Archived from groups: alt.games.mame (
More info?)
Hung N <find@my.crack> wrote in
news:Xns96147430E555sneakyboyfastmailfm@198.164.200.20:
> Salvator Ruiz <spammenot@hotmail.com> wrote in
> news:Xns9613D8D9B7E40youremailcom@68.1.17.6:
>
>> I'm using Mame32 Plus 0.94u1. I like the autofire function in
>> shooters, but the problem is that a lot of shooters have a "charge
>> shot" ability that--if I have the fire button to autofire--I'm not
>> able to use. Is there some way around this?
>
> MAME Plus (which I use as well) allows you to independently assign
> auto-fire to each button, as well as set a global auto-fire delay. So
> you could have one button to fire normally (to include charging) and
> another, separate button to fire the same weapon in auto.
Doesn't work like that. Let's say, in the game, button 1 fires and button
2 drops the bomb. If you hold down button 1 you get a super powered shot.
If, in MAME, I assign both a and s to emulate button 1, when I set button
1 to autofire, they will both autofire the same way. I haven't found a
way of assigning autofire to a and not s, because it's assigned by what's
being emulated, and not what's activating it.
> The one thing I want to figure out in MAME Plus - and this may be
> pertinent to your case as well - is how the Autofire "Toggle" feature
> works. You notice how each autofire assignment goes Off/On/Toggle? I'm
> under the impression that with Toggle, I can somehow switch between
> regular fire and auto-fire on the fly, but I'm stumped as to how this
> actually works.
Oh! I never even noticed that ... lemme' mess around a bit.
OK, instead of configuring input (this game) go to input (general) and
scroll down, you'll find where you can set the toggle button for
autofire. So now, like, set that to q and set the autofire for button 1
(er, we'll stick with that being a) to toggle. Now, if you hit q it'll
turn off the autofire and a will function normally. Hit q again and a
will go to auto.
I ... guess that's what I was looking for. Thanks.
>> Maybe to set autofire to a keypad button
>> (and not the arcade button it's emulating?) Could I use the custom
>> button function (which I've yet to figure out) to do this?
>
> Not sure what this refers to.