Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
05413 DIP/Input Feature Always Jan 3, 2014, 00:24 Jan 4, 2014, 06:55
Tester ozfalcon View Status Public Platform SDLMAME
Assigned To Resolution No change required OS Linux
Status [?] Closed Driver
Version 0.152 Fixed in Version Build Normal
Fixed in Git Commit Github Pull Request #
Summary 05413: centiped: Unable to map player 2 fire button when in Upright mode
Description When in cocktail mode, Player two controls map as expected ie. up/down/left/right are reversed and fire button is "A".

When in Upright mode, Normally a single controler is shared between the two players.
For a two joystick cabinet, Player two direction "Keys" can be re-mapped to normal orientation & works well.
However, the mapping of player two fire button is ignored when in Upright mode and defaults to player one fire button.
Steps To Reproduce Dipswitch is set to upright cabinet.
Play centiped as player two (two player mode).
While playing as player Two, Fire button assignment ignored.
Additional Information Conclusion:
The original game itself only recognizes one button while in upright mode and the player 2 assignments are for cocktail mode.
Github Commit
Flags
Regression Version
Affected Sets / Systems centiped
Attached Files
 
Relationships
There are no relationship linked to this issue.
Notes
4
User avatar
No.10118
Tafoid
Administrator
Jan 3, 2014, 04:06
What you ask to do (allow separate mappings based on Upright/Cocktail) could technically be set up via port condition changes, but it seems pointless in the long run. Player 2 for games with 1 control setup in Upright is expected to be mapping for Cocktail. It is up to each game to decide what controls are used in all situation. There are some games which when set to Upright have controls which are multiplexed .. meaning in a cocktail cab both could control the Player 1. Notice using Player 2 the controls are reversed.. because it's expected to be used in a cocktail table only. I'm going to bet that a cocktail Centipede, set it to Upright as you mention in your steps to reproduce, it would behave the exact same way on actual hardware compared to MAME. Notice the "Player 2" controls, which are intended to be cocktail are reversed as well which is because they are only expected to be hooked up / used on a cocktail orientation table.

Long story short, it's expected behavior to swap usage of the one control panel in Upright cabinet situations in this game. Expecting Player 2 to control Player 2 in an upright orientation isn't how the game was designed.
User avatar
No.10120
ozfalcon
Tester
Jan 3, 2014, 10:58
edited on: Jan 3, 2014, 23:30
Yes, I was thinking this and added it to the Additional information - Before I just read your note.
For Centipede P2 controls are for Cocktail mode, And upright mode is only expecting one controller.

<Final edit for clarity>
The solution to this is to simply remap player two controls to player one assignments when in upright mode.
This should limit input to only one joystick on the cabinet, And players have to swap positions to controller one to play.

Whilst exploring the remapping options, I think I have uncovered a separate quirk in that player two doesn't see player one "KEY" assignments.
To use player two in upright mode you have to either remap & use player 2 key assignments OR ensure player one track x/y is configured.

This may simply be a result of the way Cocktail/Cabinet modes work, Or perhaps it has been added for flexability.
Though it seems odd that it uses P2 "KEY" assignments in Upright mode instead of using player one "KEY" assignments.

Example upright mode with P1 Track X/Y (Working as expected)
Player one can use P1 Track X/Y
Player two can use P1 Track X/Y (As expected in a single control upright cab).

Example upright mode with P1 UP/DOWN/LEFT/RIGHT keys (Not working as expected)
Player one can use P1 UP/DOWN/LEFT/RIGHT
Player two can NOT use P1 UP/DOWN/LEFT/RIGHT (But it can use cocktail "Key" assignments)
User avatar
No.10123
Tafoid
Administrator
Jan 3, 2014, 23:20
It's hard to keep up with the ever evolving edits to the bug information. :)

It does look like you've come to the same conclusion I've been mentioning - that it is original behavior and therefore not an emulation error. This game and any other game for that matter weere not designed to run in a cabinet with a control panel consisting of a variety of multiple mapped joysticks, trackballs, spinners and buttons. It's usage is based on the original cabinets' original control panels. The reason all controls are available for mapping as they are allowed to be polled as the program permits and the emulation decides what gets used. This isn't exactly an Bug That Is Not a Bug either as it doesn't effect normal play in it's original cabinet/pcb environment.

Closing.
User avatar
No.10124
ozfalcon
Tester
Jan 3, 2014, 23:28
edited on: Jan 3, 2014, 23:31
Yes sorry about the multiple edits. But I wanted to clean up the report and my messy notes for anybody looking up this issue in the future.