22 October 2010, 23:52 | #1 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
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Ghost mouse clicks
Having problems with ghost clicks in 2.2, 2.3 and 2.3.1 with any CE quickstart configuration. Attached example code should change color once per click, but will often advance both on press and release, and sometimes twice per press, especially on faster CPU configurations.
EDIT: problem appears both on virtualized Win XP and native Windows 7 so I don't think it's host related. Code:
lea colors(pc), a0 wait1 btst #6, $bfe001 bne wait1 move.w (a0)+, $dff180 wait2 btst #6, $bfe001 beq wait2 bra wait1 colors dc.w $F00, $0F0, $00F, $FF0, $0FF, $F0F, $FFF Last edited by Leffmann; 23 October 2010 at 00:06. |
23 October 2010, 10:13 | #2 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,570
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It is working as designed, recently firebutton/mouse left button contact bounce was emulated. 68000 ce-only, there is one game that requires this!
Quick test: original A500 mouse: lots of contact bounce GoldenImage optical (requires special pad): no noticeable contact bounce (probably some internal filtering added, it was some kind of high end model) Zipstick: contact bounce contact bounce: single press passes both tests in your example code. |
23 October 2010, 13:35 | #3 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
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Ok I didn't know this. I thought contact bounces was something you eliminated in these sort of switches since long ago.
If it's not going to be turned off by default, could at least an option be included to disable it? I've never experienced this on any of my real Amigas or emulated ones before, so suddenly it breaks a lot of my old code. What delay do I need to insert between press and release check to compensate for the bouncing? |
23 October 2010, 14:31 | #4 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
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Game/demo compatibility always come first in ce modes. Possible switches come (much) later, especially if it happens on real Amigas with original hardware and at least one program depends on it. Even if it is actually really annoying "feature".
"Random" period is very short, even few NOPs should be enough (I don't talk about exact numbers because it can and will change) |
25 October 2010, 10:20 | #5 |
Cheesy crust
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I am really wondering which game depends on bouncing...
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25 October 2010, 10:40 | #6 |
Old retro god.
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25 October 2010, 14:06 | #7 |
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I know that Amiga mice had the tendency to start bouncing sooner or later. Every new mouse I bought did this after ca. 3 months of regular usage. But I disagree that they did it immediately from the beginning. It was a matter of wearout. I bought several new mice because of this. At last I wrote a program which works against bouncing: http://thomas-rapp.homepage.t-online.../antiprell.lha
What I want to say: I am really astonished that there is a game which *depends* on a bouncing mouse button. I found it really annoying that a single mouse click acted as a double click and that icon dragging was no longer possible. |
25 October 2010, 14:22 | #8 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
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This is about very short bouncing (max few hundred microseconds or so) which is normal for all mechanical switches, even when new (without debouncing circuitry)
Boucing that causes problems in WB require much much longer bouncing, at least few milliseconds. Option will be added before 2.3.1 official. |
28 October 2010, 11:49 | #9 |
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I would also like to know which game requires this. It's got me very interested.
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28 October 2010, 11:51 | #10 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
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28 October 2010, 18:46 | #11 |
Zone Friend
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One game only for now?!
LOL. I can't believe it. Well, this MUST be made optional. So 99.99% of games plus homebrew machine code such as Leffmann's will be happy But come to think of it... I should maybe retest Decton with this option active. It has always required a LOT of extra skill to play this in WinUAE with either keyboard or real joystick, since the in-game control is very (read:way too) hectic. Maybe this game too needs this bouncing stuff to work at least better (well, since it's poorly programmed at parts - Toni once expressed it yet more drastically -, "better" will be the climax) Last edited by andreas; 28 October 2010 at 18:59. |
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