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ulao

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Posts posted by ulao

  1. Hello all, I'm the author. As for the size and cables... this was made to appeal to the common demand. I personaly like the one box ports mount up front look too but many disagree. The shape was to conserve space and the manifactures idea. We are gathering info on the critismn. The cables are near indisctrutable. A full grown man could easly hang from them. Changing the shape to an all in front at this time would cost a bit, so the funraising must go though on that first. I wish KS has an opinion poll.

     

    As for the single play, relitivly no design time or money will be spent. It's the same thing but a smaller box where the universle port is on the front, usb on back. It would be easy to allow the boxes to link togoether (form a 4 play) and we are not aming to rais the cost. 4 single play units should be the same as a 4 play if not cheeper. The good news is that this design could actully be ready at the same time as the 4-play units are ready. I'll have a meeting with the manufacture about that, comments welcome.

     

    We are planning another KS soon and all backers on this KS will be the first to know. We may have a few limited rewards for such things as this.

  2. 99b4ffea16657d1b94f44f68d4df4b93_large.p

    For anyone that has nto heard of th e Bliss-box its a product for all the retro controllers. It's not for everybody but for anyone really in to emulation its pretty damn useful.

    The 4-Play is a modular controller adapter for both the modern and retro gamers connecting all your favorite console controllers (up to four at once) to your computer.

    It begin kick starer now, the idea is to raise money to sell it for a reasonable price. Its a bit too niche for the KS I'm afraid but its worth a shot.

    dadc13deb9aaed1884f201895df81290_large.p

     

    Kickstarter draft: https://www.kickstarter.com/projects/544088930/1493310774?token=084f4851

    Facebook page with the most recent updates: https://facebook.com/profile.php?id=155460814471374&_rdr

    homepage with forum links: http://bliss-box.net/Bliss-Box/

     

     

     

  3. 1651c11a12a80d559b4135a30cc8cb56_large.p

     

    Hey AtariAge, after a long effort I finaly made it to production. For those that do not know the Bliss-box prodcut "4-play" is a modular controller adapter for both the modern and retro gamers connecting all your favorite console controllers (up to four at once) to a computer.

     

    KS link here

    • Like 3
  4. yeah I get that, I'm the same just can’t change my usb implementation so I'm limited to 1.0. I'll go out of the way to avoid extra us where possible. Though I have to admin not with atari hardware;) Try implementing the Dream cast some time, talk about tight! I guess we have Offtopic'd enough.

     

    Really though products like mine and Tom's here are going to strive to be the best we can make it. We may not get the price down but will do deliver a great adapter!

     

    Nice SR5 BTW

  5. Yes you get my meaning but your being a tad bit too consise.

     

    The 8ms is almost half the 16.67ms frame rate, so close to 50% chance it will get bumped to the next video frame.

     

    The best way to think of it is to undersstand at 8ms you have two samples. Two sampes before the data is rendered onthe screen is more then enough.

     

    However, to my point, I can't match price with adapters made in China, so I instead have to do what I can to try to make my adapters better.
    I have the same issue, so I do understand but I dont think that is a selling point is all. You and I have one thing china does not, quality. I don't know about you, but I honer ( something chineese shoudl know about ) my product. Not only will I fix any issue, ill add and compatibility, and at any point refund the entire amount. I'm not making these for profit, I make them for fun. Second, for me anyways, you can make my adapter for free if you have the skills. I dont hide my design, I share it. So in that sense I do agree with you.
  6. my decice is 10ms poll rate is the theory - but for practical tests (win: 8ms, linux: 2 ms)

     

    at best only transmit every 8-10 ms.

     

    at 60FPS its 16.67ms apart for each frame. So where is the advantage if you can not see it? Even an FPS of 80 is still 12.5 ? Sure you will read more samples but the output on the screen is still bottle necking you to its FPS rate. So pressing jump at the first ms of frame x is still not going to show a jump on the screen till the 15~ ms are up.

     

    This is assumming the game is in sink with the refresh rate. Otherwise you would see one choppy output. Either way the ending result is the same, the action is not seen till the video is refreshed. Perhapse I missed your point?

  7. All of my emulators seem to fullscreen on my second monitor ecepts stella. If I move the restored stella application to the second monitor and hit cnt-> enter it fullscreens on the main monitor.

     

    I have windows 7 with a gtx 660 ti.

     

     

    any ideas.

  8. I did it! success. I had to look in to the mame code and figure out how this all worked and I get it now. What I did to make this work is moving the paddle right will simulate the joystick moment right, but stop when you stop turning. And same the other direction. I kill the analog speed in mame and set sensitivity to 15 ( maybe set that how you like ) and the ending result is just the way you like it! So Atari paddles, are now usable in mame ;) Well in any emulator for that matter. Going to test a few out.

  9. Hey guys, have to bump this as it seem the most knowledgeable people talk in this thread. I know it goes back to 04 but need to stir up some talk. I'm not looking for a spinner but rather developing one of sorts. I have a project here and I will be using paddles with it but only console paddles. For example, atari paddles, driving wheels, nes arkanoid dials and what not. The problem with the emulators is that they all want to use a mouse. Its very clear to me why, but does not have to be this way.

     

    why: well simple, the mouse is relative, in so that if you move X steps, so does the game. Pick it up and replace it and move x more steps, so does the game from that point. So for spinner games that perfect. Though, not many want to sit in front of the computer and play game. I like to sit back thx...

     

    So for a joystick ( analog X ) you would basically do WYSIWYG. If the analog is all the way left you go to x:0( left of the screen) if its all the way right you go to analog x:255( right of the screen). This is why the knob stops ( not 100% sure about the nes arkanoid, but I think it does also ). Not many emulators do this but I see some progress is being made. There are apps out there that will emulate a mouse from joystick controllers but MAME uses raw input so forget that. At one point they didnt use raw input and it worked fine.

     

    Alternatively I could send out a dual report in the usb to show up as a mouse but I'm not sure how you prevent the mouse from moving in the OS?

     

    So I guess the proper way to attack this is to work with emulators or figure out a way to emulate the raw mouse. I have spent days trying the later with no avail. So that leave the former, and that is elementary to do. Just read an analog and position it absolutely. Yet mame has no option for that at all. I guess because the game its self does not do that but I did see an option in the service menu for changing inputs. Stellax just added it ( thx to me ;) ). So far I can not get any mame devs to talk.

     

    Many people dont get what I mean when I enplane this so here is a demonstration

    http://spawnlinux.dyndns.org/tmp/joystick.swf

     

     

    Would a driving controller work for Tempest in MAME?
    not in its current design. It uses combo of directional movements to tell the atari game its being turned. This would be gibberish to tempest or mame. However the usb controller could turn the movement combo in to a X or Y movement. I dont think the resolution would be good for mame. The device is rather ingenious I think. This is an analog controller working in a digital mode. So for the time to make a single movement it would need to turn almost a full degree where is a spinner could have a much higher resolution ( i.e 100 clicks fer 15 deg ).
  10. I'm a usb developer for game controller adapters. One of the controllers I support is the atari paddle. One thing that is a bit odd is that stella tries to detect the analog being used. So I hit "map" and it auto picks the first analog in the usb descriptor it finds. It does not matter if my analog is reading 0 or 256. So where is the option to drop down and pick? Where is it stored ( registry?) so that I can edit it?

     

    My other problem is, Once I map an analog paddle to say paddle 0, the mouse tries to move the paddle. So during game play the paddle fights the mouse, huh?? If I set the mouse to paddle 3, and hit ok, its back to 0 ? Where is the option to turn of the mouse?

  11. Ok, all in case there is anyone wondering this, I figure it out.

     

    First of in lame terms, the cd32 is capable of running in two modes. Atari and serialized mode. In Atari mode its up,down,left,right,button1, all normal switch like circuitry ( works for sega master and genesis, as one of the pots show a button 2 ) . In serialized mode its more like a simple clock based shift register. You still need to get the up,down.left,right from the atari mode, but the button data is done with a alternating clock.

     

    pins..

    PIN	DESCRIPTION
         P1:	Button UP
         P2:	Button DOWN
         P3:	Button LEFT
         P4:	Button RIGHT
         P5:	POT X
         P6:	Button Fire
         P7:	VCC (+5V)
         P8:	GND
         P9:	POT Y

     

     

     

    Atari Mode

    pin 5 is set to high, the shift register is then always in load , blue and red are tied to thats registers and seen as the button state are ( high or low )

     

    serialized Mode

    pin 5 is set to 0 this puts it in clock mode and first is set to high to load the register. Then with every rising edge on ping the button data is shifted to pin9.

    Pin 5: LOAD/SHIFT	1	0	0	0	0	0	0 	0	0	0	0	0	0 	0	0	0	0
    pin6: CLK	        LOAD 	1	0	1	0 	1	0	1	0	1	0 	1	0	1	0	1	0
    pin9: BLUE                      BLUE    BLUE	RED	RED	YELLOW	YELLOW 	GREEN	GREEN   topRght topLeft PAUSE	PAUSE	1	1	0	0
    

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