[mame2003/-plus] Removing individual per-game bindings via Tab menu
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@Clyde - Thumbs up is looking good but the finger nail needs trimming.
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@Riverstorm IIRC you logged those NVRAM bootstrap issues in the bootstrap issue on github, right?
I will eventually sit down for an afternoon of generating NVRAM and turning it into bootstrap files, and I'll get those. It may be a little bit longer but not forever.
I also have it in mind to write a tutorial to make it easier for someone like yourself to generate the NVRAM file, submit it to me, and then I do the processing.
No need to set up a compiler environment or anything like that. In a nutshell: use standalone MAME 0.78 (usually) to generate an NVRAM that works, test it in mame2003-plus, then send it in. But I digress -- I will definitely get back to the bootstrap issue. And write a simpler guide to NVRAM.
Maybe that's going to be my Thanksgiving holiday project.
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@markwkidd said in [mame2003/-plus] Removing individual per-game bindings via Tab menu:
IIRC you logged those NVRAM bootstrap issues in the bootstrap issue on github, right?
I did I do have them generated if you can use them. I generated several from 2003 and Plus to compared CRC's and they match. I wasn't sure if there would be differences between the two versions but from the ones that need bootstraps both versions of 2003 are identical.
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Actually yes, this could speed things up for me! What I'll need is the
.nv
file itself and the list of romsets which it can be applied to.As you may know, sometimes clones can use the exact same NVRAM but sometimes it has to be generated uniquely for one clone (or uniquely for every clone, three out of seven, etc.) The more of this you post, the less I have to check myself, pretty much :)
If you zip the NVRAM files, github will let you drag and drop a zipfile right into a comment in a issue discussion to attach the zip to your message.
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@markwkidd said in [mame2003/-plus] Removing individual per-game bindings via Tab menu:
What I'll need is the .nv file itself and the list of romsets which it can be applied to.
Ok, that sounds good. I'll generate the DAT from each separately to be sure, compare hashes and post over on Github flagging any duplicate hashes but will leave the files separate for each ROM set.
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@Clyde im going to try get the manual for assault and make sure out controls are the same as the arcade cab they should be without any extra mapping. When i find the info and test what we have ill post my findings. That way we we know its done right.
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https://www.arcade-museum.com/manuals-videogames/A/Assault.pdf
page 10
I went into the service menu everything is mapped right for us.
retropad dpad p1 js1 in service menu
retropad rstick p1 js2 in service menuill need to find my second xbox360 pad to confirm p2
@clyde there is an option to map the mame rstick to buttons this is not really a good idea for this game as it used a button just map the rstick mame tab menu in the game.
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2:49 confirmed as working right as per arcade controls and manual. I will accept this as default for mame. If you want to customize this to something different to the original arcade. Please give us the setup your doing and we can try help you achieve what you want within the input system
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Finally some spare time to address some of your comments. ,:)
@grant2258 said in [mame2003/-plus] Removing individual per-game bindings via Tab menu:
you wont have these issues on other mames if you disable cheats. its explained in the github issue whats happening with this game and a few others .
The issues about cheats & inputs are a interesting read. I never thought of the additional single stick bindings in e.g. Assault to be connected to cheats.
sorry if i wasnt clear the fix is none user intervention the code posted where to set the key to none is something else.
It's okay, I got it now. :)
@markwkidd said in [mame2003/-plus] Removing individual per-game bindings via Tab menu:
Is a best of both worlds where 1) you and Riverstorm keep listing games that require this treatment so that they can be investigated while also 2) I try to understand how this works in later MAME from a user experience and work with Grant's initial code to see if we can make it work in a way that is compatible with everything else that is going on in our version of the MAME input code?
Like @Riverstorm, I am (very much) ok with that proposal.
I caution though that I may not be able to post problems in single games very often, as I do not test that many games regularly, and my recollection about past problems (which I may have fixed somehow or just left alone) leaves much to be desired. đ My motivation for proposing the
none
binding mainly comes from longstanding MAME experience and a general preference for clear and consistant configurations (i.e. an undesired binding should be set tonone
and not to a dummy key).@grant2258 said in [mame2003/-plus] Removing individual per-game bindings via Tab menu:
2:49 confirmed as working right as per arcade controls and manual. I will accept this as default for mame. If you want to customize this to something different to the original arcade. Please give us the setup your doing and we can try help you achieve what you want within the input system
I can't test this right now, because my Pi is occupied with a legthy scraping process. I will get back to you on this.
@all I answered everything I thought that needed to be. I any of you thinks I missed something you want me to address, feel free to remind me about it.
edit: some typos
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@grant2258 - It looks like everything is working ok but some fields seem to be locked to NONE. I thought you were just going to default the values to NONE but I can't change them at all that I could fine while testing. I'm ok with that but wanted to verify that was the intended behavior?
Is it only Assault and Vindicators with locked fields or are their other games too?
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They shouldnt be settable i will hide eventually if mark wants. We will need another core option the though allow cheat/dip input ports enable|disable else i can just hide them.
To be more clear the cheat puts hacked input port in and lets you set it. Thats why you had to do that crazy not mapping because it added a normal joystick that shouldnt be there. Only the buttons and the left/right stick should be settable.
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@Riverstorm details are here for the explanation
https://github.com/libretro/mame2003-plus-libretro/issues/464
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@grant2258 - That sounds good. Hopefully Mark will get a chance to look at that code to potentially implement it. Whether related or not I know I've seen a few 2 players games with inputs for player 3 credits or extra buttons that are not even part of a game.
He did a great job with 4-way games, it works well. I like how it turned out as toggle option as either enabled/disabled. I made it much further in Congo Bongo with the "rotated" stick.
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@Riverstorm said in [mame2003/-plus] Removing individual per-game bindings via Tab menu:
ill get a chance to look at that code to pot
the code to disable these cheat ports has been implemented already its up to Make or Arcazde if they wants to hide them when disabled or not and infact let them be in enabled or disabled.
Just like the 4 way I can provide the code but the decissoin on what to do with it isnt for me to make as im only a contrubuter now. If i want to try something the guys are usually ok with it to be fair.
If we had more testers I would have implemented it. Only got feedback from yourself and robert so it remained a core opition from my perspective.
I havent tested the auto dectection code yet will need to do that have had other stuff ive been testing atm. I will get round to it though
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@grant2258 said in [mame2003/-plus] Removing individual per-game bindings via Tab menu:
the code to disable these cheat ports has been implemented already its up to Make or Arcazde if they wants to hide them when disabled or not and infact let them be in enabled or disabled.
I'm not quite sure what you mean here when you say "...if they want to hide them when disabled or infact let them be enabled or disabled."
You mean feedback from me and Clyde? I don't think Robert posted in this thread.
When I said the code I meant setting the fields to NONE in TAB.
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the topic of the 4 way was where I was refering to robert in reply to your 4 way joystick comments .
"...if they want to hide them when disabled or infact let them be enabled or disabled." <- the extra cheat ports and dipsticks
agreed if mark wants to update the mameui to mame current standards he is more than welcome its not something i would be doing
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Ah, right, with 4-way implementation he hit the nail on the head there for sure. The interface is clean and simple to activate.
I don't know on the cheat ports. Hiding them might be optimal as not to confuse a person on the extra unused inputs. I had to look at the options for a bit and then pull up a control panel pic before deciding these must be unused and set them to dummy keys. Whatever he decides will be good as Mark has a good head for those type of interface decisions and making them intuitive.
I know he has his hands full juggling several items and needs time.
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I do agree with you it would make more sense to hide these unset-able inputs since they are disabled by default now anyway.
Ill do some code changes to do that then Mark can decide to leave it off or make it a core option so there isint any user confusion that way. Some more code needs some little tweaks nothing major though
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@grant2258 said in [mame2003/-plus] Removing individual per-game bindings via Tab menu:
I do agree with you it would make more sense to hide these unset-able inputs since they are disabled by default now anyway.
I also concur with that. (And I still have to test Assault like I said 5 days ago. It's not lazyness on my part, but a combination of very little free time and forgetfulness when I have it. đŗ)
Off to work now. âĻâĻo/
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I just finished work :D. Testing can happen anytime just glad we all back on the same page about making some progress in fixing stuff.
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