SteveM said:Hi! Thanks for that. I take it the "AudioToolbox" stuff is iOS-specific? I have some analogue stuff in place. My main issue right now is having MAME recognise the analogue controls. Whatever I do, osd_analogjoy_read() doesn't seem to ever get called. Did you experience anything like that? It's probably something to do with me messing with the joystick list.Seleuco said:Steve, i added analog and better sound stuff on my iMAME port.... Maybe it could be useful for you...
http://code.google.com/p/imame4all/
I had not problems with osd_analogjoy_read()... But It should be called, if not star wars doesn't move... Check it...
Osd_analogjoy_read() Is the analog stick emulated entry point... But not the only one... Also osd track read is very important for pedals and other analog stuff. You should emulate a mouse there with the pandora analog input. Most of the analog games uses track input instead stick analog input.
Check out iOs code path....
http://code.google.com/p/imame4all/source/browse/trunk/src/iOS/input.cpp
void osd_analogjoy_read(int player,int *analog_x, int *analog_y)
void osd_trak_read(int player,int *deltax,int *deltay)
You must put analog stuff there, mame analog input is game dependent... You should emulate analog track input and stick input..
Also you need to hack mame code on inptport (there are a mame team bug there doing analog not work as should be) is related with keyboard delta
Check out this changes:
http://code.google.com/p/imame4all/source/detail?r=28
....
I implemented mutex FIFO sound buffer... It could be useful since you can play to sync with it... I removed original async thread stuff.
http://code.google.com/p/imame4all/source/browse/trunk/src/iOS/minimal.cpp
Uncoment sync stuff and watch if your sound problem is related to sync.... Disable vsync and do audio sync instead... You need to test with a game without frame drops.
Cheers
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