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| emulators:wheel_games [2024/08/06 09:22] – good practices atari | emulators:wheel_games [2026/03/07 17:53] (current) – [Table] added steering wheel support for triforce (V43) tovarichtch | ||
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| ===== Supported wheels ===== | ===== Supported wheels ===== | ||
| - | ^ | + | ^ ^ Max range ^ FFB ^ Gear shifter |
| - | | HORI Racing Wheel APEX | 270° | + | | HORI Racing Wheel APEX |
| - | | HORI Racing Wheel Overdrive | + | | HORI Racing Wheel Overdrive |
| - | | Logitech Driving Force | 200° | + | | HORI Mario Kart Racing Wheel Pro Deluxe for Nintendo Switch |
| - | | Logitech Driving Force GT | + | | Logitech Driving Force |
| - | | Logitech Driving Force Pro | 900° | + | | Logitech Driving Force GT | 900° |
| - | | Logitech G25 Racing Wheel | + | | Logitech Driving Force Pro |
| - | | Logitech G27 Racing Wheel | + | | Logitech Formula Vibration Feedback |
| - | | Logitech G29 Driving Force | 900° | + | | Logitech G PRO Racing Wheel | None |
| - | | Logitech G920 Driving Force | + | | Logitech G25 Racing Wheel | 900° |
| - | | Logitech G923 Driving Force | + | | Logitech G27 Racing Wheel | 900° |
| - | | Logitech Momo Racing | + | | Logitech G29 Driving Force |
| - | | Microsoft SideWinder Force Feedback Wheel | + | | Logitech G920 Driving Force (PlayStation model) |
| - | | MOZA Racing R9 | None | + | | Logitech G920 Driving Force (Xbox model) |
| - | | ThrustMaster Ferrari 458 Spider | + | | Logitech G923 Driving Force (PlayStation model) |
| - | | Thrustmaster Ferrari Wireless F430 Cockpit | + | | Logitech G923 Driving Force (Xbox model) |
| - | | Thrustmaster Ferrari F430 Force Feedback | + | | Logitech Momo Racing |
| - | | Thrustmaster Ferrari SF1000 (Advance Racer) | + | | Microsoft SideWinder Force Feedback Wheel | 220° |
| - | | Thrustmaster Ferrari GT 2 in 1 Rumble Force Racing Wheel | 240° | + | | Microsoft SideWinder Precision Racing Wheel | 270° |
| - | | Thrustmaster T300 RS | 1080° | + | | MOZA Racing R9 |
| - | | Thrustmaster T150 RS | 1080° | + | | MOZA R12 V2 (Direct Drive) |
| - | | Thrustmaster T80 | 240° | + | | Speedlink 4in1 Leather Power Feedback Wheel (SL-6698) |
| - | | PXN-V10 | + | | ThrustMaster Ferrari 458 Spider |
| + | | Thrustmaster Ferrari Wireless F430 Cockpit | ||
| + | | Thrustmaster Ferrari F430 Force Feedback | ||
| + | | Thrustmaster Ferrari SF1000 (Advance Racer) | ||
| + | | Thrustmaster Ferrari GT 2 in 1 Rumble Force Racing Wheel | ||
| + | | Thrustmaster T300 RS | ||
| + | | Thrustmaster T248 | 900° | ||
| + | | Thrustmaster T150 RS | ||
| + | | Thrustmaster T80 | ||
| + | | PXN-V10 | ||
| ===== Unsupported wheels ===== | ===== Unsupported wheels ===== | ||
| ^ Wheel ^ Notes ^ | ^ Wheel ^ Notes ^ | ||
| - | | Thrustmaster T128 | No compatible | + | | Thrustmaster T128 | Need testers, |
| - | | Thrustmaster TMX | + | | Thrustmaster TMX |
| | Mad Catz Wireless Racing Wheel for XBox 360 | Unfortunately, | | Mad Catz Wireless Racing Wheel for XBox 360 | Unfortunately, | ||
| ===== Supported systems (WIP) ===== | ===== Supported systems (WIP) ===== | ||
| - | ^ System | + | ^ System |
| - | | 3DO | libretro: | + | | 3DO | libretro: |
| - | | Atari 2600 | libretro: | + | | Atari 2600 | libretro: |
| - | | Atari 5200 | libretro: | + | | Atari 5200 | libretro: |
| - | | Atomiswave | + | | Atomiswave |
| - | | ColecoVision | + | | ColecoVision |
| - | | Dreamcast | + | | Dreamcast |
| - | | FBNeo | libretro: | + | | FBNeo | libretro: |
| - | | GameCube | + | | GameCube |
| - | | MAME | MAME | :!: | ✔ | + | | Lindbergh |
| - | | Model 2 | model2emu | + | | MAME | MAME | :!: |
| - | | Model 3 | Supermodel | + | | Model 2 | model2emu |
| - | | Naomi | libretro: | + | | Model 3 | Supermodel |
| - | | Naomi 2 | libretro: | + | | Naomi | libretro: |
| - | | Namco 2x6 | Play! | + | | Naomi 2 | libretro: |
| - | | Nintendo 64 | Mupen64 | + | | Namco 2x6 | Play! |
| - | | Playstation | + | | Nintendo 64 | Mupen64 |
| - | | Playstation 2 | PCSX2 | + | | Playstation |
| - | | Playstation 3 | RPCS3 | + | | Playstation 2 | PCSX2 |
| - | | Sega Saturn | + | | Playstation 3 | RPCS3 |
| - | | Triforce | + | | Sega Saturn |
| - | | Wii | Dolphin | + | | Triforce |
| - | | Wiiu | cemu | ✘ | :?: | + | | Wii | Dolphin |
| - | | Xbox | xemu | :!: | :?: | + | | Wiiu | cemu | ✘ |
| - | | Xbox 360 | xenia | + | | Xbox | xemu | :!: |
| + | | Xbox 360 | xenia | ||
| Force feedback is supported with the PCSX2 and Dolphin (GameCube) emulators. | Force feedback is supported with the PCSX2 and Dolphin (GameCube) emulators. | ||
| Line 77: | Line 87: | ||
| </ | </ | ||
| - | To test a new steering wheel controller in Batocera: | + | To initiate support for a new steering wheel controller in Batocera |
| - Configure the wheel as a normal pad in EmulationStation with the following convention: | - Configure the wheel as a normal pad in EmulationStation with the following convention: | ||
| * **LEFT ANALOG LEFT** to the rotation of the steering wheel (skip **LEFT ANALOG UP** by holding any button) | * **LEFT ANALOG LEFT** to the rotation of the steering wheel (skip **LEFT ANALOG UP** by holding any button) | ||
| * If possible, **LEFT SHOULDER** and **RIGHT SHOULDER** to gear down and up respectively | * If possible, **LEFT SHOULDER** and **RIGHT SHOULDER** to gear down and up respectively | ||
| - | * **LEFT TRIGGER** to the brake pedal, and '' | + | * **LEFT TRIGGER** to the brake pedal, and **RIGHT TRIGGER** to the acceleration/ |
| * **START** as a button (required) | * **START** as a button (required) | ||
| - | * Additional buttons if possible, the more that can be assigned the more compatibility. For example: | + | * Additional buttons if possible, the more that can be assigned the more compatibility. For example: |
| - | - Create a file in ''/ | + | {{ : |
| + | - Create a file in ''/ | ||
| SUBSYSTEM==" | SUBSYSTEM==" | ||
| </ | </ | ||
| Line 96: | Line 107: | ||
| === Rotation angle === | === Rotation angle === | ||
| - | This will multiply the sent value by a factor to match the specified angle. This is the maximum rotation angle in degrees | + | This will multiply the sent value by a factor to match the specified angle. This is the maximum rotation angle in degrees the wheel will respond to (in red on the picture). Most games would label this setting as " |
| + | |||
| + | If set to value higher than the wheel' | ||
| A common value is 180°. The value on the picture is around 225°. | A common value is 180°. The value on the picture is around 225°. | ||
| === Midzone === | === Midzone === | ||
| - | <WRAP center round todo> | ||
| - | Should this be renamed to deadzone and " | ||
| - | </ | ||
| When the wheel is not being touched, it rests in the neutral position. While in this position, no input values should be being sent to the game. However, the wheel' | When the wheel is not being touched, it rests in the neutral position. While in this position, no input values should be being sent to the game. However, the wheel' | ||
| Line 109: | Line 119: | ||
| A common value is 5°. | A common value is 5°. | ||
| - | === Deadzone | + | === Reverse deadzone |
| - | On real hardware, games made for consumer hardware would sometimes have a built-in deadzone in the game itself, meaning if small turning values are sent they will be ignored. This is common on home consoles such as the Nintendo 64. Unfortunately, | + | On real hardware, games made for consumer hardware would sometimes have a built-in deadzone in the game itself, meaning if small turning values are sent they will be ignored. This is common on home consoles such as the Nintendo 64. Unfortunately, |
| A common value is 45°. | A common value is 45°. | ||
| Line 117: | Line 127: | ||
| === Demonstration === | === Demonstration === | ||
| On the following animated image, you can see: | On the following animated image, you can see: | ||
| - | * on top, the real 270° wheel movement, from center, to maximum left, then to maximum right | + | * On the top, the real 270° wheel movement, from center, to maximum left, then to maximum right |
| - | * on bottom, the wheel in game behavior | + | * On the bottom, the wheel in game behavior. |
| - | * the real wheel movement doesn' | + | * In the midzone, the input sent is dramatically reduced. |
| - | * at center there is a jump for deadzone except for the midzone | + | * When entering or exiting the midzone there is a jump caused by the reverse deadzone so the game properly reacts to the input. |
| - | * configuration | + | * The real wheel movement doesn' |
| + | * Configuration | ||
| {{: | {{: | ||
- emulators/wheel_games.1722936129.txt.gz
- Last modified: 21 months ago
- by atari