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sirlynxalot

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Everything posted by sirlynxalot

  1. Very interesting, thanks for the information. Please update us with your findings when you get a chance to test out various games for any secret 6D controller support
  2. Is there some place I can check out the jag technical reference to the 6D controller protocol? Really cool that you have made something to simulate the signals! Did you have the chance to test it out with every jag 3d vehicle game to see if there might be any undocumented support? I know its a longshot, but at the same time, the quote from the developer of the spaceball suggested they spent some time at Atari HQ adding support for (presumably the 6D controller) into some jag games! Quote from developer of spaceball/spaceorb joystick: "we were at Atari in Sunnyvale/Santa Clara/wherever it was, incorporating support for that device (maybe that very device) into the Jaguar libraries and some games."
  3. So I was digging around in the forums here about a mysterious jaguar flightstick that someone made around the turn of the millennium and found some information about analogue joysticks on the atari jaguar. Basically, Battlesphere may be the only game known to support an analogue joystick, older jaguar revisions contained internal hardware that supports an analogue joystick, and later revisions had this hardware removed for cost cutting. Since the Space Orb is essentially an analogue joystick, I imagine whatever functionality might have been built into the jag for the controller is only viable with the jag revisions that have the hardware to support analogue joysticks. I'm going to stick a couple quotes from old forum topics here just to gather the info in one place: Lots of pictures and schematics from Matthias Domain regarding jaguar analogue input, and adding support for it on non-analogue capable jaguar's http://www.mdgames.de/janalog.html
  4. The user "Crash" mentions owning a lapcat in this forum topic from 2007 He last visited the forum in September 2020, so maybe you can contact him for more info: https://atariage.com/forums/profile/8517-crash/ Also, what the heck is the "Jaguar Extreme Flight Joystick from Visual Dimensions 3D"? I'd like to see a picture of that!
  5. Here's a blurb about the lapcat stick from a circa 2005 topic on this forum. Sounds like the lapcat was maybe sold while atari was still trying to sell the jaguar.
  6. That faq seems to be from 2001, so I guess the lapcat predated that. There seem to be a wide variety of other arcade sticks custom built by people that are mentioned in the faq. You've got the lapcat and lapcat pro by Ben Aein The Pro Stick by Demand Systems The Jaguar Jamma Joystick sold by the Goat Store The JJJ Game Controller sold by Songbird Productions That's 4 varieties of custom built arcade sticks for the jaguar by 2001! That seems like a lot.
  7. Was the lap cat pro something you were supposed to be able to buy in a magazine in the 90s? Or was it something that a user here at atariage custom built? At any rate, with the bulk of it and the fact its made out of wood, it looks like something that would have been custom built by a hobbyist or jaguar fan rather than something that a company stamped out 1000s of.
  8. Back in 1995 there was a scripted martial arts tournament fighting show on TV (geared toward kids) called WMAC masters. I was just checking out clips of it and periodically there is a narrator who sounds like virtually the same voice as the announcer in Ultra Vortek. Here's a link where you can hear the WMAC narrator speak a little bit over 15 seconds. The characters in this show like Hakeem the Machine would probably have fit in well with Ultra Vortek. In fact, some of the characters on this show were portrayed by martial arts actors like Ho Sung Pak, who also did sprite captures for Mortal Kombat 1 and Thea Realm Fighter. Kind of seems like a small world for non-celebrity martial arts actors in the mid 90s.
  9. The first time I fired it up (around 2013) the choose character screen with the demon really surprised and impressed me.
  10. Looks cool! Super Sprint is one of those timeless games. I don't think I was born yet when the game was in arcades and I still like to play it via emulation. It's just a very clean and nice looking game, and it has great gameplay. Super Speed was basically a dos version of it back in the day that I enjoyed.
  11. My two cents is that the Sega 32x basically cleans the jaguar's clock in terms of having a respectable quantity of polished and fun games. This is mostly due to sega having more cash and more programmers/artists to throw at projects, as well as people who seemed more knowledgeable about how to develop for the hardware. However the Jag definitely does have a mysterious x factor that draws you in. From my perspective, the Jag is like a branch on the videogame tree of life that died out and didn't continue. There are tons of jag games based on original IPs, and games that didn't get sequels or ports to other systems, so it kind of feels like this alternative obscure gaming universe. The games are so different in their level of quality that it leaves you wondering just what exactly the Jag's strengths are, and what would be a game that really showcases the hardware. As a kid in the 90s, the 32x would have been the more fun system hands down, but as someone interested in exploring obscure games and systems, the jag doesn't disappoint and might be more fun than the 32x in that regard.
  12. I'm digging the new music. I'm not that familiar with what the music for these titles was like on the ST, but it seems like cool music and sample playback was definitely not the ST's forte at all so its nice to get a Jaguar enhancement
  13. There was a Doom II arcade machine in a 90s movie. Very sure it was a 1 of 1 custom made prop (though the game on the screen moved, so it was either playing a movie or maybe there was a PC in the cab), but in any case, I doubt its survived.
  14. These are mass produced and often available at Walmart. In certain parts of the country places like Target and other similar department stores might have them as well. On a good day, you might find older models for sale for $200 or less. Arcade1up has been putting out new models with higher quality components and those tend to be $400-$500 when brand new. Here's their website. https://arcade1up.com/ There's a whole cottage industry around modding these by installing your own computer or raspberry pi, applying custom cab decals and graphics to "re-skin" the cab, installing a coin door, installing a larger screen, etc. Here's one vendor as an example https://arcademodup.com/arcade1upmods/
  15. I remember seeing previews for Rez before it came out. In the US, it was only coming to PS2 so I kind of associate the game with the PS2. When I found out a dreamcast version was coming out in other regions, I felt like this was one of the most graphically impressive dreamcast titles. It had that post 2000 "current gen" dark lighting and techno music vibe that many PS2 games had (Zone of the Enders, Tekken Tag, Fantavision, etc) that much of the dreamcast library didn't have. A little surprised there was no naomi version for arcades. It would have been fairly straightforward to turn Rez into an arcade game. Vaguely remember IGN reporting it was being considered as an arcade title to be featured in a deluxe Namco orb-like cab, but obviously nothing came of that.
  16. I gutted an arcade1up cabinet and turned it into a MAME cabinet. It was very easy to do. Let me know if you have any questions. Here it is in its current configuration with a steering wheel, but I had standard arcade controls and games on it for a couple years before recently re-imagining it for driving games.
  17. I'm debating getting a Gravis Phoenix. Besides Descent, are there any suggestions on dos games it could be good for? Given the look it has, I'm mostly thinking it would be fun to bop around with in space/sci fi flight sim kind of games, rather than more realistic flight sims.
  18. To follow up on my original issue, I saw some comments by people on an arcade forum that Race Drivin (and presumably Hard Drivin) use a 900 degree wheel in the arcade. I guess mapping the full analogue range of that wheel to my 270 degree wheel is my problem.
  19. I know people behind MAME like to say that MAME is strictly about emulating the features of the machines and nothing else, but I think it would be odd to omit auto centering functionality just because it is done by mechanical means as opposed to a software setting or dip switch in the game rom. MAME allows the user to set autocenter speeds for many gas/brake pedals in games, I can't really think of any arcade driver that has that feature as part of its controls, Road Blasters included. On the topic of Midway Arcade Treasures 3, I did get that set up with my steering wheel and I did not have a good experience with it. Race Drivin's steering controls a little better than the extremely touchy controls I'm getting with MAME, but the game itself did not emulate well on my pc and had odd slowdown and occasional other glitches. Part of this is that the game is running on an emulator within an emulator (arcade rom being emulated on a gamecube, and gamecube being emulated on my pc), but I think part of this is also that they didn't really nail perfect emulation for this game on the gamecube at the time anyway... I wouldn't base the purchase of a steering wheel on the hopes that it would be fun to use with this version of Race Drivin... I tried the other games out on Midway Arcade Treasures: -STUN Runner had similar odd slowdown and periodic emulation glitches that Race Drivin did, which makes sense as its similar arcade hardware being emulated. I also lack the full yoke functionality for that game since I'm using a steering wheel instead of a yoke. -Off Road and Badlands play OK but you need to rely on returning the wheel to its small deadzone frequently in order for the car to go straight after you turn it. This isn't that fun to do. -Rush 2049, Rush the Rock, Hydro Thunder - I couldn't get these to work with my accelerator pedal! I have the accelerator mapped to the R trigger of the cube controller, and that works fine for every other game, including Race Drivin and Off Road on this very compilation, but it simply wouldn't work with these three games, so I was unable to play them. The control scheme shown in each of these three games says that the R trigger is mapped to accelerating (there is no in-game re-configuring of controls on this compilation), so not sure what the problem is here.
  20. Oh very interesting. Admittedly I'm using MAME 0.214 from a couple years ago, but as far as I recall, every version of MAME I've ever used (stuff earlier than 0.214), Road Blasters has never had an autocenter speed option in the controls menu and the game did not auto center itself for me when turning was mapped to digital or analogue controls. Here's what the controls menu looks like for me in MAME 0.214, there's an autocenter option for the gas pedal but not for the wheel "dial". It looks like this was identified as an issue and only fixed in 2020! https://mametesters.org/view.php?id=7671 Looks like I'll have to get a new version of MAME then.
  21. Ok, you've motivated me to give that a shot. I've actually had surprisingly good success mapping the wheel to the gamecube thumbstick for a variety of other games like Need for Speed Underground, NFS Carbon, Smashing Drive. I tend to map it to the thumbstick instead of telling the emulator that a gamecube steering wheel is plugged in because SURPRISINGLY some gamecube driving games like Smashing Drive don't recognize the GC steering wheel and just display an error message to insert a controller. I'm also a little curious about using it with Road Blasters and Super Sprint on Midway Arcade Treasures 1. Ordinarily, in MAME, the input for these games is a spinner/360 degree rotating wheel, and you can't simulate the appropriate movements with a self-centering analogue steering wheel, but it seems that the games were either reprogrammed or hacked in some way to work with the gamecube analogue thumbstick (especially Road Blasters, which doesn't self center on the arcade machine or in MAME, but does self center on Midway Arcade Treasures).
  22. I really enjoy how this game looks, I went and got the dos version so I could check it out on my PC. Man, the sounds in the dos version are terrible (pc speaker only, no main menu music), and the controls are very difficult to figure out without the manual! I had to do some internet sleuthing in order to find out how to up the throttle, as this is the first 3d spaceship game I've ever played that didn't increase throttle with a single button (it involved holding the right mouse button while moving the mouse forward). The draw distance makes it pretty difficult to engage enemy space pirates... nevertheless, considering this game came out in, what, 1988? 1989? The graphics are mind blowing!
  23. Thanks, that's good advice. I did give the in-game calibration a try after posting my first post but it didn't seem to change the steering from what I had already been experiencing. I did watch some youtube videos of a guy playing Race Drivin' on a real cab that showed how he turned the steering wheel. He seemed to regularly turn it 90 degrees, so my PC wheel isn't really simulating the experience. To hazard a guess, maybe the potentiometer in my wheel is much more sensitive than the one in the arcade cab and/or the arcade wheel has a much greater maximum rotation than my pc wheel, hence why giving it a slight turn is more than enough. I might give it a shot to emulate the version on Midway Arcade Treasures 3 on Gamecube, and map the wheel to the analogue joystick on the gamecube controller. Not sure if there is anything else to try at this point.
  24. I recently got a steering wheel for my pc and have been enjoying testing out various driving games in MAME with it. I noticed that Hard Drivin and Race Drivin in particular have extremely sensitive steering, even if I set MAME's analogue sensitivity for the wheel down to single digits. For example, I only need to rotate the wheel extremely slightly for the car to turn sufficiently on tight corners (assuming my speed is slow enough), like 15 degrees or so. Unlike most other arcade racing games, I don't think I would ever need to turn the wheel 45 degrees from starting position, and doing so tends to send my car into an uncontrollable (and oftentimes bizarre) spin, that sometimes involves my car inexplicably jumping or flipping into the air before landing and exploding. Hard Drivin is a sim, but it actually feels very unrealistic to do a sharp turn while only rotating the wheel a tiny bit... Is the steering control on the actual arcade game like this?
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