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)
Status [?] Closed Driver gijoe.cpp
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)"
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Regression Version
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User avatar
Senior Tester
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.
User avatar
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.