Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|06136||Documentation||Minor||Always||Feb 6, 2016, 22:59||Feb 8, 2016, 19:34|
|Tester||Comboman||View Status||Public||Platform||MAME (Official Binary)|
|Assigned To||Resolution||No change required||OS||Windows Vista/7/8 (64-bit)|
|Version||0.170||Fixed in Version||Build||Normal|
|Summary||06136: GIJoe has 2 buutons per player|
|Description||G.I.Joe has only 2 buttons per player (as per KLOV and the game's manual), but the MAME "Input (this game)" shows 3 buttons per player. History.dat also incorrectly shows 3 buttons per player..|
|Steps To Reproduce||
- run mame
- start gijoe
- hit TAB
- open "Inputs (this game)"
|Affected Sets / Systems|
|There are no relationsihp linked to this issue.|
Feb 6, 2016, 23:11
the test mode shows 3 buttons, so we allow 3 buttons even if one isn't needed.
what's needed, as said many times before, is a layer of abstraction between 'input port' and 'cabinet'
the board can physically recognize the button so we map it, we don't have a layer that says how many buttons are on the cabinet.
Feb 8, 2016, 19:34
An i/o board will allow its test mode to be able to test all possible inputs and that is what MAME does as well. We are more interested in documenting what is possible with the hardware that 'can' be potentially used rather than what is actually used in any given situation. There are cases where an extra button might have debug or diagnostic value which the enduser would never see normally but having the ability to map this allows the enduser to explore these potential options.