Had My Caanoo For About A Week...a Few Questions About The New Feature


darklight1138

Member
Joined
Dec 27, 2010
Messages
269
Having played my Xbox 360 a lot lately, I found that I adapted to the Caanoo's analog thumbstick pretty quickly. My first question is this:

Are there any games, besides some homebrew ones, that utilize the analog aspect of the stick? Like any roms for some of the "newer" game console emulators? I haven't played many racing games but I figure that would be a good time to have analog control. If this is possible, does it have to be enabled in the menus or is it automatic?

Pretty much the same question for the rumble feature. The only game I've found it works for is the Quake port.

I've used the G-sensor for some MAME roms, like Outrun and Hang-On. But is it available for any non-arcade console emulators?

Also, it seems that with MAME, when I rotate the image in the scaling options, it enables it for other games as well. But not all of them. It's almost random. And when it does enable it for other games, sometimes those games don't need it. There doesn't seem to be a way to save the config for specific games, so if someone could share with me how settings are saved and carried over to other games.

While I am asking questions, for the NES emulator, you have to hit 'home' and the left shoulder button at the same time. Is there any way to change it so that ONLY the home key accesses the menu? I looked through the control options in the menu and tried to bind it, but it doesn't seem to recognize the key or something strange like that.

Oh, one more: I got Duke2x working fine, but how do you get to any kind of menu. Seems like the only thing I can do is exit by hitting two buttons at the same time, which two buttons I can't remember.

Ok, I think that's it. BTW, LOVE the Caanoo! :)
 
As far as the analog and vibration - unless the original console had it, it really can't be used, as there's no place to "hook in" code. Analog sticks don't translate to a d-pad (which is just on or off, i.e. - pressing left or not) - there's no way to "half-way press left" in, say, an NES game: it would be meaningless to the game.
Similar with vibration - there's no place to code for it if the original system didn't have it. While it might be cool to shake the Caanoo when, say, you get punched in the face on Double Dragon, because the old consoles didn't produce or send out a signal for an event like that, there's nowhere for a developer to tie in and use the vibration feature.

As far as the g-sensor, again, same problem, sorta. The issue there is: how would it translate? Would you use it in place of the d-pad? Could you imagine swinging your Caanoo through the air to get Sonic to run through a level? (though, I suddenly like the idea of using the g-sensor to move the crosshair around in the few lightgun games that the older systems had....) I know you probably mean driving games, but console emulators aren't the same as MAME (which is, in effect a huge collection of emulators in one package), and it can't set up different controls for different games (though, I suppose there'd be a way to shut it on and off). But, then you go back the analog problem - that is, the game only wants an on/off - you'd tilt to a certain point for it to switch "on", and then its "on" all the way.

As far as MAME - I think the settings may be a bit buggy, but I believe it'll save your settings for each game. But, I also think it changes the global settings at the same time, and unless there's already a game specific config, it'll use the global. So, when you switch to "rotate-scale" for example, every game will use "rotate-scale" after that, unless you switch it back. But, in the mean time, it will only save settings for games you change them on.
Boy, that sound complicated. Let me try that again.
Say, you load up MAME, and then play Donkey Kong. You set the display to "rotate" and play. MAME now saves "rotate" in the default global settings, and also in the Donkey Kong specific ones. Then you exit Kong and play Pac-man. You don't change the settings, so MAME doesn't save any changes. Then you go play TMNT, but set the display back to normal. MAME saves that change in both default and TMNT specifically. So, next you go back to play Kong, and it's already rotated cause that's what was saved before. Then you go back to Pac-man, but the display is back to normal because MAME didn't save anything, and it's using the defaults again.
Make any kind of sense at all?

Also, you have to exit out of the games properly, and MAME, too, for settings to save. This was discussed earlier here. Also note, I'm using the slightly older MAME 2.5, so maybe 2.6 is different. You can always check under the MAME folder for a 'config' (or 'cfg', I can't remember) directory and look inside to see if it's saving your settings or not. Make sure, too, your card isn't locked-write-protected.

As far as the NES exit button combo - no way to change that short of recompiling. I think its either left over from bad control translation fromt he Wiz port, or it's to prevent accidental exiting in the midst of major button mashing. I suppose if you had gorilla thumbs, that would make sense, but I find it slightly annoying myself.

No idea abuot Duke2x - I'll have to check that one out.
 
Last edited by a moderator:
I looked at the Duke32.cfg and I can't find the control scheme/settings for the Caanoo.

Mine looks like this:



[Setup]
SetupVersion = "1.3d"

[Screen Setup]
ScreenMode = 1
ScreenWidth = 320
ScreenHeight = 240
Shadows = 1
Detail = 1
Tilt = 1
Messages = 1
Out = 0
ScreenSize = 8
ScreenGamma = 31
Password = ""

[Sound Setup]
FXDevice = 3
MusicDevice = 3
FXVolume = 148
MusicVolume = 148
NumVoices = 8
NumChannels = 2
NumBits = 8
MixRate = 16000
MidiPort = 0x330
BlasterAddress = 0x220
BlasterType = 4
BlasterInterrupt = 7
BlasterDma8 = 1
BlasterDma16 = 5
BlasterEmu = 0x640
ReverseStereo = 1
SoundToggle = 1
VoiceToggle = 1
AmbienceToggle = 1
MusicToggle = 1

[KeyDefinitions]
Move_Forward = "Up" "Kpad8"
Move_Backward = "Down" "Kpad2"
Turn_Left = "Left" "Kpad4"
Turn_Right = "Right" "Kpad6"
Strafe = "" ""
Fire = "LCtrl" ""
Open = "a" ""
Run = "LShift" "RShift"
AutoRun = "CapLck" ""
Jump = "LAlt" ""
Crouch = "b" ""
Look_Up = "PgUp" "Kpad9"
Look_Down = "PgDn" "Kpad3"
Look_Left = "Insert" "Kpad0"
Look_Right = "Delete" "Kpad."
Strafe_Left = "bakspc" ""
Strafe_Right = "tab" ""
Aim_Up = "Home" "Kpad7"
Aim_Down = "End" "Kpad1"
Weapon_1 = "1" ""
Weapon_2 = "2" ""
Weapon_3 = "3" ""
Weapon_4 = "4" ""
Weapon_5 = "5" ""
Weapon_6 = "6" ""
Weapon_7 = "7" ""
Weapon_8 = "8" ""
Weapon_9 = "9" ""
Weapon_10 = "0" ""
Inventory = "Enter" ""
Inventory_Left = "" ""
Inventory_Right = "D" ""
Holo_Duke = "H" ""
Jetpack = "J" ""
NightVision = "N" ""
MedKit = "M" ""
TurnAround = "" ""
SendMessage = "T" ""
Map = "Enter" ""
Shrink_Screen = "-" "Kpad-"
Enlarge_Screen = "=" "Kpad+"
Center_View = "KPad5" ""
Holster_Weapon = "ScrLck" ""
Show_Opponents_Weapon = "W" ""
Map_Follow_Mode = "F" ""
See_Coop_View = "K" ""
Mouse_Aiming = "" ""
Toggle_Crosshair = "I" ""
Steroids = "R" ""
Quick_Kick = "`" ""
Next_Weapon = "Space" ""
Previous_Weapon = "" ""

[Controls]
ControllerType = 0
JoystickPort = 0
MouseSensitivity = 3072
ExternalFilename = "EXTERNAL.EXE"
EnableRudder = 0
MouseAiming = 1
MouseAimingFlipped = 1
MouseButton0 = "Fire"
MouseButtonClicked0 = ""
MouseButton1 = "Jump"
MouseButtonClicked1 = "Open"
MouseButton2 = "Move_Forward"
MouseButtonClicked2 = ""
JoystickButton0 = "Jump"
JoystickButtonClicked0 = "Fire"
JoystickButton1 = "Strafe"
JoystickButtonClicked1 = "Inventory"
JoystickButton2 = "Run"
JoystickButtonClicked2 = "Jump"
JoystickButton3 = "Open"
JoystickButtonClicked3 = "Crouch"
JoystickButton4 = "Aim_Down"
JoystickButtonClicked4 = ""
JoystickButton5 = "Look_Right"
JoystickButtonClicked5 = ""
JoystickButton6 = "Aim_Up"
JoystickButtonClicked6 = ""
JoystickButton7 = "Look_Left"
JoystickButtonClicked7 = ""
MouseAnalogAxes0 = "analog_turning"
MouseDigitalAxes0_0 = ""
MouseDigitalAxes0_1 = ""
MouseAnalogScale0 = 0
MouseAnalogAxes1 = "analog_moving"
MouseDigitalAxes1_0 = ""
MouseDigitalAxes1_1 = ""
MouseAnalogScale1 = 0
JoystickAnalogAxes0 = "analog_turning"
JoystickDigitalAxes0_0 = ""
JoystickDigitalAxes0_1 = ""
JoystickAnalogScale0 = 0
JoystickAnalogAxes1 = "analog_moving"
JoystickDigitalAxes1_0 = ""
JoystickDigitalAxes1_1 = ""
JoystickAnalogScale1 = 0
JoystickAnalogAxes2 = "analog_strafing"
JoystickDigitalAxes2_0 = ""
JoystickDigitalAxes2_1 = ""
JoystickAnalogScale2 = 0
JoystickAnalogAxes3 = ""
JoystickDigitalAxes3_0 = "Run"
JoystickDigitalAxes3_1 = ""
JoystickAnalogScale3 = 0
GamePadDigitalAxes0_0 = "Turn_Left"
GamePadDigitalAxes0_1 = "Turn_Right"
GamePadDigitalAxes1_0 = "Move_Forward"
GamePadDigitalAxes1_1 = "Move_Backward"
GameMouseAiming = 0
AimingFlag = 0

[Comm Setup]
ComPort = 2
IrqNumber = 65535
UartAddress = 65535
PortSpeed = 9600
ToneDial = 1
SocketNumber = 65535
NumberPlayers = 2
ModemName = ""
InitString = "ATZ"
HangupString = "ATH0=0"
DialoutString = ""
PlayerName = "Cobra"
RTSName = "DUKE.RTS"
RTSPath = ".\"
UserPath = ".\"
PhoneNumber = ""
ConnectType = 0
CommbatMacro#0 = "An inspiration for birth control."
CommbatMacro#1 = "You're gonna die for that!"
CommbatMacro#2 = "It hurts to be you."
CommbatMacro#3 = "Lucky Son of a Bitch."
CommbatMacro#4 = "Hmmm....Payback time."
CommbatMacro#5 = "You bottom dwelling scum sucker."
CommbatMacro#6 = "Damn, you're ugly."
CommbatMacro#7 = "Ha ha ha...Wasted!"
CommbatMacro#8 = "You suck!"
CommbatMacro#9 = "AARRRGHHHHH!!!"
PhoneName#0 = ""
PhoneNumber#0 = ""
PhoneName#1 = ""
PhoneNumber#1 = ""
PhoneName#2 = ""
PhoneNumber#2 = ""
PhoneName#3 = ""
PhoneNumber#3 = ""
PhoneName#4 = ""
PhoneNumber#4 = ""
PhoneName#5 = ""
PhoneNumber#5 = ""
PhoneName#6 = ""
PhoneNumber#6 = ""
PhoneName#7 = ""
PhoneNumber#7 = ""
PhoneName#8 = ""
PhoneNumber#8 = ""
PhoneName#9 = ""
PhoneNumber#9 = ""
PhoneName#10 = ""
PhoneNumber#10 = ""
PhoneName#11 = ""
PhoneNumber#11 = ""
PhoneName#12 = ""
PhoneNumber#12 = ""
PhoneName#13 = ""
PhoneNumber#13 = ""
PhoneName#14 = ""
PhoneNumber#14 = ""
PhoneName#15 = ""
PhoneNumber#15 = ""

[Misc]
Executions = 110
RunMode = 0
Crosshairs = 1
WeaponChoice0 = 3
WeaponChoice1 = 4
WeaponChoice2 = 5
WeaponChoice3 = 7
WeaponChoice4 = 8
WeaponChoice5 = 6
WeaponChoice6 = 0
WeaponChoice7 = 2
WeaponChoice8 = 9
WeaponChoice9 = 1
 
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