how to
program mame; nor how to use mame in general; nor a place for sound,
video, or speed improvements. You can get some related information
here, but there a lot of other sites already that do this. I'll
answer all types of questions posted on the Mame.net and Mameworld
forums that I can, but please try to limit the questions emailed
to me to relate to Mame:Analog+ if you can.
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What features does Mame:Analog+
have?
Multiple mice in windows98 & windowsME (*USB mice only)
Mappable mouse input (including changing the axis and player)
Improved mouse simulation with analog joysticks
See feature list for a more complete
and up to date list of features.
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Why does Mame:Analog+ find
only one mouse on Win2000 or WinNT or WinXP?
Why do All my mice control the Same Player?
(Even though I have more than one mouse connected?)
Because of Microsoft's closed mind toward innovation: Microsoft
thinks only one mouse is needed to run their business OSs, so won't
let applications see otherwise. I'm serious.
Microsoft says it's for "security" reasons.
It's a "feature"(bug) from the
windowsNT/2000 kernel, so winXP doesn't work either. Win98 and winMe
don't have this "feature"(bug),
so when directX 8.0 came out, the method used in the official Mame
only needed to be upgraded to directX 8.0 functions and structs
to let mame see multiple mice.
The reason directX 8.0 works unlike older directX's, is that it
finally treats USB mice more like joysticks. If winNT/2000/XP can
do joysticks, what "security" reason is there from treating
mice the same? Answer: winNT was for businesses, and M$ is using
the same old code, and has not updated it to include support for
separated mouse input, and is too lazy to add it.
(Can you tell I'm mad at M$?)
Note that all other Mame:Analog+ features will
work in all versions of WindowsXP, win2000, and winNT, as well as
win98 & winME.
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Can I use any mouse with the
multiple mouse patch?
Yes, but to get more than one mouse in a game, you need
two USB mice. Also to get Logitech mice to be separate from each
other, you cannot use Logitech MouseWare software AFAIK. Logitech
or Microsoft drivers and Logitech mice are fine, but
not Logitech MouseWare.
If you use PS/2 or serial mice, they will be part of the "sysmouse",
and cannot be seen separate from each other or USB mice. More info
somewhere in msdn.microsoft.com
(M$ switches pages too often to link the the pages I am thinking
about)
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Can I use this version of mame
even if I only have one mouse? Or PS/2 and serial mice?
Yes, but as said above, mame will only see one mouse.
You will get all the other features, though. One feature that you
may want to use is the split mouse axis feature. You can
use two spinners, one on the X axis, the other on the Y axis, and
set mame:analog+ to use them for different players, simular to what
EMU+ used to do.
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How do I compile mame:Analog+?
I have two pages on compiling mame:Analog+. One is just a shorter
version of the other:
Detailed, longer howto
Shorter howto
Very basic outlines, originally contributed by Derrick Renaud before
I edited them, are now included in the newest source and diff zip
files, or accessed online: windows,
mame32, dos.
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Can I
use these patches in my compile of windows mame? |
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Yes. If there are no conflicting changes between your changes and
the changes made by analog+.
I distribute diff files as well as complete changed files. The
diff files make it easier to bring these patches into your mame.
If the patch you want doesn't have a diff file to download yet,
let me knowand I'll try to get
it online. (Diff files need the "patch" program; to use,
type "patch -u -p 1
-i PATCHFILE.dif" in the mame folder.)
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Do I need to use directX 8?
Can I compile in directX 5 like official mame?
If you want the Multiple Mouse feature, you need to use directX
8. Other than that:
Yes, you can compile all the patches in directX 5, but the mame:Analog+
patch does need a couple changes to compile.
- Edit src/windows/dxversion.h
by commenting out line 8 and uncommenting line 9.
- Edit src/windows/windows.mak
by commenting out line 22.
- Edit makefile and change the dxversion to 5 instead of 8.
- Use the normal mingw for mame compiler
The other features do not need directX 8, so no edits are needed
to enable those features.
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Where can I get the directX
8 headers and libraries for compiling?
Microsoft has a 123 meg file: directX
8.1 C++ SDK, of which you only need 1% (~1.3 meg). MS's licencing
agreement does not want me to distribute them, sorry.
So you can download that massive file, if you want.
However, you can now get the needed headers and library files from
http://www.bloodshed.net/dev/packages/index.html
(If you download from bloodshed, above, you don't need this next
item) Peter Puck
has some stuff, but I think his site is not up anymore. I am now
posting his directX 8 library files from my download
page. It is already included in the package
by bloodshed, though. Or you can use the Microsoft libraries,
but some renaming or editing the mame:analog+ makefile would be
needed.
Derrick Renaud has contributed cleaned up header files that you
can download from the download page.
They are copied over the files in the mingw/include with the same
name, and remove the annoying warnings that the standard directX
headers produce. Thanks Derrick!
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What about dos? Mame32? MacOS?
Linux? etc?
Sort of, sort of, no, no, and no. Sorry.
My dos version still has the official dos mame's number of mice
limit, and does not save the extra features yet.
I'm trying to get this to fully work with dos and mame32. I have
released builds for these, but they may be missing some features
that are in the mame:Analog+ version.
Not the other ports, though. Someone who wants to try to get it
to work can email me questions on the general idea, but I don't
know the other platform's specifics enough (if at all) to do it
my self. (Advanced Mame for dos is a possiblity, and I will be looking
into this in the near future)
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