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[Option "arcade"] Disable test menu

Open Aynshe opened this issue 11 months ago • 7 comments

Quick summary

Hi,

One to deactivate access to the test menu would be interesting to avoid a handling error.

THANKS ;)

Aynshe avatar Sep 15 '23 17:09 Aynshe

What kind of handling error? Test menu should be available at any time, as it's needed to config a lot of settings. I'm curious.

Keropon avatar Sep 28 '23 03:09 Keropon

What kind of handling error? Test menu should be available at any time, as it's needed to config a lot of settings. I'm curious.

it is not a question of completely disabling access to the menu, but of allowing an option to deactivate. Once the calibration is done, the parameters are saved in a save file. This prevents you from accessing the menu by mistake in-game.

Aynshe avatar Sep 28 '23 09:09 Aynshe

Then it would be completely unnecessary if the Test button could be mapped since you could just unmap it when you're done, right?

Keropon avatar Sep 28 '23 11:09 Keropon

Then it would be completely unnecessary if the Test button could be mapped since you could just unmap it when you're done, right?

This is also a solution.

but if you have one profile per game or for a certain game then you must delete it for each gamepad profile.

Aynshe avatar Sep 28 '23 12:09 Aynshe

Let's be realistic here. There are more reasons why one needs test mode access. If failing an important arcade run, entering and exiting test mode is quicker than rebooting the system. Operators critically need test mode access in case something is wrong with the system (bad controls or glitches). Your suggestion, in the previous case, would be the equivalent of if arcade machine distributors removed the physical test switch so only they could access it. It wasn't good practice and fortunately wasn't ever a trend.

I may have been a bit too elaborate on the test mode topic but let's get the elephant in the room here. I/O handling is screwed up beyond relief here because of attempting to hardwire the JVS logic to a PS2 controller. Unfortunately, I'd rather not go too much into detail here and take this to a new issue.

Hydreigon223 avatar Sep 28 '23 14:09 Hydreigon223

Let's be realistic here. There are more reasons why one needs test mode access. If failing an important arcade run, entering and exiting test mode is quicker than rebooting the system. Operators critically need test mode access in case something is wrong with the system (bad controls or glitches). Your suggestion, in the previous case, would be the equivalent of if arcade machine distributors removed the physical test switch so only they could access it. It wasn't good practice and fortunately wasn't ever a trend.

I may have been a bit too elaborate on the test mode topic but let's get the elephant in the room here. I/O handling is screwed up beyond relief here because of attempting to hardwire the JVS logic to a PS2 controller. Unfortunately, I'd rather not go too much into detail here and take this to a new issue.

Huhu, you're going too far...it's a request for an option, not for removal of access. An average play user will most certainly use a gamepad and not arcade controllers and so yes, a click on the test button quickly happens in the middle of the game.

An option to check or map (excluding game profiles) to a key or key combination (keyboard or joysticks) would be a good idea and certainly appreciated.

I'm not looking for a debate...it's just a request to the main dev. A yes or no from that is enough for me.

Aynshe avatar Sep 28 '23 15:09 Aynshe

Yeah, arcade inputs are not really well handled right now. I need to go back to the drawing board, it's much more involved that I initially imagined it. I'll consider your use case in my analysis.

jpd002 avatar Sep 28 '23 15:09 jpd002