GRS Star Wars flight yoke issues

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cool_factor
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Re: GRS Star Wars flight yoke issues

Post by cool_factor » Fri May 05, 2023 11:56 am

Dee2er, have you found that info yet you mentioned or possibly a solution? I'm still researching on forums also. Thanks!!!

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Re: GRS Star Wars flight yoke issues

Post by dee2eR » Tue May 09, 2023 1:06 pm

Sorry for the slow reply.

This was the thing I was talking about:
cool_factor wrote:
Fri Apr 28, 2023 5:22 pm
dee2eR wrote:
Thu Apr 27, 2023 1:54 pm
That we can fix in mame.ini, for at least 172, 203 and 230, I think. Very far down in the file you'll want to set
#
# SDL JOYSTICK MAPPING
#
joy_idx1 GPIOController1
joy_idx2 GPIOController2
you can hard code the others if it matters too. I think I have the names right but I don't have it in front of me at the moment, I can check on the SD card I was using the other day if you need.

Do you have access to /home/mame172/mame.ini etc? I can post the terminal commands to do it there if you need, maybe hard to read the text editor on a arcade monitor though.
So this???

#
# SDL JOYSTICK MAPPING
#
joy_idx1 GPIOController1
joy_idx2 GPIOController2
joy_idx3 BaolianindustryCo.,Ltd.BLflightyoke#1
Not sure if you tried that yet. If you haven't already tried this, I'd leave everything except joy_idx1 and joy_idx2 set to auto and just hard code the GPIOController1 and GPIOController2 - hopefully that will mean if the yoke isn't attached it isn't causing some other issue.

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Re: GRS Star Wars flight yoke issues

Post by cool_factor » Tue May 09, 2023 2:51 pm

OK I'll try this, how would I hard code the others? Ive got about 10 games in .106, I moved my 2 games from FBA to .172 and they work. Also, how do you get rid of the "deadzone" in .106 settings? I cant find a definitive answer anywhere. THANKS!

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Re: GRS Star Wars flight yoke issues

Post by dee2eR » Thu May 11, 2023 6:46 am

203 and 230 should work the same as 172, although I haven't actually tested on anything but 172.

106 I'll have to look into, it handles inputs differently than the more up to date MAMEs. I'm sure I've seen an analog deadzone setting in there somewhere recently when using lightguns but I'm not sure offhand.

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Re: GRS Star Wars flight yoke issues

Post by cool_factor » Fri May 12, 2023 10:26 am

Just an update. I added what you suggested and removed the one entry for the GRS. So far so good. What I've done is install an inline USB power button for the GRS. I power on cab and when at attract mode then power on GRS. When launching any game it maps to joy 4 in 172,203,230! Only 1 game in 106 uses it; Star Blade and is very playable. Star Blade plays horribly slow in 172,203,230. The dead zone is horrible in 106 so for now I use a trackball. Would love to use the GRS eventually but that deadzone..... The power button is a dirty work around because when you want to play Star Blade it wont let me use trackball, All games default to the GRS as well for some reason, I have to exit to attract mode and power off the GRS, then everything works ok, it would be great to figure out how to implement without doing it this way but for now it works.

The games in 106:
Asteroids
Asteroids Deluxe
Horizon
Popeye
Sonic the Hedgehog 1 and 2
Star Blade
Star Castle

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Re: GRS Star Wars flight yoke issues

Post by cool_factor » Thu Jan 30, 2025 9:19 pm

Although with some help with Dee2er I still am having issues with this GRS SW yoke. So much so that its attached to the cab but I just don't use it anymore. Ive done some searching and it seems I'm the only user here that has this product. Sure wish I could figure this out, would be nice to hard code a USB input but i am unsure if that is even possible. May just end up selling it... :cry:

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Re: GRS Star Wars flight yoke issues

Post by cool_factor » Wed Feb 05, 2025 2:53 am

couple things i found:

running from a pc mame.exe starwars -v > test.txt

these are the grs flight yokes IDs:

Input: Adding mouse #2: HID-compliant mouse (device id: \\?\HID#VID_32BE&PID_1402&MI_01#7&32dfb2ab&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding mouse #3: HID-compliant mouse (device id: \\?\HID#VID_32BE&PID_1402&MI_03#7&14cec8d9&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding lightgun #2: HID-compliant mouse (device id: \\?\HID#VID_32BE&PID_1402&MI_01#7&32dfb2ab&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding lightgun #3: HID-compliant mouse (device id: \\?\HID#VID_32BE&PID_1402&MI_03#7&14cec8d9&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding joystick #1: BL digital joystick # 1 (device id: BL digital joystick # 1 product_140232be-0000-0000-0000-504944564944 instance_152bfd10-d8fb-11ef-8002-444553540000)

wondering if this will solve the conflict issues and if so how would I go about implementing into arpicade OS.


https://youtu.be/YmjfwLuZ_X0?si=Nlj7PnGmsmc3iCnV

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Re: GRS Star Wars flight yoke issues

Post by dee2eR » Wed Feb 05, 2025 4:31 am

wow, it appears as 2 mice, 2 lightguns and a digital joystick! Does MAME see it as multiple devices on the Pi too?

Is it possible to flash the flight stick so it doesn't need to present as a digital joystick? I can see it has multiple mouse modes... If it can handle button presses as a mouse (or a lightgun) it wouldn't need to be a joystick at all and won't upset the joystick order.

Is the issue just in MAME 106 (advmame) at this point? If so maybe just avoiding AdvMAME could be a workaround. The only on Pi setup shown on the flight yoke website shows using MAME 2003 (078), can you move any games in AdvMAME to MAME 078 to get around the issue?

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Re: GRS Star Wars flight yoke issues

Post by cool_factor » Wed Feb 05, 2025 1:46 pm

The problem starts as soon as the arcade cab is powered on. If I leave the USB on it unplugged and wait for power up to get to attract mode it doesnt break the hotkeys/joystick order, if I leave it plugged in, it disrupts the order. Older posts on this thread shows how long Ive been trying to find a work around for it. I can just keep plugging it in as Ive been doing but trying to explain all this when guests are over is a pain, Ive got the cab pretty locked down as far as mistakes happening but they still happen. Having to shut the cab down, unplug usb, restart and wait for attract mode to be showing and then plug in is apparently too much for guests to comprehend... Im sure its something super simple, I just havent stumbled across it yet.

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Re: GRS Star Wars flight yoke issues

Post by cool_factor » Thu Feb 06, 2025 3:35 am

dee2eR wrote:
Wed Feb 05, 2025 4:31 am
wow, it appears as 2 mice, 2 lightguns and a digital joystick! Does MAME see it as multiple devices on the Pi too? Unsure how to test

Is it possible to flash the flight stick so it doesn't need to present as a digital joystick? I can see it has multiple mouse modes... If it can handle button presses as a mouse (or a lightgun) it wouldn't need to be a joystick at all and won't upset the joystick order. It can be seen as a mouse or gamepad but there's nothing on mfg website regarding software to change the # or order of it

Is the issue just in MAME 106 (advmame) at this point? If so maybe just avoiding AdvMAME could be a workaround. The only on Pi setup shown on the flight yoke website shows using MAME 2003 (078), can you move any games in AdvMAME to MAME 078 to get around the issue? Tried several versions of mame/ROMs, no difference with these issues
Had a thought, is there any way to have the ArPiCade OS show/create a log file when it initially first starts/boots up to see what just might be going on?

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