Goodbye fbalpha, welcome fbneo
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There some issues with the input system. Lets show you an example you start fbneo and want to set a lightgun up so you goto quick menu->controllers=>port 2 controls->device type and choose lightgun close the core load it up again you'll see its set right so you think great that cores set up lets play some nes games.
load any nes game with FCEUMM go to quick menu->controllers=>port 2 controls-> look at the device type it says unknown so after scratching your head as to why you set it too zapper close the core load it again all is well. So you thinking no biggie i just had to set it.
nope load fbneo again and look at port2 whats it say now? unknown why oh why are cores saving this in the global config when ever you set one you knock another one out.
Ive been working on my personal 2003+ build and am making some good progress. I will be changing the controller options to be set in the core options until this issue is resolved.
It wont be any issue to anyone that only uses retropads. Just to let the guys using arcade panels or genesis type controllers that that set custom ports on other cores youll probably have to do a core override because this is saved in retroarch.cfg.
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@grant2258 said in Goodbye fbalpha, welcome fbneo:
I will be changing the controller options to be set in the core options until this issue is resolved.
Afaik, having input settings in core option is not recommended for netplay support, but maybe that's not an issue for the mame cores anyway.
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@barbudreadmon said in Goodbye fbalpha, welcome fbneo:
Afaik, having input settings in core option is not recommended for netplay support, but maybe that's not an issue for the mame cores anyway.
Well to be honest I hear what your saying but considering anything that uses this option will knock another ones settings off id say thats a bigger issue than netplay not working. It all about perspective of usability
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@grant2258 said in Goodbye fbalpha, welcome fbneo:
thats a bigger issue than netplay not working. It all about perspective of usability
I wouldn't call it a bigger issue, since it can be fixed through overrides, i would even say it's working as intended, but yeah i guess it's really annoying if you have an habit of not using the default device type, especially if you don't care about netplay in the first place.
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Well its not about not caring about netplay its about your controls not working right in the first place. Netplay isint going to matter if your controller isint setup right just making users aware of potential problems.
I think i might have a way round this for myself at least you can still use the
RETRO_API void retro_set_controller_port_device(unsigned port, unsigned device); with the variables set in your core options this will stop other cores over riding them or conflicting with them it is avoidable -
@grant2258 said in Goodbye fbalpha, welcome fbneo:
There some issues with the input system. Lets show you an example you start fbneo and want to set a lightgun up so you goto quick menu->controllers=>port 2 controls->device type and choose lightgun close the core load it up again you'll see its set right so you think great that cores set up lets play some nes games.
load any nes game with FCEUMM go to quick menu->controllers=>port 2 controls-> look at the device type it says unknown so after scratching your head as to why you set it too zapper close the core load it again all is well. So you thinking no biggie i just had to set it.
nope load fbneo again and look at port2 whats it say now? unknown why oh why are cores saving this in the global config when ever you set one you knock another one out.
not a problem in retropie. we don't save to the global config by default (save on exit is turned off), and our supported way of saving core remapping overrides is this: https://github.com/RetroPie/RetroPie-Setup/wiki/RetroArch-Configuration#core-input-remapping
i just tested it with your scenario and it works fine... fceumm = zapper, fbn = retropad (default).
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@grant2258 said in Goodbye fbalpha, welcome fbneo:
Well its not about not caring about netplay its about your controls not working right in the first place
Well, idk if it's like this for lots of other cores, but FBNeo will use default mapping if it doesn't recognize the provided device type, so it shouldn't be a major issue here.
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@dankcushions said in Goodbye fbalpha, welcome fbneo:
not a problem in retropie.
Well that because you guys made some sane choices. Unfortunately will be problematic if turned on is something worth keeping in mind if users have these issues in the future!
the values are save a input_libretro_device_px where x is the number for helping with issues in the future.
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@barbudreadmon said in Goodbye fbalpha, welcome fbneo:
Well, idk if it's like this for lots of other cores, but FBNeo will use default mapping if it doesn't recognize the provided device type, so it shouldn't be a major issue here.
Its not something thats ideal its is annoying and not obvious how to fix without clarity. Cores will need handle it per core basis when saving the global config is on is all maybe. I would say it more of an RA issue unless its intended to be core wide. I dont think remaps should be going in to controller devices in the first place.
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@dankcushions said in Goodbye fbalpha, welcome fbneo:
not a problem in retropie. we don't save to the global config by default (save on exit is turned off), and our supported way of saving core remapping overrides is this: https://github.com/RetroPie/RetroPie-Setup/wiki/RetroArch-Configuration#core-input-remapping
Probably not worth a new topic but a quick note. The "Retroarch Controls Cheat-Sheet" looks very useful but it's entirely to small to read the fine print in the flow chart boxes (white on blue).
The image does look nice and neat staying in the narrow margins, conforming to the page layout, but as far as practicality it's a bit small running Chrome at 1920x1200. You have to scale up to 125-150% to make it readable. If it could be clicked to make it full size it would be very helpful. The rest of the controller diagrams are a fantastic size and quite readable.
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@Riverstorm Depending on browser, you may be able to right click and "open in new tab" or something similar. Then it's up to the browser how it defaults to showing you a large image. In Chrome I get a magnifying glass that I can zoom in and out.
https://github.com/RetroPie/RetroPie-Setup/wiki/RetroArch-Configuration#core-input-remapping
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@IanDaemon - Thanks for the tips. I do have to zoom in a bit to get a good read on that cheat sheet. I suppose the lion's share of the demographic here is more than likely middle age and older so these ol' peepers can use all the help they can get! ;)
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Found another thing in the control system I loaded after burner and went to the dpad to map the analog axis there. its saying up/down + and up/ down - instead of up or down.
Would I be right in assuming that libretro only lets you set one label in the retro_input_descriptor and adds a + or - to it?
{ INDEX, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X"},
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@grant2258 said in Goodbye fbalpha, welcome fbneo:
Would I be right in assuming that libretro only lets you set one label in the retro_input_descriptor and adds a + or - to it?
Yes, you map one axis in code then the remapping system will split it into 2 entries by adding +/- to the label.
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@barbudreadmon
Hello
there are some games (such as DownTown / Mokugeki) where you need to press the 3 key to rotate the character.
sometimes it is very complex to use this maneuver.
there are some modified roms, but sometimes they are not the version / language that interests me
is it possible to create something at the software level to rotate the character with the classic directions? thanks -
@hermit said in Goodbye fbalpha, welcome fbneo:
is it possible to create something at the software level to rotate the character with the classic directions
Like pressing the button 3 at all times ? That would be possible, but i won't turn the input code into an ugly mess for this.
You can also use an "analog" hack (i.e find a mean to press the button physically at all time, like adhesive ?) or remap it where it'll be easier to press for you. -
It a rotary game like midnight resistance / ikari warriors / it needs the dial mapped in the driver though by the looks of it is just mapped to one button for some reason
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@hermit said in Goodbye fbalpha, welcome fbneo:
@barbudreadmon
Hello
there are some games (such as DownTown / Mokugeki) where you need to press the 3 key to rotate the character.
sometimes it is very complex to use this maneuver.
there are some modified roms, but sometimes they are not the version / language that interests me
is it possible to create something at the software level to rotate the character with the classic directions? thanksYou might want to try the joystick hack version of DownTown romname downtownj, it's alot easier to play i think FBN supports it, there are quite a few
rotary games hacked to work this way you should seek em out if you dont like the original control method i know i dont. -
I'm trying to get powerdrift working w/ a spinner. Google suggests turning off autocenter via a dialog in the standalone, but there doesn't seem to be any equivalent (that i can find) in lr-fbneo. Is there a line I can add to a config file to do it? Thanks!
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@theissdev what's your issue exactly ?
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