Site hosted by Angelfire.com: Build your free website today!

Analog+ Features


Home
Downloads
Features
FAQs
Links


What's New:

0.76.1

  • Backed out the non-working official mame windows core reloading code (lightgun074u2ora) so the source specific code will work again.
  • Testing some joystick input reading code. Let me know if you have new problems using a joystick.
  • The win98 and winXP differences are now included in one source, seperated with #ifdef #else. If you want to compile for winXP set WINXPANANLOG=1. Binaries still need to be seperate.
  • The mouse and mouse axis save is broken with this verison. This means you'll need to set the mice each time you start a new mameAnalog+ if different from the defaults or -splitmouseaxes.

0.74.2

  • both normal and XP version;
    • still separate source
    • XP version still needs the changed header & library to compile, and only runs in winXP
  • fixed a small mouse numbering inconsistancy (I hope)

0.74xp.1

  • Same as 0.74.1, except for winXP & multiple mice or lightguns. Only runs on winXP.
    • new option -multiplemicexp
    • for multiple lightguns, use -multiplemicexp -lightgun
  • needs an edited header and library added to minGW to compile
  • changes done by Jake, aka jerryjanis. Thanks Jake!
  • for win2000, winME, and win9x, use the standard 0.74.1 build

0.74.1

  • Fixed some bugs in the rotary support I added in 0.72.1, for the snk.c and snk68.c games (Ikari, Ikari3, ect).
  • Only a win32 build ATM.

0.73.1

  • Added standard codes to mame's core for controllers 5-8.
    • Analog+ already had support for 8 controllers, but now controllers 5-8 can be added to ctrlr ini files using mame's standard terminology.
    • Submitted these changes to mame, so hopefully the next official mame update will have them too. (edit: they were added in mame 0.74)
  • Only a win32 build ATM.

0.72.1 (u1)

  • Added more games with the improved support for rotary games
    • Designed to improve input through Druin's or MK64's 12way interfaces.
    • Adds two new buttons left and right (counter-clockwise and clockwise), which are buttons # 4 & 5.
    • Many 12 way rotary games included, but Jake just sent me some more; they will be included in next version.
    • HowTo Use:
      • if you have druin's 12 way rotary inteface, MK64 12 way rotary interface, or one similar; map the interface's left to button 4, and the interface's right to button 5 for each player. You also might want to disable the mouse and map nothing to the mame "standard" Dial inputs for the specific games.
      • if you have normal spinners or optical rotary sticks, you might want to map nothing to the added buttons 4 & 5 in the specific games.
  • Only a win32 build ATM.

0.71.2 (u2)

  • Improved support for rotary games
    • Designed to improve input through Druin's or MK64's 12way interfaces.
    • Adds two new buttons left and right (counter-clockwise and clockwise), which are buttons # 4 & 5.
    • Many 12 way rotary games included, but Jake just sent me some more; they will be included in next version.
    • HowTo Use:
      • if you have druin's 12 way rotary inteface, MK64 12 way rotary interface, or one similar; map the interface's left to button 4, and the interface's right to button 5 for each player. You also might want to disable the mouse and map nothing to the mame "standard" Dial inputs for the specific games.
      • if you have normal spinners or optical rotary sticks, you might want to map nothing to the added buttons 4 & 5 in the specific games.
  • Only a win32 build ATM.

0.71.1 (u1)

  • Some input fixes/additions by Jake. (Thanks Jake!)
    • rampart.c: player 3 fixes for rampart
    • system32: player 3 fixes for sonic
    • others already added to u1 update.
  • Mame32Analog+ version now has the same options as the win MameAnalog+ added to the mame32 ini files. The options are still not setable through the GUI, but at least now you can set them through the text ini files. Changes in the settings using the normal mame32 GUI will probably erase the Analog+ hand set settings for that game.
  • Alright, I'm taking the beta test label off the dual lightgun support. I have gotten reports from a couple people saying it works on their systems too, so it's now on the same level as the rest of Analog+ code.
  • Just the window command line and Mame32 Mame:Analog+ binary, source, and diff files.
  • There are two different diff files for the windows A+ version; the smaller one is the diff from Mame 0.71u1, the bigger diff from Mame 0.71.
  • There are two different diff files for the mame32 A+ version; the smaller one is the diff from MameAnalog+ 0.71.1, the bigger diff from Mame32 0.71. To use the smaller diff, you need to apply a diff for windows analog+ to the mame32 code, and then apply the small mame32 diff.
  • The windows A+ source files zip contains the files changed from the 0.71u1 source.
  • The mame32 A+ source files zip contains the files changed from the mame32 0.71with the .u1 changes already applied.

0.70u4.2

  • Minor input test changes for final lap & driving game in the src/drivers/namcos2.c file. No real noticable change, though; still not very playable.
  • Again, just the window command line Mame:Analog+ binary and diff files.
  • There are three different diff files, one (analogplus.2.dif) is the diff from Mame 0.70u4, another diff from MameAnalog+ 0.70u2.1, the last diff from Mame 0.70. If you couldn't tell, the latter two compose mostly the official unofficial 0.70u# patches; the first one is the one with the real differences bewtween Mame and MameAnalog+
  • You don't need the official unofficial u# patches applied to have a successful compile; if you apply the analogplus.2.dif file to vanilla mame 0.70, the patching errors in the two files, src/version.c and src/drivers/namcos2.c, don't matter for 0.70, AFAIK.

0.70u2.1

  • Argh! I'm having problems keeping up with the "officially unofficial" updates. Especially the dos and mame32 Analog+ builds. For now, I'm just releasing a window commandline MameAnalog+ build and it's diff file from the mame 0.70u2 version. I'll see if I can make the time for a more complete build release "soon".
  • To compile, you should apply the .70u1 and u2 updates first, before applying the MameAnalog+ diff file. You don't need the official unofficial u# patches applied to have a successful compile; if you apply the diff file to (non u1, u2 patched) mame 0.70, only version.c won't be patched if the u# patches aren't applied first, and the only "problem" will be the Analog+ patched source won't identify itself as the unofficial derivative, "Analog+.

0.69.1

  • nothing on the user side
  • compiling: now uses directX 7 headers just like the official mame.
    • This puts Mame:Analog+ in sync with the official mame as far as compiling goes; no more need for the directX 8 headers just to compile Analog+
    • This cleans up the code a lot, hopefully making it easier for people to add the Analog+ code changes to their non-standard builds.
  • compiling: removed the dx5 mak files, since both mame & mame:analog+ now use dx7

0.68.1

  • nothing

0.67.2

  • added fixes/hacks for lightgun reload and aiming by foster. (thanks foster!)
    • bang! targeting fix so lightguns work
    • lethal enforcers targeting fix so -lightgun and -lightgun2b work
    • oneshot targeting fix so lightguns work
    • underfire reload hack. button 4 is the reload button
  • added make files for to compile in directX5: makefile.mak5 and src/*.mak5. You can either compile with "make -f makefile.mak5" or rename "makefile.mak5" to "makefile". If you also rename src/*.mak5 to src/*.mak, you will need to edit makefile(.mak5), changing ".mak5" back to ".mak".
  • small fixes so analog+ win32 and mame32 builds compile in directX5 (mingw 3x)
  • small note: All driver hacks/fixes can be compiled independently of the rest of analog+ code, so if you just want, say the 720 code, just copy over the driver source file included in the analog+ source zip for 720, scr/drivers/atarisy2.c. Driver only fixes/hacks include:
    • 720
    • arch rivals / pigskin
    • area51 / maximum force
    • bang!
    • lethal enforcers
    • oneshot
    • underfire

0.67.1

  • 720 (skate or die) support for analog joystick or 8way controllers. They are as player 2 and player 3 inputs, respectively, to prevent mixing the dial, AD stick, and 8way inputs. Make sure you aren't mapping the same device to two of the inputs; input priority is dial first, then 8way, then analog stick. After playing for a bit, IMO controling with an 8-way stick sucks.
    • Note: Original ROMs, mame, and analog+ can support as much as 315 degree spin within 1/60 of a second with original controller. The analog joystick support added can support up to a 180 degree spin within 1/60 of a sec. As written, IDNK about the added support for 8 way joysticks.
  • Improved dual lightgun support. At least on my computer. If you have winXP or win2000, I advise still using mame's normal -lightgun option even when using Mame:Analog+. If you have one lightgun, again you probably are better off with the normal -lightgun option. Details below.
    If you think one lightgun is too flashy, two lightguns in the middle of a game will be almost twice as bad. This makes playing pretty hard in periods of rapid shooting. WARNING: If you are sensitive to flashing lights causing you to have seisures, be very careful about using this feature. I am not responsible for any injuries you may incure.

    -lightgun2a
    : multiple lightguns using relative type inputs. Not quite as precise as mame's normal lightgun (absolute) method, but as accurate. If fact, Lethal Enforcers 2 plays fine with it. Special notes:
    • both other lightgun options must be disabled to work
    • plays best with non-system mice as the input (ie: use mouse 1 and up).
    • all games I tested needed mame's analog sensitivity to be ~100% with non-system mice; system mice seem to vary depending on mouse driver. If crosshairs move too slowly, increase sensitivty, if CH move too far, decrease sensitivity.
    • if CH is left of where you are shooting (but moves the correct distance), shoot the left edge of the screen and future shots should be lined up (if sensitivity is set correctly)
    • if mame's normal -lightgun has a bug in a specific game, this option probably has same bug. Lethal Enforcers 2 (le2) is an exception: tested playing and shots went where I was pointing gun, unlike with mame -lightgun option.
    • Did I mention you need to set the analog sensititvity to ~100%?

    -lightgun2b: multiple lightguns using absolute type inputs. AFAIK, is as precise as mame's normal lightgun method with non-system mice (in winME), but not quite as precise with the system mouse. Special notes:
    • mame's normal lightgun option must be disabled to work correctly. This option has presidence over the other -lightgun2a option
    • plays best with non-system mice as the input (ie: use mouse 1 and up), but can still play with the system mouse. If the system mouse is out of alignment, shoot the middle of the screen, pause the game, and unpause the the game. Shots should now be as close to where you point as how close to the except center of the screen you shot before pausing.
    • if you use a system mouse as input and pause the game, shots after unpausing will be out of alignment (see above to see why and howto fix it).
    • if mame normal -lightgun has a bug in a specific game, this option probably has same bug. Example: le2 CHs act the same with this option and normal mame's -lightgun option.
  • Lethal Enforcers 2 support for actlabs lightgun reload. (Thanks fosters!) Button 4 is the reload button. (In addition to the area51 and Maxforce reload).

0.65.2

  • Area51 reload hack by pressing button 2 (or shooting off screen with actlabs usb lightgun). Works for Area51 and Maximum Force.
  • 720 (skate or die) support for a real 720 controller. (You might want to set dial_V to "no mouse" if you are using a trackball to play)
  • Arch Rivals and PigSkin simulation of 49-way joysticks with analog joysticks

0.64.2

  • splitmouse: command line or ini file setting to automatically set one axis per player; great for two spinners as X and Y axes on a single mouse.
  • resetmouse: same as deleting the game's .ana file that saves the mouse axis <==> player mapping

Game Specific Features

A general list of the game specific changes included in MameAnalog+.

If you want to use one of these game specific fixes, you can download the source, and just use the listed files in the same mame version. Earlier or later mame versions might or might not work.

Mame Version: 0.73
MameAnalog+ version: 0.73.1
  Feature Games Files Discription
add lightgun reload Area 51
Maximum Force
Area 51/Maximum Force Duo
src/drivers/cojag.c
src/vidhrdw/jaguar.c
adds a reload button (button 2)
(by foster)
Lethal Enforcers II src/drivers/konamigx.c adds a reload button (button 4)
(by foster)
Under Fire src/drivers/undrfire.c
improve 720 control options, a 720° (Skate or Die) src/drivers/atarisy2.c

corrects input mapping to the two axes of an original 720° controller
(by Jake)

add 720 control options, b 720° (Skate or Die) src/drivers/atarisy2.c adds control by an analog joystick (player 2 AD stick)
(sucks for digital joysticks, see below)
add 720 control options, c 720° (Skate or Die) src/drivers/atarisy2.c adds control by an 8-way digital joystick (player 3 joystick)
(see above for better control by an analog joystick)
(thanks Jake)
add more rotary control options

Bermuda Triangle
Guerrilla War
Ikari Warriors
T.N.K. III
Victory Road
World Wars

src/drivers/snk.c
bugs fixed in 0.74.1

improves support of druin's and mk64's 12-way rotary to 2 button translators (buttons 4 &5)
(thanks MC-Escher & Jake)

the normal mame rotary support still is included so you can still use spinners or keyboard buttons

Ikari III
Search And Rescue
src/drivers/snk68.c
bugs fixed in 0.74.1
Battle Field
Time Soldiers
src/drivers/alpha68k.c
Bad Dudes/Dragonninja
Heavy Barrel
Midnight Resistance
src/drivers/dec0.c
src/machine/dec0.c
Gondomania src/drivers/dec8.c
DownTown src/drivers/seta.c
Top Gunner (bootleg)

src/drivers/jackal.c
add 49 way simulation Archval
Pig Skin
src/drivers/mcr68.c adds simulated 49 way inputs by analog joysticks (AD stick)
fix player 3 inputs Sonic src/drivers/system32.c fixes player 3 start and player 3 button 1
(by Jake)
fix inputs Rampart src/drivers/rampart.c

fixes some inputs (not sure if all added to official mame)
(by Jake)

change inputs Dirt Fox
Final Lap
Final Lap 3
Four Trax
Luck Wild
Suzuka 8 Hours
Suzuka 8 Hours 2
src/drivers/namcos.c minor input changes (testing)
change pedal setting Redline Racer leland.c change pedals default values; seems to improve pedal behavior

 


MameAnalog+ 0.74.1 Options

Commandline Discription windows & mame32
.ini file
dos mame.cfg
-[no]analogpedal
-[no]anapedal
Analog pedal
(now default ON in standard mame)
analogpedal [1,0]
default 1
analogpedal = [yes,no]
default no
-[no]singlemouse
-[no]onemouse
Force one mouse singlemouse [1,0]
default 0
N/A
-[no]switchablemice
-[no]switchmice
enable switching
mouse (both axes) <==> player
(compare to switchaxes)
switchablemice [1,0]
default 0
switchmice = [yes,no]
default no
-[no]switchmiceaxes
-[no]switchaxes
allow changing which mouse axis controls which player and/or game axis switchmiceaxes [1,0]
default 0
switchaxes = [yes,no]
default no
-[no]splitmouseaxes
-[no]splitmouse
automatically map one mouse axis per player from the commandline or ini instead of in-game splitmouseaxes [1,0]
default 0
N/A (WIP)
-[no]resetmouseaxes
-[no]resetmouse
reset analog+ mouse settings for this game to default instead of in-game resetmouseaxes [1,0]
default 0
N/A(WIP)
Works in Win9x & WinME only:
-[no]lightgun2a
-[no]gun2a

use 2 USB mouse lightguns, relative mode

lightgun2a [1,0]
default 0
-
-[no]lightgun2b
-[no]gun2b
use 2 USB mouse lightguns, absolute mode lightgun2b [1,0]
default 0
-
WinXP build only option:
-[no]multimouse_winxp
-[no]multimousexp
use multiple USB mice or lightguns in winX.
ONLY for winXP build.
multimouse_winxp [1,0]
default 0
-

 

Main Site:

speedhost

Mirrors:

prohosting
anglefire

 

I'll redo the page again. (WIP)