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What's New:
0.83.2
- Releasing a Mame32Analog+ build again.
- options setable with text editor, but are overwritten if you open
the mame32 settings GUI
- fixed the save/load mouse mappings
- text editable now
- automatically made everytime a mouse game is played
- if you don't want if to be overwritten each time you play,
you need to set the .ana file as readonly
- might add an option to disable this, but not important
- uses extension ".ana"
- name matches the ROM name, like a .cfg file
- saved in cfg folder next to the .cfg files
- can use the mouse's X, Y and Z axes
- .ana files overrule the -splitmouseaxes and -resetmouse options
ATM
- probably will change it so -resetmouse resets the .ana file
next release
- fairly strict format, though
- easiest if you let MameAnalog+ build one for you to edit
- can crash if not followed (need to fix this)
- first line must be "MAMEANA1", exactly
- any number spaces, tabs and newlines are fine between different
settings, but the settings must be as follows
- mouse setting are in this format: P[1-8][XY]
M[0-8/]A[0-2]
- first part ([1-8]) is the game player number
- next ([XY]) is the game axis X or Y. Mame games only have
X and Y game axes
- next ([0-8/]) is the mouse number, or if "/",
no mouse
- last ([0-2]) is the mouse's axis, 0 = X, 1= Y, 2 = Z
- examples:
- P1X M1A0
: game player 1 X axis uses mouse 1 X axis
- P2Y M4A2
: game player 2 Y axis uses mouse 4 Z axis
- P3X M/A0
: game player 3 X axis uses no mouse (but still needs
the "A#" part!)
- default.ana is not working for some reason
- willing to add more settings, and am open to suggestions.
Here's what I'm looking into ATM:
- crosshair on/off (if possible)
- analog joy/key speed (after default.ana works)
- analog sensitivity (after default.ana works)
- analog reverse (after default.ana works)
- changes might make old .ana files bad
- now can use a mouse's Z axis (aka the mouse wheel).
- only settable through Ana files (see above)
- internal mame UI still limited to X & Y
- most mouse wheels are much lower resolution than the rest of the
mouse, so this isn't that great of a feature with most mice
- fixed a mameAnalog+ bug in Lethal Enforcers 2 of the
buttons not working
- distributing the binaries in self extracting 7z files to save web
disk space and bandwidth
0.83
- Changes so the XP code won't crash if run on win9x/ME. (thanks Jake)
- This let's me release one build, saving disk space on my web site.
- If you want to compile with the XP code, you still need to set
WINXPANANLOG=1 when
you make it. This is so win9x/ME users can compile without needing
to edit the mame.net compiling headers/libraries. WinXP compilers
still need the small edit.
- Added new option "multiplemice".
This takes the place to two older options:
- Removed the XP only option "multimouse_winxp".
Replaced by "multiplemice"
option.
- Removed the option "singlemouse".
Replaced by "multiplemice"
option.
- Multiple mice now disabled by default. Enable with the new
multiplemice option.
- Used be MameAnalog XP default was no multiple mice, but win9x/ME
MameAnalog multiple mice on. Sine I combined the two builds and
a couple options I needed a default, and chose default off.
- Added new option, "williams49way",
for using raw 49-way input from Williams 49-way joystick (AKA
Sinistar joysticks).
- This is only needed if you hook up a williams 49-way joystick
raw (as 8 buttons). If you hook your 49-way as an analog joystick,
you don't need this. (Dave
Electronics SJC Simple 49-way Controller is one such interface.)
- Happs (and Atari) 49-way joysticks hooked up raw need this disabled.
- Currently cannot have a williams and a happs 49-way hooked up
raw at the same time.
- Blitz games do not emulate 49-way sticks yet, so this does not
effect this game.
- Currently this only allows williams 49-way joysticks to work on
49-way games. Support for using the raw williams 49-way joystick
for normal 8-way game play is in the works. Happs 49-way joystick
can be used for 8-way games it you set up the ctrlr ini files correctly.
- Here's some info on 49-way joysticks.
- Repeat: if you hook up any 49-way joystick as an analog joystick,
use the analog joystick to 49-way inputs, not this one.
- Changed raw 49-way input to equal player's 5 & 6 buttons 1-8,
from players 3 & 4.
- This is in prep for the 4 player Midway 49-way games, and a williams
49-way stick to 8-way hack.
- Trying to add the Service Mode (AKA F2) to ctrlr ini files. Works
for less than a quarter of the games. A lot more is needed to get a
majority of the games, and I don't know how ATM.
- Left in the official Mame reload and dual lightgun code.
- Use either official Mame's dual_lightgun
or Analog+'s multiple lightgun/mice.
- Use either official Mame's offscreen_reload
or the Analog+ reload.
- The official Mame methods conflict with the Analog+ methods, so
they shouldn't be enabled at the same time, respectively.
- Changed the numbering of the MameAnalog+ releases a little: no more
.1 on the first release.
0.81.1
- just an upgrade to 0.81u7.
0.79.1
- just an upgrade to 0.79u4.
0.77.2
- just an upgrade to 0.77u2, with scsp.c fix.
0.77.1
- Added direct support of 49-way joysticks and 12 direction mechanical
rotary joysticks.
- 49-way joysticks are basically 8 optical switches, 4 per axis.
You can attach them very much like perfect360 joysticks: you need
a 5 V+ power source, GND and a wire for each switch (eight instead
of four).
- 12 mechanical rotaries are basically 12 switches, sharing a common
ground.
- true 12-way controller does support btlfield and timesol1 roms
(bug)
- Mouse settings still are not saving
(bug)
- Constructed some ctrlr ini files to help setup your inputs, for the
added (and sometimes confusing) Analog+ input options. This is downloaded
in a separate zip file, and you select which files you want to use depending
on your input hardware. The folders' names are pretty self explaining:
the ones with "official" in the name contain files that use
official MAME inputs, ones with "original" are for the original
arcade controllers.
0.76.1
- Backed out the non-working official mame windows core reloading code
(lightgun074u2ora)
so the source specific reloading code will work again.
- Testing some joystick input reading code. Let me know if you have
new problems using a joystick.
- The win98 and winXP differences are now included in one source, separated
with #ifdef #else. If you want to compile for winXP, set WINXPANANLOG=1.
Binaries still need to be separate.
- The mouse and mouse axis save is broken with this version.
This means you'll need to set the mice each time you start a new mameAnalog+
if different from the defaults or -splitmouseaxes.
0.74.2
- both normal and XP version;
- still separate source
- XP version still needs the changed header & library to compile,
and only runs in winXP
- fixed a small mouse numbering inconsistency (I hope)
0.74xp.1
- Same as 0.74.1, except for winXP & multiple mice or lightguns.
Only runs on winXP.
- new option -multiplemicexp
- for multiple lightguns, use -multiplemicexp
-lightgun
- needs an edited header and library added to minGW to compile
- changes done by Jake,
AKA jerryjanis. Thanks Jake!
- for win2000, winME, and win9x, use the standard 0.74.1 build
0.74.1
- Fixed some bugs in the rotary support I added in 0.72.1, for the snk.c
and snk68.c games (Ikari, Ikari3, etc).
- Only a win32 build ATM.
0.73.1
- Added standard codes to mame's core for controllers 5-8.
- Analog+ already had support for 8 controllers, but now controllers
5-8 can be added to ctrlr ini files using mame's standard terminology.
- Submitted these changes to mame, so hopefully the next official
mame update will have them too. (edit: they were added in
mame 0.74)
- Only a win32 build ATM.
0.72.1 (u1)
- Added more games with the improved support for rotary games
- Designed to improve input through Druin's
or MK64's 12way interfaces.
- Adds two new buttons left and right (counterclockwise and clockwise),
which are buttons # 4 & 5.
- Many 12 way rotary games included, but Jake just sent me some
more; they will be included in next version.
- HowTo Use:
- if you have druin's 12 way rotary interface, MK64 12 way rotary
interface, or one similar; map the interface's left to button
4, and the interface's right to button 5 for each player. You
also might want to disable the mouse and map nothing to the
mame "standard" Dial inputs for the specific games.
- if you have normal spinners or optical rotary sticks, you
might want to map nothing to the added buttons 4 & 5 in
the specific games.
- Only a win32 build ATM.
0.71.2 (u2)
- Improved support for rotary games
- Designed to improve input through Druin's
or MK64's 12way interfaces.
- Adds two new buttons left and right (counterclockwise and clockwise),
which are buttons # 4 & 5.
- Many 12 way rotary games included, but Jake just sent me some
more; they will be included in next version.
- HowTo Use:
- if you have druin's 12 way rotary inteface, MK64 12 way rotary
interface, or one similar; map the interface's left to button
4, and the interface's right to button 5 for each player. You
also might want to disable the mouse and map nothing to the
mame "standard" Dial inputs for the specific games.
- if you have normal spinners or optical rotary sticks, you
might want to map nothing to the added buttons 4 & 5 in
the specific games.
- Only a win32 build ATM.
0.71.1 (u1)
- Some input fixes/additions by Jake. (Thanks Jake!)
- rampart.c: player 3 fixes for rampart
- system32: player 3 fixes for sonic
- others already added to u1 update.
- Mame32Analog+ version now has the same options as the win MameAnalog+
added to the mame32 ini files. The options are still not setable through
the GUI, but at least now you can set them through the text ini files.
Changes in the settings using the normal mame32 GUI will probably erase
the Analog+ hand set settings for that game.

- Alright, I'm taking the beta test label off the dual lightgun support.
I have gotten reports from a couple people saying it works on their
systems too, so it's now on the same level as the rest of Analog+ code.
- Just the window command line and Mame32 Mame:Analog+ binary, source,
and diff files.
- There are two different diff files for the windows A+ version; the
smaller one is the diff from Mame 0.71u1, the bigger diff from Mame
0.71.
- There are two different diff files for the mame32 A+ version; the
smaller one is the diff from MameAnalog+ 0.71.1, the bigger diff from
Mame32 0.71. To use the smaller diff, you need to apply a diff for windows
analog+ to the mame32 code, and then apply the small mame32 diff.
- The windows A+ source files zip contains the files changed from the
0.71u1 source.
- The mame32 A+ source files zip contains the files changed from the
mame32 0.71with the .u1 changes already applied.
0.70u4.2
- Minor input test changes for final lap & driving game in
the src/drivers/namcos2.c file. No real noticable change, though; still
not very playable.

- Again, just the window command line Mame:Analog+ binary and diff files.
- There are three different diff files, one (analogplus.2.dif)
is the diff from Mame 0.70u4, another diff from MameAnalog+ 0.70u2.1,
the last diff from Mame 0.70. If you couldn't tell, the latter two compose
mostly the official unofficial 0.70u# patches; the first one is the
one with the real differences bewtween Mame and MameAnalog+
- You don't need the official unofficial u# patches applied to have
a successful compile; if you apply the analogplus.2.dif file to vanilla
mame 0.70, the patching errors in the two files, src/version.c and src/drivers/namcos2.c,
don't matter for 0.70, AFAIK.
0.70u2.1
- Argh! I'm having problems keeping up with the "officially unofficial"
updates. Especially the dos and mame32 Analog+ builds. For now, I'm
just releasing a window commandline MameAnalog+ build and it's diff
file from the mame 0.70u2 version. I'll see if I can make the time for
a more complete build release "soon".
- To compile, you should apply the .70u1 and u2 updates first, before
applying the MameAnalog+ diff file. You don't need the official unofficial
u# patches applied to have a successful compile; if you apply the diff
file to (non u1, u2 patched) mame 0.70, only version.c won't be patched
if the u# patches aren't applied first, and the only "problem"
will be the Analog+ patched source won't identify itself as the unofficial
derivative, "Analog+.
0.69.1
- nothing on the user side
- compiling: now uses directX 7 headers just like the official mame.
- This puts Mame:Analog+ in sync with the official mame as far as
compiling goes; no more need for the directX 8 headers just to compile
Analog+
- This cleans up the code a lot, hopefully making it easier for
people to add the Analog+ code changes to their non-standard builds.
- compiling: removed the dx5 mak files, since both mame & mame:analog+
now use dx7
0.68.1
0.67.2
- added fixes/hacks for lightgun reload and aiming by foster. (thanks
foster!)
- bang! targeting fix so lightguns work
- lethal enforcers targeting fix so -lightgun and -lightgun2b work
- oneshot targeting fix so lightguns work
- underfire reload hack. button 4 is the reload button
- added make files for to compile in directX5: makefile.mak5
and src/*.mak5. You can
either compile with "make
-f makefile.mak5" or rename "makefile.mak5"
to "makefile".
If you also rename src/*.mak5
to src/*.mak, you will
need to edit makefile(.mak5),
changing ".mak5"
back to ".mak".
- small fixes so analog+ win32 and mame32 builds compile in directX5
(mingw 3x)
- small note: All driver hacks/fixes can be compiled independently of
the rest of analog+ code, so if you just want, say the 720 code, just
copy over the driver source file included in the analog+ source zip
for 720, scr/drivers/atarisy2.c.
Driver only fixes/hacks include:
- 720
- arch rivals / pigskin
- area51 / maximum force
- bang!
- lethal enforcers
- oneshot
- underfire
0.67.1
- 720 (skate or die) support for analog joystick or 8way controllers.
They are as player 2 and player 3 inputs, respectively, to prevent mixing
the dial, AD stick, and 8way inputs. Make sure you aren't mapping the
same device to two of the inputs; input priority is dial first, then
8way, then analog stick. After playing for a bit, IMO controling with
an 8-way stick sucks.
- Note: Original ROMs, mame, and analog+ can support as much as
315 degree spin within 1/60 of a second with original controller.
The analog joystick support added can support up to a 180 degree
spin within 1/60 of a sec. As written, IDNK about the added support
for 8 way joysticks.
- Improved dual lightgun support. At least on my computer.
If you have winXP or win2000, I advise still using mame's normal -lightgun
option even when using Mame:Analog+. If you have one lightgun, again
you probably are better off with the normal -lightgun option. Details
below.
If you think one lightgun is too flashy, two lightguns in the middle
of a game will be almost twice as bad. This makes playing pretty hard
in periods of rapid shooting. WARNING: If you are sensitive to
flashing lights causing you to have seisures, be very careful about
using this feature. I am not responsible for any injuries you may incure.
-lightgun2a: multiple lightguns using relative type inputs. Not
quite as precise as mame's normal lightgun (absolute) method, but as
accurate. If fact, Lethal Enforcers 2 plays fine with it. Special notes:
- both other lightgun options must be disabled to work
- plays best with non-system mice as the input (ie: use mouse 1
and up).
- all games I tested needed mame's analog sensitivity to be ~100%
with non-system mice; system mice seem to vary depending on mouse
driver. If crosshairs move too slowly, increase sensitivty, if CH
move too far, decrease sensitivity.
- if CH is left of where you are shooting (but moves the correct
distance), shoot the left edge of the screen and future shots should
be lined up (if sensitivity is set correctly)
- if mame's normal -lightgun has a bug in a specific game, this
option probably has same bug. Lethal Enforcers 2 (le2) is an exception:
tested playing and shots went where I was pointing gun, unlike with
mame -lightgun option.
- Did I mention you need to set the analog sensititvity to ~100%?
-lightgun2b: multiple lightguns using absolute type inputs. AFAIK,
is as precise as mame's normal lightgun method with non-system mice
(in winME), but not quite as precise with the system mouse. Special
notes:
- mame's normal lightgun option must be disabled to work correctly.
This option has presidence over the other -lightgun2a option
- plays best with non-system mice as the input (ie: use mouse 1
and up), but can still play with the system mouse. If the system
mouse is out of alignment, shoot the middle of the screen, pause
the game, and unpause the the game. Shots should now be as close
to where you point as how close to the except center of the screen
you shot before pausing.
- if you use a system mouse as input and pause the game, shots after
unpausing will be out of alignment (see above to see why and howto
fix it).
- if mame normal -lightgun has a bug in a specific game, this option
probably has same bug. Example: le2 CHs act the same with this option
and normal mame's -lightgun option.
- Lethal Enforcers 2 support for actlabs lightgun reload. (Thanks fosters!)
Button 4 is the reload button. (In addition to the area51 and Maxforce
reload).
0.65.2
- Area51 reload hack by pressing button 2 (or shooting off screen with
actlabs usb lightgun). Works for Area51 and Maximum Force.
- 720 (skate or die) support for a real 720 controller. (You might want
to set dial_V to "no mouse" if you are using a trackball to
play)
- Arch Rivals and PigSkin simulation of 49-way joysticks with analog
joysticks
0.64.2
- splitmouse: command line or ini file setting to automatically set
one axis per player; great for two spinners as X and Y axes on a single
mouse.
- resetmouse: same as deleting the game's .ana file that saves the mouse
axis <==> player mapping
Game Specific Features
A general list of the game specific changes included in MameAnalog+.
There also are ctrlr ini files that can help
you setup for using one input option or the other, disabling the inputs
you don't want.
If you want to use one of these game specific fixes, you can download
the source, and just use the listed files in the same mame version. Earlier
or later mame versions might or might not work.
Mame Version: 0.77
MameAnalog+ version: 0.77.1 |
| |
Feature |
Games |
Files |
Discription |
| add/fix |
lightgun reload |
Area 51
Maximum Force
Area 51/Maximum Force Duo |
src/drivers/cojag.c
src/vidhrdw/jaguar.c |
adds a reload button (button 2)
(by foster)
fixes (removes) the reload official mame uses
|
| Lethal Enforcers II |
src/drivers/konamigx.c |
adds a reload button (button 4)
(by foster)
fixes (removes) the reload official mame uses
|
| Under Fire |
src/drivers/undrfire.c |
| improve |
720 control options, a |
720° (Skate or Die) |
src/drivers/atarisy2.c |
corrects input mapping to the two axes of an original 720°
controller
(by Jake)
|
| add |
720 control options, b |
720° (Skate or Die) |
src/drivers/atarisy2.c |
adds control by an analog joystick (player 2 AD stick)
(sucks for digital joysticks, see below) |
| add |
720 control options, c |
720° (Skate or Die) |
src/drivers/atarisy2.c |
adds control by an 8-way digital joystick (player
3 joystick)
(see above for better control by an analog joystick)
(thanks Jake) |
| add |
more rotary control options:
impulse & 12-rotary
|
Bermuda Triangle
Guerrilla War
Ikari Warriors
T.N.K. III
Victory Road
World Wars
|
src/drivers/snk.c
bugs fixed in 0.74.1 |
improves support of druin's and mk64's 12-way rotary to 2 button
translators (buttons 4 &5)
(thanks MC-Escher & Jake)
add support of 12 direction mechanical rotary hardware, attached
as 12 buttons
the normal mame rotary support still is included so you can still
use spinners or keyboard buttons
Best to select one method per player; the players can use the same
or different methods.
|
Ikari III
Search And Rescue |
src/drivers/snk68.c
bugs fixed in 0.74.1 |
Battle Field
Time Soldiers |
src/drivers/alpha68k.c |
Heavy Barrel
Midnight Resistance |
src/drivers/dec0.c
src/machine/dec0.c |
| Gondomania |
src/drivers/dec8.c |
| DownTown |
src/drivers/seta.c |
| add |
more rotary control options: impulse
|
Ikari Warriors
(Japan bootleg) |
src/drivers/snk.c |
improves support of druin's and mk64's 12-way rotary to 2 button
translators (buttons 4 &5)
(thanks MC-Escher & Jake)
the normal mame rotary support still is included so you can still
use spinners or keyboard buttons
|
| Top Gunner (bootleg)
|
src/drivers/jackal.c |
| add |
49 way |
Archval
Pig Skin |
src/drivers/mcr68.c |
adds simulated 49 way inputs by analog joysticks (AD stick)
adds support of 49-way joysticks, attached as 8 buttons per stick
(happs49 OK, williams49 needs williams49way
option to work: more 49-way info)
|
| add |
49 way |
Sinistar
Blaster |
scr/drivers/williams.c
scr/machine/williams.c |
adds support of 49-way joysticks, attached as 8 buttons per stick
(happs49 OK, williams49 needs williams49way
option to work: more 49-way info)
|
| fix |
player 3 inputs |
Sonic |
src/drivers/system32.c |
fixes player 3 start and player 3 button 1
(by Jake) |
| fix |
inputs |
Rampart |
src/drivers/rampart.c |
fixes some inputs (not sure if all added to official mame)
(by Jake)
|
| change |
inputs |
Dirt Fox
Final Lap
Final Lap 3
Four Trax
Luck Wild
Suzuka 8 Hours
Suzuka 8 Hours 2 |
src/drivers/namcos.c |
minor input changes (testing) |
| change |
pedal setting |
Redline Racer |
leland.c |
change pedals default values; seems to improve pedal behavior |
MameAnalog+ 0.83 Options
| Commandline |
Discription |
windows & mame32
.ini file |
dos mame.cfg |
-[no]multiplemice
-[no]multimice |
Enable multiple mice, trackballs or lightguns (needs
mouse enabled!) |
multiplemice
[1,0]
default 0 |
N/A |
-[no]switchablemice
-[no]switchmice |
enable switching
mouse (both axes) <==> player
(compare to switchaxes) |
switchablemice
[1,0]
default 0 |
switchmice =
[yes,no]
default no |
-[no]switchmiceaxes
-[no]switchaxes |
allow changing which mouse axis controls which player
and/or game axis |
switchmiceaxes
[1,0]
default 0 |
switchaxes =
[yes,no]
default no |
-[no]splitmouseaxes
-[no]splitmouse |
automatically map one mouse axis per player from the
commandline or ini instead of in-game |
splitmouseaxes
[1,0]
default 0 |
N/A (WIP) |
-[no]resetmouseaxes
-[no]resetmouse |
reset analog+ mouse settings for this game to default
instead of in-game |
resetmouseaxes
[1,0]
default 0 |
N/A(WIP) |
-[no]williams49way
-[no]sinistar49 |
enable use of raw williams 49-way inputs (more
info) |
williams49way
[1,0]
default 0 |
N/A(WIP) |
| Works in Win9x & WinME only: |
-[no]lightgun2a
-[no]gun2a |
use 2 USB mouse lightguns, relative mode
|
lightgun2a [1,0]
default 0 |
- |
-[no]lightgun2b
-[no]gun2b |
use 2 USB mouse lightguns, absolute mode |
lightgun2b [1,0]
default 0 |
- |
| WinXP build only option: (removed
as of 0.83; replaced with non XP only multiplemice option) |
-[no]multimouse_winxp
-[no]multimousexp |
use multiple USB mice or lightguns
in winX.
ONLY for winXP build. |
multimouse_winxp
[1,0]
default 0 |
- |
|