


- #Applewin compatible joysticks driver#
- #Applewin compatible joysticks Patch#
- #Applewin compatible joysticks full#
No idea how AppleWin handles the issue or if it does.Įdit: I read online someone using a LUA script to read and set values for a game control in MAME, I wonder if something like this could be done to "adjust" analog values in the apple2 driver to act like a trim adjustment.
#Applewin compatible joysticks Patch#
He did mention that in GSPort/KEGS he added a patch to manually adjust trim values. Not sure that's the kind of thing MAME would add, as the core emulation works as it should. (like gauntlet)Ĭhecking that post, seems the issue as reported by Torquemurder, isn't a bug in MAME per sa but MAME needs to implement analog trim adjustments to work around programming issues in some games. There were some joystick fixes since then in MAME but some issues remain in some games. Last I tried (over a year ago), Apple IIGS had controller deadzone issues with the curser automatically moving in games like Gauntlet for example. If start off with a few games and get them running, that is easiest. Having some experience with the original systems helps in those cases. fs-height=1080 -noreg -no-printscreen-dlg -r 32 -d1įor both systems (like most computer emulation) you are ultimately dealing same aspects of the original systems so will run into games that don't auto boot (so need a system disk), non-consistent keyboard/joystick setups, and on multi-disk games having to swap disks at some point. Here is setup for Applewin in LB (assuming disk 1 will have system to boot): MAME does have the better shaders than Applewin which are pretty basic. Like Headrush69 mentioned, it is a bit of preference on what want to do. Both the MAME and Applewin emulators seem to have active development for the Apple emulation which is a plus.

#Applewin compatible joysticks full#
If have a full MAME software list set can use the disk images inside the MAME zips (unzipped) in Applewin excluding the WOZ format which is not supported (so have to use MAME in that case). I put screenshots of the AppleWin Configuration screens at the end. This version v1.2.9.0 brings support for WOZ Images. I run AppleWin in WindowsXP under Parallels on my iMac. So ultimately, use both and depends on what doing. Posts about AppleWin written by vintagegeek. The one thing that makes Applewin easy is being able to drag a disk image onto the emulator and it loads image and launches (again outside LB). If multi-disk and/or using hard drive images tend to stay with Applewin outside LB in that I find easier to navigate, switch disks, etc. I primarily use MAME if autoboot type game making it more amenable to LB frontend type setup. The link above goes to a IIGS writeup, which there are some updates to but for most part will get you going if doing MAME.įor Apple IIE there are several write ups in the forums. I have KEGS and GSPort setup outside LB but don't really use them. There might be some weird workaround like exporting to Visual Studio and then back as an older version but I’ve never tried that.For Apple IIGS found MAME works for most things so it is my primary in LB. The app relies heavily on SF Symbols for images, and while I’ve haphazardly added (probably ugly) emoji fallbacks for most of them, I’ve had to leave a few as FIXMEs.Īs for getting the Xcode project to work in Mojave, I don’t think that’ll be possible without essentially recreating it. Dependencies on HexFiend and CiderPress are all just nice-to-haves so I expect those to be pretty easily removed if necessary. You can probably get rid of the dependence on libslirp pretty easily if you don’t need networking. AppleWin’s configuration is pretty intertwined with its command-line processing, so this isn’t really optional. The work-in-progress is at but it’s probably not going to work unless you rebuild Boost (or specifically, Boost::program_options) for Mojave.
