diff --git a/Src/Model3/Model3.cpp b/Src/Model3/Model3.cpp index 7634893..a6e4f1e 100644 --- a/Src/Model3/Model3.cpp +++ b/Src/Model3/Model3.cpp @@ -553,20 +553,18 @@ UINT8 CModel3::ReadInputs(unsigned reg) adc[1] = (UINT8)Inputs->analogGunX[1]->value; adc[3] = (UINT8)Inputs->analogGunY[1]->value; - /* // Unclear why this is necessary or how to cleanly fix it, so I'm // disabling it but leaving it here for future reference. The proper fix is // probably to allow users to define inverted controls for this game only, // which means the input system must support loading per-game config (not // all analog_gun games require axis inversion to be playable). - if (m_game.name == "lostwsga" || m_game.name == "lostwsgo") - { // to do, not a string compare + if (m_game.name == "lostwsga" || m_game.name == "lostwsgo") + { // to do, not a string compare adc[0] = (UINT8)Inputs->analogGunX[0]->value; // order is different for some reason in lost world adc[1] = 255 - (UINT8)Inputs->analogGunY[0]->value; // why are values inverted? is this the wrong place to fix this adc[2] = (UINT8)Inputs->analogGunX[1]->value; adc[3] = 255 - (UINT8)Inputs->analogGunY[1]->value; } - */ } if ((m_game.inputs & Game::INPUT_SKI)) @@ -2083,7 +2081,7 @@ void CModel3::RunMainBoardFrame(void) unsigned gapCycles = (unsigned)((float)frameCycles * 2.5f / 100.0f); // we need a gap between asserting irq2 & irq 0x40 unsigned offsetCycles = (unsigned)((float)frameCycles * 33.f / 100.0f); unsigned dispCycles = frameCycles - gapCycles - offsetCycles; - unsigned statusCycles = (unsigned)((float)frameCycles * (0.001f)); + unsigned statusCycles = (unsigned)((float)frameCycles * (0.005f)); // we think a frame looks like this on the model 2 // 66% of frame