retrorussell Posted February 19, 2020 Share Posted February 19, 2020 Hey all, Got a question with Stella-- I generally use 3.3 and I didn't have an issue up till now. I used this with the newest Stella and I have the problem there too. On KABOOM! it seems when you move to the far left the buckets "stick" to the left edge of the screen and it takes a second for you to be able to "pull" it away, which is plenty time for the bombs to fall past and explode. Has this been looked into before? It occurs with any controller used. Is there a way to change this somewhere in input settings? Quote Link to comment Share on other sites More sharing options...
+stephena Posted February 19, 2020 Author Share Posted February 19, 2020 There actually is already a setting in 'Game Properties -> Controllers' to address this. It's already set to 50% for Kaboom, which means to use only 50% of the allowable range of the paddle for the mouse. And for me, that means no lag on the left side whatsoever. I guess you can adjust it a little lower, to use even less of the paddle range. However, TBH I consider this is little bit of a cheat. I don't think most people remember how a real paddle worked in Kaboom. It used only a small range of the paddle, and if you 'overshot' by turning too far left, you would be in the same deadzone you're experiencing in Stella, and would probably die in the time it takes to turn back to the right. So from that POV, this is accurate emulation. The setting above would be like taking apart a real paddle, and physically stopping it from turning past a certain point. You are free to use this setting of course (in fact, it defaults to 50% in Kaboom), but technically it's not how a real paddle worked. 2 Quote Link to comment Share on other sites More sharing options...
+stephena Posted February 19, 2020 Author Share Posted February 19, 2020 Also, if you're not already seeing this default for Kaboom, it's likely you have an old stella.pro file kicking around that should be removed. This is even more likely if you're upgrading from such an old release of Stella. See the FAQ on where to locate this file, and then remove it to see if it makes any difference. 1 Quote Link to comment Share on other sites More sharing options...
Keatah Posted February 19, 2020 Share Posted February 19, 2020 Maybe there could be a calibration or adjustment for the left-right position of the aim point for lightgun games. What I mean is that, say, like, for shooting gallery. The first part of the game with the squares. When shooting the square on the left side, you have to be closer to the center than you do on the right side. The target takes a hit more readily on the right side. It registers a hit by just hitting the edge. Left side not so much - gotta more inwards more. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 19, 2020 Share Posted February 19, 2020 Currently the aim points are already adjusted per game. Light Guns are notoriously unprecise, its not surprising that you have to adjust your aim point even during a game. So what you are experiencing is only the tip of the iceberg. Quote Link to comment Share on other sites More sharing options...
Keatah Posted February 19, 2020 Share Posted February 19, 2020 Never got into LightGun games much. So I don't know what to expect. Quote Link to comment Share on other sites More sharing options...
retrorussell Posted February 19, 2020 Share Posted February 19, 2020 5 hours ago, stephena said: There actually is already a setting in 'Game Properties -> Controllers' to address this. It's already set to 50% for Kaboom, which means to use only 50% of the allowable range of the paddle for the mouse. And for me, that means no lag on the left side whatsoever. I guess you can adjust it a little lower, to use even less of the paddle range. However, TBH I consider this is little bit of a cheat. I don't think most people remember how a real paddle worked in Kaboom. It used only a small range of the paddle, and if you 'overshot' by turning too far left, you would be in the same deadzone you're experiencing in Stella, and would probably die in the time it takes to turn back to the right. So from that POV, this is accurate emulation. The setting above would be like taking apart a real paddle, and physically stopping it from turning past a certain point. You are free to use this setting of course (in fact, it defaults to 50% in Kaboom), but technically it's not how a real paddle worked. I see.. thanks! I hadn't played Kaboom in forever and was never very good at it. It kind of sucks that the game was really like that, but it's good that emulation preserves it the way it was meant to be. I'm having to play it for my video series and I'm still terrible. I will try your tips and see how much better I do. Thanks again! Quote Link to comment Share on other sites More sharing options...
+stephena Posted February 19, 2020 Author Share Posted February 19, 2020 I don't believe any paddle game for the 2600 ever used the entire range of movement. So it's not just Kaboom. The reasons are technical, but I believe most games used no more than half the range. Some used only a quarter of the range. I guess it was easier to deal with on a real paddle, since there was a stiffness in the turn, so it couldn't go off so easily as with a mouse. However, if you plug real paddes into a 2600-daptor and use that in Stella, you will see the same behaviour as original hardware. 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 19, 2020 Share Posted February 19, 2020 You can twist your hand only so much without stress, so a quarter turn seems like a good value. 1 Quote Link to comment Share on other sites More sharing options...
fluxit Posted February 20, 2020 Share Posted February 20, 2020 On 2/18/2020 at 1:51 AM, Thomas Jentzsch said: BTW: Did anyone test Light Gun games with the RC? You can play them with a mouse now. My experience mirrors Keatah's. I played up through level 3 on Sentinel with my desktop computer. Sentinel is actually fairly playable on the R77 even, by firing "tracer rounds." Shooting Arcade on the other hand severely limits your ammo, so you can play it on the Retron, but games are short. Quote Link to comment Share on other sites More sharing options...
alex_79 Posted February 22, 2020 Share Posted February 22, 2020 An option to disable the visible cursor might be useful for people using real lightguns. There are some (quite expensive) usb lightguns that emulates a mouse and can be used on any pc. A wiimote + sensor bar works too, and it's much cheaper. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 22, 2020 Share Posted February 22, 2020 6 hours ago, alex_79 said: An option to disable the visible cursor might be useful for people using real lightguns. There are some (quite expensive) usb lightguns that emulates a mouse and can be used on any pc. A wiimote + sensor bar works too, and it's much cheaper. Thanks for the hint. I just added some code for light gun games which ties the cursor visibility to grab mouse mode. So you can switch visibility with CTRL+G. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 22, 2020 Share Posted February 22, 2020 Regarding Sentinel: The manual states: Quote There are unmarked secret places in each alien world. Locating these hidden areas and firing at them will provide you with bonus points and items. Has anyone an idea where to find these secret places? Quote Link to comment Share on other sites More sharing options...
Keatah Posted March 3, 2020 Share Posted March 3, 2020 Generall Stella WindowsPC question. When playing the Amiga Mouse hack of Missile Command - is there a way to assign the fire button to the keyboard instead of a mouse button? I didn't see any option that might let me do that, missing something obvious? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted March 3, 2020 Share Posted March 3, 2020 (edited) No, currently the mouse button events cannot be remapped. At least not for the trackball and some others. But it should be an easy fix. Edited March 3, 2020 by Thomas Jentzsch Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted March 3, 2020 Share Posted March 3, 2020 I just committed a fix. Now the joystick's 1st fire button is used (which can be remapped). Just in case you want to build your own version... Quote Link to comment Share on other sites More sharing options...
Keatah Posted March 3, 2020 Share Posted March 3, 2020 How very nice thanks! Quote Link to comment Share on other sites More sharing options...
Inky Posted March 11, 2020 Share Posted March 11, 2020 Does Stella emulate the Kid Vid module? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted March 11, 2020 Share Posted March 11, 2020 Nope, but it is on our ToDo list. Quote Link to comment Share on other sites More sharing options...
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