Re: [stella] Driving controller issue (continued from AA Events forum)

Subject: Re: [stella] Driving controller issue (continued from AA Events forum)
From: Glenn Saunders <mos6507@xxxxxxxxx>
Date: Sun, 21 Aug 2005 19:07:53 -0400
If you do come up with an industrial-strength driving
controller routine I'd be interested in using it. 
What I have now for DD is not immune from "fast spin"

Just make sure it only interprets the two significant
bits coming in on the controllers.  Otherwise it might
get confused by the footcontroller system I use for

Now that we have a disassembly for Indy 500, that
could get patched also.

--- Lee Fastenau <stella@xxxxxxxxxxxxxxx> wrote:

> Thomas, I think Reflex actually has code in there to
> compensate for driving controller "fast spin"
> ambiguity by using the last rotation value (-1, 0,
> or 1) and multiplying it by two, but I never
> thoroughly tested it.  In fact, I've always
> suspected that it wasn't working...  And now that
> I've gotten the hang of using the Stella 2.0 alpha
> debugger, I'm going to find out for sure.
> In fact, I really hope it's broken! :)  If that's
> the case, then fixing it should make the game much
> more playable with the driving controller.  The sad
> part is that I won't be able to do much with Reflex
> until later in the week.  I'll be spending all my
> otherwise "free" time at work. :(

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