Cannonball Engine (Outrun Emulator)
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60fps works fine. Hi-res does not.
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How do I config to use joystick up and down in the menu of cannonball?
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@jretropie said in Cannonball Engine (Outrun Emulator):
How do I config to use joystick up and down in the menu of cannonball?
You need to modify the
/opt/retropie/configs/ports/cannonball/config.xml
and change<controls mode = "1">
to 0 so it reads<controls mode = "0">
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@Riverstorm I have changed controls mode to 0 but still cannot use joystick to do up and down at the menu. :(
it is so weird that joystick(left and right) and buttons all work inside the game but just that menu cannot scroll up and down. I need a way to exit the game without keyboard.
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@jretropie said in Cannonball Engine (Outrun Emulator):
@Riverstorm I have changed controls mode to 0 but still cannot use joystick to do up and down at the menu. :(
it is so weird that joystick(left and right) and buttons all work inside the game but just that menu cannot scroll up and down. I need a way to exit the game without keyboard.
Is your keyboard working to play? Is your joystick working with Emulationstation and other emulators? Here's my xml config if it helps. I am using an XBOX 360 controller with no issues. There's a section on what buttons you assign to specific options using a joystick. Really straight forward.
<?xml version="1.0"?> <!-- Video Settings --> <video> <!-- Set Screen Mode: 0 is windowed, 1 is full-screen 2 is full-screen stretched, no borders. (Aspect ratio will be lost. Scanlines will be disabled.) --> <mode>2</mode> <!-- Windowed Mode Settings Scale: Scale or zoom factor for window mode. 1 is original size. --> <window> <scale>2</scale> </window> <!-- Scanline intensity. 0 = No scanlines 100 = Solid black A value of 35 looks good on my LCD monitor. Note that scanlines require a scale factor of 2 or more. Scanlines do not work in full-screen stretch mode. Scanlines may result in some borders around the screen in full-screen mode. --> <scanlines>35</scanlines> <!-- FPS 0 = 30 FPS. Optimized Mode (Slow computers) 1 = 30/60 FPS. Original Game Mode. (The original experience) 2 = 60 FPS. Smooth Mode. (Full 60fps) --> <fps>0</fps> <!-- Enable FPS Counter --> <fps_counter>0</fps_counter> <!-- Enhanced Widescreen Mode --> <widescreen>1</widescreen> <!-- Higher Internal Resolution. Better Sprite Scaling, but has a performance hit. Disable for original experience. --> <hires>0</hires> <!-- Open GL Filtering for Scaling. 0 = Nearest Neighbour. 1 = Linear --> <filtering>0</filtering> </video> <!-- Sound Settings --> <sound> <!-- Toggle Sound --> <enable>1</enable> <!-- Advertise Sound In Attract Mode --> <advertise>1</advertise> <!-- Preview Sound On Music Selection Screen (Enhancement, Off in original game) --> <preview>1</preview> <!-- OutRun shipped with a corrupt PCM sample ROM. This uses the repaired ROM 'opr-10188.71f' --> <fix_samples>1</fix_samples> <!-- Custom Music: Play a WAV file instead of the inbuilt music --> <custom_music> <!-- Magical Sound Shower Replacement --> <track1 enabled = "0"> <title>MAGICAL SOUND SHOWER REMIX</title> <filename>track1.wav</filename> </track1> <!-- Passing Breeze Replacement --> <track2 enabled = "0"> <title>PASSING BREEZE REMIX</title> <filename>track2.wav</filename> </track2> <!-- Splash Wave Replacement --> <track3 enabled = "0"> <title>SPLASH WAVE REMIX</title> <filename>track3.wav</filename> </track3> <track4 enabled = "0"> <title>LAST WAVE REMIX</title> <filename>track4.wav</filename> </track4> </custom_music> </sound> <!-- CannonBoard Arduino Based Interface --> <cannonboard enabled = "0"> <!-- Port Name --> <port>COM6</port> <!-- Baud Rate --> <baud>57600</baud> <!-- Machine Type. 0 = Moving, 1 = Up Cockpit, 2 = Mini --> <cabinet>0</cabinet> <!-- Write Debug Information To Console--> <debug>1</debug> </cannonboard> <!-- Controls Settings There are two high level modes 0 = Standard PC Input (keyboard/joypad/wheel) 1 = Original OutRun Controls (Requires CannonBoard PCB setup) --> <controls mode = "0"> <!-- Gears: 0 = Manual (Click to shift, for normal play) 1 = Manual (Hold to shift, for cabinet play) 2 = Manual (Separate Buttons for High/Low) 3 = Automatic --> <gear>0</gear> <!-- Use the N'th joystick on the system. --> <pad_id>0</pad_id> <!-- Keyboard Button Configuration. Easiest to configure with inbuilt menu. --> <keyconfig> <up>1073741906</up> <down>1073741905</down> <left>1073741904</left> <right>1073741903</right> <acc>1073742048</acc> <brake>32</brake> <gear1>1073742050</gear1> <gear2>1073742050</gear2> <start>49</start> <coin>53</coin> <menu>9</menu> <view>122</view> </keyconfig> <!-- Gamepad / Joystick Button Configuration. Easiest to configure with inbuilt menu. --> <padconfig> <acc>0</acc> <brake>7</brake> <gear1>5</gear1> <gear2>5</gear2> <start>9</start> <coin>8</coin> <menu>10</menu> <view>4</view> </padconfig> <!-- Digital Controls: Steering Adjust Speed (1 to 9) --> <steerspeed>3</steerspeed> <!-- Digital Controls: Pedal Adjust Speed (1 to 9) --> <pedalspeed>4</pedalspeed> <!-- Analog Controls 0 = Off 1 = On 2 = Wheel Only --> <analog enabled = "0"> <!-- Select axis for analog controls You can place the accelerator and the brake on the same axis if your controller has a split axis setup. For an XBox 360 Controller, the wheel should be axis 0 and the pedals on axis 2. --> <axis> <wheel>0</wheel> <accel>2</accel> <brake>3</brake> </axis> <!-- Analog Wheel Settings --> <wheel> <!-- Amount of wheel turning circle to use. Example: 0 means use the entire wheel (this works best if haptic is enabled) larger values mean to progressively use less of the wheel turning circle --> <zone>0</zone> <!-- Dead Zone In Centre Of Wheel. Total Wheel Range = 128 A Dead zone is useful if the centre accuracy of your wheel is poor. A good Logitech Racing wheel should not need this --> <dead>0</dead> </wheel> <!-- Analog Pedal Settings --> <pedals> <!-- Central Dead Zone: Only used for split axis controls --> <dead>1</dead> </pedals> <!-- Force Feedback / Haptic Support --> <haptic enabled = "0"> <!-- Make both of the below values negative, if force feedback is in the wrong direction --> <!-- Maximum Force To Apply (0 to 10000) --> <max_force>8500</max_force> <!-- Minimum Force To Apply (0 to max_force) --> <min_force>7000</min_force> <!-- Length of each effect. (1/x seconds) 1/20th suggested. --> <force_duration>20</force_duration> </haptic> </analog> </controls> <!-- Game Engine Settings --> <engine> <!-- Game Time: 0 = Easy (80 seconds) 1 = Normal (75 seconds) 2 = Hard (72 seconds) 3 = Very Hard (70 seconds) 4 = Infinite Time --> <time>0</time> <!-- Traffic Difficulty: 0 = Easy, 1 = Normal, 2 = Hard, 3 = Very Hard 4 = No Traffic --> <traffic>1</traffic> <!-- Freeplay Mode --> <freeplay>0</freeplay> <!-- The original Japanese release of OutRun featured slightly different tracks and course ordering. Requires additional ROM files: epr-10380.133, epr-10382.118, epr-10381.132, epr-10383.117 epr-10327.76, epr-10329.58, epr-10328.75, epr-10330.57 ---> <japanese_tracks>0</japanese_tracks> <!-- Swap In Prototype Coconut Beach Track --> <prototype>0</prototype> <!-- Increase the number of allowed level objects. This fixes the broken arches in Gateway for example. ---> <levelobjects>1</levelobjects> <!-- Use the original random number generator seed to match the setup of the original game. Disable to use a truly random setup. This will affect initial traffic patterns in attract mode for example. --> <randomgen>1</randomgen> <!-- Fix minor bugs present in the original engine. --> <!-- Tile on music select screen, ms value at checkpoint etc. --> <fix_bugs>1</fix_bugs> <!-- Fixes two timing bugs: 1. The hundredths of seconds lookup table contains 64 values but there should only be 60 values Therefore it takes 31 frames to decrement 1 second on the countdown timer (it should be 30) 2. Timer counts down 1 complete second AFTER timer reaches zero (it should stop at zero) --> <fix_timer>0</fix_timer> <!-- Use new Attract Mode which demos different viewpoints and has improved Ferrari AI when driving --> <new_attract>1</new_attract> <!-- Display debug info that's useful for LayOut track editing --> <layout_debug>0</layout_debug> </engine> <!-- Settings for Time Trial Mode --> <time_trial> <!-- Default Number of Laps (1 - 5) --> <laps>3</laps> <!-- Default Amount of Traffic (0 - 8), where 0 is off --> <traffic>3</traffic> </time_trial> <!-- Settings for Continuous Mode --> <continuous> <!-- Default Amount of Traffic (0 - 8), where 0 is off --> <traffic>3</traffic> </continuous> <!-- Use the inbuilt menu system. You can disable it and edit this config file instead if it makes more sense for your system. --> <menu> <enabled>1</enabled> <roadspeed>25</roadspeed> </menu>
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Cant you just configure the controller in the game settings? im pretty sure thats what i did. Works fine for me.
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@edmaul69 There's no up and down controller setting during configure. The games joystick control works perfectly fine inside the game(left and right and all the buttons) but just the joystick cannot control up and down on the specific menu. The joystick also work fine and all other games and ES. At this point, I can only use keyboard to select the menu. But in my finish built, I am not going to have keyboard for my bartop.
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If this is a limitation you can report it to the author - https://github.com/djyt/cannonball
Or play the arcade version with mame ?
A wireless keyboard would be a useful thing to include with your bartop anyway, for maintenance etc.
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@BuZz Thanks admin! Do you know how to set mame version outrun to automatic gear?
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I don't think the arcade had automatic - it's only hi-lo - got to play it properly! :-)
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@edmaul69 said in Cannonball Engine (Outrun Emulator):
Cant you just configure the controller in the game settings?
It's been a while but I believe I did the same. I did make a few tweaks to the xml directly but I think everything could have been done via the settings menu. Once I have it setup I use Winmerge a differencing and merging tool to compare files for changes after an upgrade.
@jretropie - You might press TAB and check the Dip Switch settings. I have no idea but you might find something in there as some games have a lot of settings you may change.
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nm i am wrong
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@BuZz said in Cannonball Engine (Outrun Emulator):
it's only hi-lo - got to play it properly! :-)
For sure, instead of braking I always used hi-lo on those hairpin turns. :)
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@edmaul69 I think there's up and down for redefine under keyboard redefine. But no up and down for joypad redefine.
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or Is there a way to map the keyboard's ESC key to one of the joystick button just for this game? This way, I can exit the game in cannonball.
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Post deleted.
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@jretropie you should be able to use joymap to configure the what your up and down axis to what you want. Question though. Do you have analog turned on in settings? I had to turn it off to get controls up and down to work for me.
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@edmaul69 Analog is off.
<analog enabled="0">
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@jretropie ok. I would install joymap and configure keyboard keys up and down to your controls up and down. Btw what are your up and downs read as on your controller? Then you need to add the settings for joymap to your cannonball's .sh
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@edmaul69 I don't know how to read these result code. Here's the result when I run jstest:
http://i.imgur.com/7Z8I1zy.jpg
The last four lines is up and down
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