mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support
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@robertvb83 you should have just glued a snes pad onto of your cabinet :) :D
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@grant2258 i could not play 3 button games 123 ;-)
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To add to the above. Your suggested layout would leave MAME button 6 to equal 'NUL' because it's left unmapped by the subtype. Any game using MAME button 6 will just simply fail to respond. Well it won't exist to actually press.
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@riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:
RYX 345 123 BAR
this is not how it works! it will be
345 YXL BAR 123
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@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
@riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:
RYX 345 123 BAR
this is not how it works! it will be
345 YXL BAR 123
this is correct but the point remains the same button 6 is not assigned ! im going to drill you a extra button! lol
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my next cab will be
333 YXL BAR 333
that way its more of a Challenge because i can only use mame button 3 for ALL the games
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@robertvb83 thats it im removing button 3 from mame ahahah :)
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@grant2258 ill beat the games Joystick only, no problem
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@robertvb83 honestly though i can see why you want it setup like gamepad. it is unusal to do this but not really a wrong thing to do if like that layout. Maybe some people want a gamepad layout instead. I prefer arcade styles is all. The good thing now is mame is flexible enough to do both regardless of default mapping now. People will have to learn RA mapping is all
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@grant2258 i dont want to but i have to, because there is no arcade layout for 4 button games on a 6 button panel
4
123
is not by any means a proper arcade layoutbut yes understanding and learning RA is key and then its only 5 minutes to do whatever you want
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@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
caus
agreed but its just as valid as
34
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@grant2258 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
caus
agreed but its just as valid as
34
12i can accept that
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Maybe a different way to explain it using your example above. I just trying to make a point about the concept and not the actual values. Here is your mapping example below.
Subtype:
345
YXL
BAR
123MAME Mappings:
MAME 1 = RA B
MAME 2 = RA A
MAME 3 = RA R
MAME 3 = RA Y
MAME 4 = RA X
MAME 5 = RA L
MAME 6 = ? (NUL)Looking at the above example you mapped button 3 twice. You're saying MAME 3 = 'RA R' and you're saying MAME 3 = 'RA Y' at the same time. I don't know but maybe @grant2258 could answer the question if that can even be done.
Also MAME 6 is not mapped to any RA field. There's no RA to MAME mapping so button 6 will never be available, even with overrides because it's not mapped to anything.
You could theoretically use the MAME Remapper to assign a value to MAME button 6 basically skipping RA altogether which defeats the point of RA subtypes.
MAME games are still using MAME button 6 but you didn't map any RA fields so it's going to do nothing as long as your subtype is loaded.
So any games coded in MAME to use button 6 will not work. Basically 6 button games wouldn't work properly with this subtype if that makes sense.
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let me explain it this way
YXL
BARthis is how you physically bind your controller (in retropie its when configure your input for the controller)
when you select arcade 6 panel mame will smart map the default i set for this
123
456when you go into select+x then choose controls you can remap all buttons to button 1 if you choose too or a button per retropad.
When you save this remap per game or per core(core in this case is mame 2003+) it will be the new map you set mame2003+ if you choose core. It wont effect anything outside of mame2003+
however mame2003 is doing it a very different way and you setup will be different for that.
here is something you can do to make your life easier
type
cd /opt/retropie/configs/all/retroarch/autoconfig/
ls
you will see your controler.cfg filetype pico controlerfilename.cfg
add this too it at the end i really think retropie should be doing this
input_x_btn_label = "X"
input_a_btn_label = "A"
input_b_btn_label = "B"
input_y_btn_label = "Y"
input_l_btn_label = "L"
input_r_btn_label = "R"
input_l2_btn_label = "L2"
input_r2_btn_label = "R2"
input_select_btn_label = "Select"
input_start_btn_label = "Start"
input_l3_btn_label = "L3"
input_r3_btn_label = "R3"press ctrl+x to save
start mame and your controls screen will make sense
without adding button labels it looks like this not cool at all
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@grant2258 - I am still missing a piece. I modify this file by hand immediately after the initial RetroPie setup. I change defaults for my controller. Also below that is my all/retroarch.cfg for "keyboard/IPAC" input modifications which I also modify by hand. Then I move to <system>/retoarch.cfg for system overrides, then to MAME 2003-plus.cfg for core overrides and finally to ROM level overrides. I am familiar with these files. I use all these overrides in my typical setup.
I thought these RA fields were cross-mapped to MAME keys 1-10. How do RA front-end fields get mapped back to Plus?
I might be oversimplifying but I was thinking some struct that says something like this or the way I understand it.
MAME B1 = input_b_btn && input_player1_b
When RetroPie boots the first time you assign values to each field and no duplicates are allowed. I suppose you could manually modify retroarch.cfg to assign duplicate values though.
Xbox 360 Wireless Receiver.cfg
input_device = "Xbox 360 Wireless Receiver" input_driver = "udev" input_r_y_plus_axis = "+3" input_l3_btn = "11" input_r_x_minus_axis = "-2" input_l_btn = "4" input_load_state_btn = "16" input_start_btn = "9" input_exit_emulator_btn = "9" input_l_y_minus_axis = "-1" input_up_btn = "15" input_r_y_minus_axis = "-3" input_a_btn = "1" input_b_btn = "0" input_reset_btn = "nul" input_reset_axis = "-0" input_enable_hotkey_btn = "8" input_down_btn = "16" input_l_x_plus_axis = "+0" input_l_y_plus_axis = "+1" input_r_btn = "5" input_save_state_btn = "15" input_r2_btn = "7" input_r3_btn = "12" input_right_btn = "14" input_state_slot_increase_btn = "14" input_x_btn = "3" input_menu_toggle_btn = "3" input_select_btn = "8" input_l_x_minus_axis = "-0" input_y_btn = "2" input_left_btn = "13" input_state_slot_decrease_btn = "13" input_r_x_plus_axis = "+2" input_l2_btn = "6" input_screenshot_btn = "5"
all/retroarch.cfg:
# Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, # rather than relying on a default. input_player1_a = "alt" input_player1_b = "ctrl" input_player1_y = "shift" input_player1_x = "space" input_player1_start = "num1" input_player1_select = "num5" input_player1_l = "z" input_player1_r = "x" input_player1_left = "left" input_player1_right = "right" input_player1_up = "up" input_player1_down = "down" # input_player1_l2 = # input_player1_r2 = # input_player1_l3 = # input_player1_r3 =
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@Riverstorm Keyboard is something different
this applies to controller setups what exactly are you asking ?
if you add below to the end of Xbox 360 Wireless Receiver.cfg
you will see exactly how your xbox360 pad is mapped with the retropad you choose for it
input_x_btn_label = "X"
input_a_btn_label = "A"
input_b_btn_label = "B"
input_y_btn_label = "Y"
input_l_btn_label = "L"
input_r_btn_label = "R"
input_l2_btn_label = "L2"
input_r2_btn_label = "R2"
input_select_btn_label = "Select"
input_start_btn_label = "Start"
input_l3_btn_label = "L3"
input_r3_btn_label = "R3" -
I'm not sure exactly now. I am trying to figure out how the RA fields/values are passed to Plus but maybe it doesn't matter at this point what's happening under the hood and just what I can see as a user. I get stuck in that how does the code look from a bird's eye view. I get stuck in ideas of variables, strings, float, if/else/then, for/next, structures, subscripts, array's, C pointers, etc. My head swim's with programming concepts but I guess the end game is a decent layout so it probably doesn't matter now. Always good conversation I guess! ;)
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@riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:
ode look fr
6 panel is passed as YXL BAR physical layout 8 panel is passed as Y X L R B A L2 R2 physical layout retropad is passed as L2 R2 L R Y X b a physical layout thats how you work your mapping out to each one if you picked the 6 panel retropad for 8 panel physical mapping this is what would happen to the mame button. 1 2 3 6 Y X L R B A L2 R2 4 5 in 6 pannel physical mapping it translates right 1 2 3 X Y L B A R 4 5 6 your global mapping is how you bind your controller physically with ES in retropie
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@riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:
@grant2258 - I am still missing a piece. I modify this file by hand immediately after the initial RetroPie setup. I change defaults for my controller. Also below that is my all/retroarch.cfg for "keyboard/IPAC" input modifications which I also modify by hand. Then I move to <system>/retoarch.cfg for system overrides, then to MAME 2003-plus.cfg for core overrides and finally to ROM level overrides. I am familiar with these files. I use all these overrides in my typical setup.
this sounds like much trouble, why do you need to configure that on so many levels. i know of the different possibilities (game specific cfg overrides and input remapping) but you should really use them alternatively and not all together?
for an xbox pad it is sufficient to have it autoconfigured in ES and then use the RA input remapping core wide and game specific
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