Joystick throttle?
Posted: Tue Aug 18, 2020 6:05 pm
With the controller mapping choices being 2-button, 4-button, and Gravis, is it reasonable to assume that things like throttle levers on more advanced joysticks simply can't be mapped?
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Yeah a throttle is almost a necessity for a good flight sim experience. Even support for something like the Gravis Analog Pro (3 axes, 4 buttons) would be great.Bartdesign wrote: ↑Fri Aug 21, 2020 7:16 pm +1 for multiple axis support for controllers in the MiSTer framework. Flight sims run well on ao486 My thrustmaster is ready for x wing.
You'd need at least 8 wires for it, and we have 7 under the best of circumstances, so at least one button or axis wouldn't make it. I'm not sure if the timing chip lived in the joysticks for pc or in the game port card, like atari did it. If it's in the stick it might be possible, otherwise not.
I am indeed working on a gameport to USB adapter. I'm currently implementing the Microsoft Sidewinder range. Since you have implemented GrIp support in the core, could you consider implementing the Sidewinder Precision Pro or 3D Pro? They use a similar principle, button1=clock and button2=data. The Sidewinder range need a trigger to send a data package, X1 is used as a trigger (pulled low for a couple of hundreds of microseconds). The good thing with these is they have four axes (X, Y, Throttle and Z-Rotation), hat switch and ~9 buttons.Kitrinx wrote: ↑Sat Aug 22, 2020 2:26 pm After looking it over, it seems most joysticks do have the timer on board. The lack of an 8th wire though will prevent it from ever being an ideal solution, missing one axis or button. IMHO the best route to an ideal scenario is to get a good gameport to usb converter (I believe McGyver is designing one) and work towards adding a second analog stick to the mister framework. Then all four axes and buttons will work with no downsides.
Sure, do you have a link to a protocol description? Otherwise I can hunt it down.MickGyver wrote: ↑Sat Aug 22, 2020 3:53 pm I am indeed working on a gameport to USB adapter. I'm currently implementing the Microsoft Sidewinder range. Since you have implemented GrIp support in the core, could you consider implementing the Sidewinder Precision Pro or 3D Pro? They use a similar principle, button1=clock and button2=data. The Sidewinder range need a trigger to send a data package, X1 is used as a trigger (pulled low for a couple of hundreds of microseconds). The good thing with these is they have four axes (X, Y, Throttle and Z-Rotation), hat switch and ~9 buttons.
Great! Here is an avr implementation for the Precision Pro (with a description of the protocol): https://github.com/MaZderMind/SidewinderInterface. Here is the relevant code for the Linux driver implementation for the Sidewinder range: https://github.com/torvalds/linux/blob/ ... dewinder.cKitrinx wrote: ↑Sat Aug 22, 2020 4:06 pmSure, do you have a link to a protocol description? Otherwise I can hunt it down.MickGyver wrote: ↑Sat Aug 22, 2020 3:53 pm I am indeed working on a gameport to USB adapter. I'm currently implementing the Microsoft Sidewinder range. Since you have implemented GrIp support in the core, could you consider implementing the Sidewinder Precision Pro or 3D Pro? They use a similar principle, button1=clock and button2=data. The Sidewinder range need a trigger to send a data package, X1 is used as a trigger (pulled low for a couple of hundreds of microseconds). The good thing with these is they have four axes (X, Y, Throttle and Z-Rotation), hat switch and ~9 buttons.
Having the second analog stick added to the framework would indeed be ideal. That way for using old sticks, it's simply a matter of obtaining one of the many gameport>usb devices and then mapping the controls in. And folks could map to modern dual stick controllers to if desired.