Open
Conversation
SDL vibration available without drive board ROM.
SDL vibration added without driveboard ROMs.
typo fix
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Using SDL_hapticRumblePlay commands to simulate wheel board vibration for game pads.
Tested with Xbox one windows controller.
Tested with Daytona USA 2 and Scud Race.
For dayto2pe, you can feel the haptic difference between each car.
Read from codes, Wheel board has 4 functions
SDL also has FFB feature and it can be possible to simulate them too. (Future TODO list)
Only vibration can simulate with game pads for now.
All of signals came from main machine boards, so we can path-through the value directly to SDL for skipping board EPROMs.
Known minor bugs