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Old 22 October 2010, 23:52   #1
Leffmann
 
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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.
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Old 23 October 2010, 10:13   #2
Toni Wilen
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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.
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Old 23 October 2010, 13:35   #3
Leffmann
 
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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?
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Old 23 October 2010, 14:31   #4
Toni Wilen
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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)
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Old 25 October 2010, 10:20   #5
mr.vince
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I am really wondering which game depends on bouncing...
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Old 25 October 2010, 10:40   #6
Mclane
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Quote:
Originally Posted by mr.vince View Post
I am really wondering which game depends on bouncing...
Smutty boy, stand in the corner for 10 mins
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Old 25 October 2010, 14:06   #7
thomas
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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.
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Old 25 October 2010, 14:22   #8
Toni Wilen
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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.
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Old 28 October 2010, 11:49   #9
MickJT
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I would also like to know which game requires this. It's got me very interested.
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Old 28 October 2010, 11:51   #10
Toni Wilen
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http://eab.abime.net/showthread.php?t=53109
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Old 28 October 2010, 18:46   #11
andreas
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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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