Goodbye fbalpha, welcome fbneo
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@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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@barbudreadmon I've got a cab built w/ a spinner, trackball and joys/buttons. Spinner and trackball are going through an opti-pac. Everything else is going through an ipac4.
For driving games like pdrift and abcop where you want the spinner for the "wheel", I've found that I have to set the input to mouse (non-full control) to get it to register. Then the spinner and the buttons all work great, except that autocenter is enabled and I can't figure out how to turn that off. Doesn't seem to be anything exposed for it.
Could very well be the fact that I've got it set to mouse (which you'd think would be autocenter being a mouse) and I need to figure out the "right" way to call out the spinner (which I've changing the device index to no avail).
Thanks for your help!
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@theissdev ok, i guess having auto-center for a spinner doesn't make sense indeed, however there is currently no way in fbneo's codebase to disable autocenter if device is set to mouse, that would be only possible for analog joystick, is there a way to register a spinner as such ? Or is it stuck to being registered as a mouse ?
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@barbudreadmon I'm not sure. I'll mess around w/ it some more and see what i can work out. I just hit on that google post about getting pdrift to work w/ the autocenter setting in the standalone dialog and was wondering if there was a line i could stick in the config to set it. I'll let you know if i figure a different way. Of course as I was replying earlier about having to set it to mouse, I was like "ohhh....". Haha. Thanks for your help!
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@theissdev to make things clear, what i want to know is : is there a way to get your spinner to do something when set to classic or modern device type ? If it does, i should be able to quickly implement something for you, otherwise i think it'll be much harder.
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@barbudreadmon Ya, I'm not sure. I initially walked the device index trying to get it to do something prior to figuring out it was recognized if i switched to the mouse mode.
I haven't had a chance to mess w/ it today. Could very well be how it's wired on the opti-pac or something. All the other emus seem fine w/ how it is. Warlords (mame2003+) for instance picks up spinners 1 and 2 appropriately. The trackball acts as input 1 as well (simulataneously so left-right can be done on both spinner 1 and the trackball w/o changing anything). I set those up via the mouse_index i believe.
Don't spend too much time w/ me. I was just hoping there was a secret switch/line in the config I could add to turn off autocenter. I'll play around w/ it and see if I can figure out some configuration to get the spinners recognized outside of mouse mode.
Appreciate your help and time!
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