mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support
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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
12 -
@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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@robertvb83 fixed it before you posted this im typing by hand. This is why the automaps are there for people who really dont understand this its just to give them the best defaults all rounf till they grasp it
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@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
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?
I don't want to go down that rabbit hole but global is what it is at the top, system allows me to make MAME changes across multiple cores, I prefer my FBA to have a different key layout so I use core. ROM level I use for artwork, shaders, custom resolutions, etc.
I guess as you go you add more customization to your setup.
I think that was just a typo by Grant and nothing serious.
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@riverstorm 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:
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?
I don't want to go down that rabbit hole but global is what it is at the top, system allows me to make MAME changes across multiple cores, I prefer my FBA to have a different key layout so I use core. ROM level I use for artwork, shaders, custom resolutions, etc.
I guess as you go you add more customization to your setup.
I think that was just a typo by Grant and nothing serious.
YXL
BARis the 6 panel mapping so you can use all cores as closely as possible to a snes pad layout thats why this was chosen for the 6 panel. The l and r have to be there physically for the layout.
on a 8 panel y x r l makes more sens for your left right so you know roughtly where your buttons are.
when playing psx ectand then the normal retropad will need maps I dont think whats there is very much but im not really a gamepad user so dont know the best maps people want for them. It will be at least a sf2 and other aka modern gamepad and classic
@robertvb83 are you happy with this binding it can be changed i though i was a sensible default for 6 pad panels for all core defaults in ra
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@grant2258 - I don't mind the tweaks. I can go from a stock image to fully configured in not much over the time it takes to copy the ROMs. I don't think my overrides are excessive but they do allow me to dial in my setup precisely with some nice optionals. They can actually be used for most anything and not just layouts.
I think any layout works as long as all 6 buttons are mapped. Core overrides really are pretty straight forward if another layout is preferred. The subtype of a bottom row set of keys for simple games & palm resting would have just been icing on the cake. At some point I hope to have 8 buttons so I can implement a proper Neo-Geo, CPS, etc. setup! ;)
I'll have to put some thought into what you wrote and maybe take a peek at the code so it makes more sense. I can manipulate RA to whatever setup I need and maybe understanding the underlying code doesn't bring much value to the end user.
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@riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:
@grant2258 - I don't mind the tweaks. I can go from a stock image to fully configured in not much over the time it takes to copy the ROMs. I don't think my overrides are excessive but they do allow me to dial in my setup precisely with some nice optionals. They can actually be used for most anything and not just layouts.
I think any layout works as long as all 6 buttons are mapped. Core overrides really are pretty straight forward if another layout is preferred. The subtype of a bottom row set of keys for simple games & palm resting would have just been icing on the cake. At some point I hope to have 8 buttons so I can implement a proper Neo-Geo, CPS, etc. setup! ;)
I'll have to put some thought into what you wrote and maybe take a peek at the code so it makes more sense. I can manipulate RA to whatever setup I need and maybe understanding the underlying code doesn't bring much value to the end user.
@Riverstorm it brings high value to the mame setup if you understand it.
Before you where stuck to one layout choice now you can have a 8 button , 6 button and a xboxpad auto setup just by picking the retropad type for the player number. You really need to understand it though.
basically you install set your 6 panel up to
XYL
BAReverything should work including mame if you pick the 6 panel layout for the retropad number the controller is in. Well the mame defaults as they are having the inverse
456
123and
456
1234would be ideal for both panels but the alt panel will be user voted seems the fairest way to do it
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@grant2258 - Yep I am aware of the options available and I use most of them. I was referring to understanding exactly how it works from a coding perspective, which isn't necessary to use RetroPie/RA...but probably helpful.
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@Riverstorm here is where we tell the controls menu what retropad buttons do for mame
here is where we define the retropad layouts for mameification
https://github.com/libretro/mame2003-plus-libretro/blob/050ba51cccd6ca63ce039eb9076f0d6638e10507/src/mame2003/mame2003.c#L1325and we have a system that can be remaped in ra hope this helps you understand a bit better
trust me im over simplifying here mark has put a lot of though time and effort into this and i think he done a great job of it
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@grant2258 - Heading out here I do appreciate you taking the time to explain it and also the links. Not something a programmer has to do but incredibly neat. I do believe it is more complex then what you outlined. The RGUI menu options for Plus looks great. I love the per user layouts. Well thought out and implemented!
I always try your
Input Interface
&Layout
after each update pertaining to them to get a feel of what you're changing. Anyway I just update a few hours ago and triedInput Interface
=retropad
and cycled through the player layoutsmodern
,6-button
&8-button
. When playing Donkey Kong all layouts require Y (physical button X) to jump on a 360 controller or Final Fight is YX (physical buttons XY) to punch and kick.I just prefer BA (physical button AB) to jump, punch & kick, etc. on a 360 so I don't need to reach my thumb over the BA buttons to get at the YX buttons or when I am excitedly playing hit the wrong button under my thumb so I remap. It saves a half-inch thumb stretch and no under thumb buttons! ;)
I know covering every scenario is impossible so once I have my remap I just dump it in my "mirror" setup to bulk copy it over to RP after the initial setup and all is right as rain.
EDIT: I don't mind the CLI vs. GUI.
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@riverstorm I do believe the classic option should be in there as well as far as i know its not the last time i checked.
I dont know if its the exact layout you want but there can more than one gamepad layout only ones there now seem to be the snes(6panel) and gamepad(modern sf2) both sf2 variants. classic and something else as well if classic doesnt suit your needs would be beneficial for users that play more than sf2
this is classic if it doesnt suit please post your one as well and ill change it into code and put a pr in for mark to look over
5 6 L R 3 4 Y X B A 1 2
As you can see this is the controller shape pattern robert wanted for his panel it's probably the most logical mapping for a 2x2 gamepad in mame if your not playing sf2.
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