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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
09415 DIP/Input Minor Always 1 day ago 7 hours ago
Tester danylopez123 View Status Public Platform MAME (Official Binary)
Assigned To Resolution Open OS Windows (x64)
Status [?] Acknowledged Driver
Version 0.286 Fixed in Version Build x64
Fixed in Git Commit Github Pull Request #
Summary 09415: mawasunda: Player 2 Analog Input doesn't reach the max value of 127
Description Seems that in Mawasunda, the Player 2 Analog Input can't reach 127, only 95, which puts player 2 on a disadvantage.
Steps To Reproduce 1. Enter Service Menu, you can still access it during the "WAIT A MOMENT" loading screen
2. Go to Switch Test
3. Use Player 2 Analog inputs, notice it only reaches 95 and not 127 like Player 1
4. Try playing the game and compare the Player 1 and 2 Inputs, you'll notice how Player 2 is slower than Player 1
Additional Information
Github Commit
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Regression Version
Affected Sets / Systems mawasunda
Attached Files
png file icon mawasunda.png (82,741 bytes) 1 day ago Uploaded by danylopez123
danylopez123
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No.24279
hap
Developer
7 hours ago
It looks like it's emulated that way on purpose, the driver has a TOOD note about it (yes a TOOD note ;p)

// TOOD: figure out how each game balances the controls
m_trackball[N] += ((uint8_t(m_handle[N]->read()) - 0x80) * (N ? -193 : 256)) / 256;

If you set both to full range, it looks like P2 has a much bigger advantage, at least on the minigame I tested with
Maybe the person that added this workaround was trying to compensate for the m_weight value? It makes it harder to turn the handle, and perhaps the players get different weight params in some of the minigames.