http://marp.retrogames.com/inp/c/4/0/aa ... olf103.zip
Looks to me like multiple button mapping (all four buttons mapped to a single key), used for each attempt to do Strike Heads - interesting as you only need to use two buttons, but whatever.
Samurai Shodown II
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Samurai Shodown II
- Barry Rodewald
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- destructor
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I remeber these pesky samurai shodown games.
They are VERY picky about simultaneous button presses, and because of the way keyboard encoders work, even a perfectly synched button press can fail to get the move out, when it would 100% of the time on the arcade.
Arcades, remember, use a single memory address generally to read the full status of the controller, while an emulator has to read the key on events serially, and hope they don't get caught by the emulator on opposite sides of the input reading loop. the only way to make sur ethe move will come out if the game is picky is to either turn on steadykeys, which buffers input to try and stop this (but introduces lag because of this) or to map one key to multiple buttons.
They are VERY picky about simultaneous button presses, and because of the way keyboard encoders work, even a perfectly synched button press can fail to get the move out, when it would 100% of the time on the arcade.
Arcades, remember, use a single memory address generally to read the full status of the controller, while an emulator has to read the key on events serially, and hope they don't get caught by the emulator on opposite sides of the input reading loop. the only way to make sur ethe move will come out if the game is picky is to either turn on steadykeys, which buffers input to try and stop this (but introduces lag because of this) or to map one key to multiple buttons.
- destructor
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Not true and never mind. On MARP was discussion and poll about this rule and more voices was for not mapping buttons. We must play with MARP rules._Zaphod_ wrote: the only way to make sur ethe move will come out if the game is picky is to either turn on steadykeys, which buffers input to try and stop this (but introduces lag because of this) or to map one key to multiple buttons.
PS. I was against this rule (I'm still against )
AAG maps 4 keys to 1 and it's banned.
"Not true!?!?!"
THe mame docs itself explain steadykeys as follows.
-steadykey Some games require two or more buttons to be pressed at exactly
the same time to make special moves. Due to limitations in the PC
keyboard hardware, it can be difficult or even impossible to
accomplish that using the standard keyboard handling. This option
selects a different handling that makes it easier to register
simultaneous button presses, but has the disadvantage of making
controls less responsive.
I'd say that confirms my analysis.
THe mame docs itself explain steadykeys as follows.
-steadykey Some games require two or more buttons to be pressed at exactly
the same time to make special moves. Due to limitations in the PC
keyboard hardware, it can be difficult or even impossible to
accomplish that using the standard keyboard handling. This option
selects a different handling that makes it easier to register
simultaneous button presses, but has the disadvantage of making
controls less responsive.
I'd say that confirms my analysis.