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    Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

    AdvMAME losing mappings

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    advmamegamepad configmapping
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    • tribunal88T
      tribunal88
      last edited by

      A secondary question would be, where are the key mappings stored. I found a .rc file that appeared to contain them, but altering it didn't have an effect on the mappings when I restarted the game.

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      • tribunal88T
        tribunal88
        last edited by

        No suggestions? I tried the location for the mappings file mentioned in the wiki, but no file exists there. Does anyone know where the key mappings file for AdvMAME is?

        caver01C 1 Reply Last reply Reply Quote 0
        • caver01C
          caver01 @tribunal88
          last edited by

          @tribunal88 I use advancemame 1.4 and make edits in /opt/retropie/configs/mame-advmame/advmame-1.4.rc with success. You can also hit TAB using a keyboard while playing a game and set your inputs using the GUI. It will update the .rc file when you exit the emulator. If you make game edits for THIS GAME ONLY, the changes will appear in the file preceded with romname/ which can be handy for per-ROM configs.

          My 4-player cocktail style cabinet built as a custom "roadcase"

          tribunal88T 1 Reply Last reply Reply Quote 0
          • tribunal88T
            tribunal88 @caver01
            last edited by

            @caver01 said in AdvMAME losing mappings:

            @tribunal88 I use advancemame 1.4 and make edits in /opt/retropie/configs/mame-advmame/advmame-1.4.rc with success. You can also hit TAB using a keyboard while playing a game and set your inputs using the GUI. It will update the .rc file when you exit the emulator. If you make game edits for THIS GAME ONLY, the changes will appear in the file preceded with romname/ which can be handy for per-ROM configs.

            This is indeed the method I use. Nonetheless, the changes for the 5th and 6th player aren't persisting past a restart of the ROM. I make all the changes to the controls (using the tab method you described and modifying "for this game"). The controls work as expected while the game is running. Upon exit, this file shows as being written as the timestamp is updated, however none of my changes are present when I edit the file. When I run the game again, the configuration is back to what it was before (except for "P5 start" and "P6 start", which do persist).

            caver01C 2 Replies Last reply Reply Quote 0
            • caver01C
              caver01 @tribunal88
              last edited by caver01

              @tribunal88 it almost sounds like the file is read-only. Really strange. So, you never see the mapping entries in the file after you exit? What if you manually edit the file with changes and THEN launch?

              <edit> I re-read the above, and you DO see the start and select mapping. Still, it is odd that the others are not persisting.

              My 4-player cocktail style cabinet built as a custom "roadcase"

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              • caver01C
                caver01 @tribunal88
                last edited by

                @tribunal88 I am a little curious what the GUI displays when you map a control to one of your player 5 and 6 controllers. My experience is with keyboard controllers, so we are already beyond what I have done with AdvMAME. I also setup my config to run the keyboard as RAW input, so all controllers are the same. I wonder if @andrewsi has any thoughts. . .

                My 4-player cocktail style cabinet built as a custom "roadcase"

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                • tribunal88T
                  tribunal88
                  last edited by tribunal88

                  I tried manually editing /opt/retropie/configs/mame-advmame/advmame-1.4.rc without any luck. I added entries for coin5 both specific to the rom and in general, and neither showed up when I booted into the game. I did manually alter the values for coin1 and coin2, and those showed up once I booted the game. I don't know why it's not picking up values for 5 and 6, but I'll keep playing around with it to see if I can shake it loose.

                  UPDATE: I just tried to artificially create mappings in the file for player 5 inputs using maps from other controllers, and when I tried to run the game, it crashed with the message that it didn't recognize the input for "p5_button1" which was the first one on the list. So what we're seeing here is that in-game, MAME can map those inputs, but seems unable to write them to the .rc file, and furthermore, can't read them from the .rc file either.

                  caver01C 1 Reply Last reply Reply Quote 0
                  • caver01C
                    caver01 @tribunal88
                    last edited by

                    @tribunal88 well, that is interesting. I see in the documentation that the allowed values for mapping digital input stops at player 4. Clearly, support is programmed into it at some level, just not in a way that lets you save the values.

                    Out of curiosity, what game are you playing that allows five and six players?

                    My 4-player cocktail style cabinet built as a custom "roadcase"

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                    • tribunal88T
                      tribunal88
                      last edited by

                      X-Men 6-player version. You remember it from the arcade right? It used 2 TV screens to double the play area, and it was absolute chaos when you had a full boat of players. Now with 16:9 displays, it actually works pretty well putting both displays on a single screen. The framerate is fine on my Pi3 using AdvMAME 1.4 except the music sometimes has irregularities. Those anomalies go away on AdvMAME 3.2, but when I enter the tab menu with that version to map controls, AdvMAME crashes. If I could have manually edited the .rc file, I could have avoided the tab menu and possibly gotten around the crashing.

                      caver01C 1 Reply Last reply Reply Quote 0
                      • caver01C
                        caver01 @tribunal88
                        last edited by caver01

                        @tribunal88 Yeah, I remember avoiding the melee pit where this game was setup! Fun that it would otherwise work on our little RPi.

                        I think you are at a dead end here on this issue. The documentation I cited above is not platform specific, so if the allowed inputs are not even listed there, I am guessing you are running into a limitation in the source, not anything Raspberry Pi (or RetroPie) specific. It does not seem like an insurmountable problem, but one that probably affects anyone using AdvanceMAME on any system. You might be the first person to try to actually setup a six player X-men.

                        It is probably best to submit a ticket to the AdvanceMAME project here.

                        My 4-player cocktail style cabinet built as a custom "roadcase"

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                        • tribunal88T
                          tribunal88
                          last edited by

                          Done. We'll see if it goes anywhere.

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                          • tribunal88T
                            tribunal88
                            last edited by

                            Now THAT is support. I put in the bug report and got a quick response. 1) The crash I experienced in 3.2 was apparently fixed in 3.3 which was just released. 2) My request for up to 8 player support was patched in to the 3.4 rc1 that's in beta right now. I haven't had a chance to test it thoroughly, but I can confirm that the p5/6/7/8 entries are in the .rc file.

                            Now I just need to wait for that version to ship and then for it to show up in RetroPie. Can anyone comment on the typical lag time on that?

                            1 Reply Last reply Reply Quote 1
                            • tribunal88T
                              tribunal88
                              last edited by

                              AdvMAME 3.4 was released and I've manually added the binaries to the /opt/retropie/emulators/advmame/bin directory. That'll hold me over until 3.4 is compiled into RetroPie officially.

                              I was able to do some testing and the 8-player support is great. This really is an excellent flavor of MAME in that it runs so well on Pi platforms.

                              AlexMurphyA 1 Reply Last reply Reply Quote 2
                              • AlexMurphyA
                                AlexMurphy Banned @tribunal88
                                last edited by

                                @tribunal88 I'm definitely an advanceMame convert. It runs really well and it's extremely easy to configure controls and other options via the TAB menu.

                                caver01C 1 Reply Last reply Reply Quote 0
                                • caver01C
                                  caver01 @AlexMurphy
                                  last edited by

                                  @AlexMurphy I agree! However, I am a fan of the CRT shader she we have for retroarch. AdvanceMAME definitely has its place though, especially for vector games. @tribunal88 i am so glad you have the 8 player setup working. All told, that was a remarkably fast turnaround from when your first attempt had failed. Bravo, everyone involved!

                                  My 4-player cocktail style cabinet built as a custom "roadcase"

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                                  • tribunal88T
                                    tribunal88
                                    last edited by

                                    Now that RetroPie 4.2 has shipped, can we get AdvMAME 3.4 rolled into the update script?

                                    AlexMurphyA 1 Reply Last reply Reply Quote 0
                                    • AlexMurphyA
                                      AlexMurphy Banned @tribunal88
                                      last edited by

                                      @tribunal88 0_1490300759985_adv.jpg

                                      tribunal88T 1 Reply Last reply Reply Quote 1
                                      • tribunal88T
                                        tribunal88 @AlexMurphy
                                        last edited by

                                        @AlexMurphy

                                        Sweet! 3.3 was mentioned specifically in the release notes and I figured a couple days was too quick a turnaround. Clearly I underestimated the RetroPie team. Good on 'em!

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