[Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread
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@horaceandspider said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
Well remembered @maxbeanz !
You are of course welcome to use my "controller" fork of Amiberry, which will eventually be committed to the main SDL branch, but keep in mind that functions may appear that don't work 100% yet!
It includes "retroarch" mapping of controllers , 4 inputs and early stages of custom controller mapping (which cannot be loaded/saved ATM)
where can i get this? as really want to play some games on my arcade cab but no way to use my arcade buttons at the min:(
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@h3rbski said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
where can i get this? as really want to play some games on my arcade cab but no way to use my arcade buttons at the min:(
https://github.com/HoraceAndTheSpider/amiberry
Make sure to back up your existing version though, and you will need to compile from the source.
Are you using a USB controller for your arcade (e.g. DragonRise) or a keyboard controller (e.g. Ipac) ?
At the moment only USB controller remapping would be supported , and you will need to set the path to the retroarch controllers folder in the main menu.
It's all very much work in progress.
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@horaceandspider controllers show up as drag rise, tbh i have no real idea what all that means right now as only started with retro pi last week so may just wait until it makes it into a release i can download on the pi lol thanks for the reply though
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DragonRise is the name of the USB controller. I have one myself but i have only wired in 5 buttons....
This means it should work for you, but today i got notified of some bugs that need fixing anway. :D
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Another question, is it possible to make a setting that you can leave the emulator with start + select from the gamepad? as with the other emulators?
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@cybermen already fixed in the latest source.
Nice nickname btw. (Assuming you are taking it from Dr. Who)
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@horaceandspider said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
@cybermen already fixed in the latest source.
Nice nickname btw. (Assuming you are taking it from Dr. Who)
Ah okay, thanks for the info. Really? from Dr. Who? I did not know, thanks ;-)
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Will you be writing a guide to setup keyboard mapping through USB, and how to get amiga emulation to Work with whdload, at some point?
I've got no experience with amiberry. -
@cybermen said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
@horaceandspider said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
@cybermen already fixed in the latest source.
Nice nickname btw. (Assuming you are taking it from Dr. Who)
Really? from Dr. Who? I did not know, thanks ;-)
well for all i know you could have just been really into a certain type of online 'chat' in the late 90s.... i which case it wouldnt be such a nice choice!
@AndersHP There is already an online guide for using WHDLoad with amiberry, which @nemo93 posted above.
Please note there isnt much difference between Amiberry andy UAE4Arm, and the GUI is very similar to WinUAE.
Keyboard mapping is likely to have a default option, or otherwise pick up keyboard controls from RetroArch. There might be a 'fall back' text file option also, which we will detail in the readme online :)
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Has anyone manage to get Turrican 2 (WHDload) working well, I have some bad graphical glitches then the sound before it crashes?
I read trying the NoCache tooltype or If it doesn't help then chipset -> immediate blitter. I'm not sure if these are options in Amiberry, but will check later.
Edit - seems it was a known issue and there is a fix here https://github.com/midwan/amiberry/issues/103
Worked!
Can I ask what settings you use to get games fullscreen (4:3) or almost fullscreen and centred?
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hi @g0nz0uk,
could you please try Turrican2 with this uae file as stated in my above post? Make sure to rename file properly as well as all paths it contains in order to match your own setup. Game should run without issue, fullscreen.
Yet if the screen is not 100% full this may be normal but if you want to spend time on it you could try modifying the following single parameter and adjust the value. By increasing or decreasing the value you should get better result depending on the game you run. I insist only change this parameter please. For instance on my turrican2.uae file I set this value to:
gfx_height=216
Keep us posted about your results. Hope this helps!
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Thanks for this I will try this tonight, as I mentioned I have got it working nicely now so will compare your uae.
Did I read somewhere the all our working uae's will be kept somewhere and we just have to modify the pasts etc - sharing is caring :)
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@nemo93 216 seems to work better, I just have a black bit of space at the bottom, maybe 240 or 256 will help (ran out of time).
Also is there a method to bind the spacebar or return keys to buttons?
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@horaceandspider said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
Keyboard mapping is likely to have a default option, or otherwise pick up keyboard controls from RetroArch. There might be a 'fall back' text file option also, which we will detail in the readme online :)
OK, just saw the videoguide and it seems to make sense for me (except the part about ownership of the roms folder?).
So, just to make sure; if I already know that my Player-1 joystick is mapped to arrows up, down, left and right, and my first two buttons are mapped to enter and escape, will I be able to map these to the .uae files? Maybe this way?:
pandora.custom_up=up
pandora.custom_down=down
pandora.custom_left=left
pandora.custom_right=right
pandora.custom_a=enter
pandora.custom_b=escape
.....?What about the two player games? My player-2 directions are mapped to keys like d, g, r etc. unlike player 1 with the universally up, down, left etc. I don't see any key mapping options for player 2 at all?
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@andershp I'm not sure we can bind custom buttons like space, return, esc, to buttons yet, although I thought I read somewhere they are looking into it, possible on the Github site.
Just found it:
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@andershp said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
@horaceandspider said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
Keyboard mapping is likely to have a default option, or otherwise pick up keyboard controls from RetroArch. There might be a 'fall back' text file option also, which we will detail in the readme online :)
OK, just saw the videoguide and it seems to make sense for me (except the part about ownership of the roms folder?).
So, just to make sure; if I already know that my Player-1 joystick is mapped to arrows up, down, left and right, and my first two buttons are mapped to enter and escape, will I be able to map these to the .uae files? Maybe this way?:
pandora.custom_up=up
pandora.custom_down=down
pandora.custom_left=left
pandora.custom_right=right
pandora.custom_a=enter
pandora.custom_b=escape
.....?What about the two player games? My player-2 directions are mapped to keys like d, g, r etc. unlike player 1 with the universally up, down, left etc. I don't see any key mapping options for player 2 at all?
None of the pandora custom options work on Amiberry, but an alternative is being work on. It will allow remapping across 4 input devices.
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@horaceandspider - this is brilliant news, we appreciate all the work you guys are doing.
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@horaceandspider Sounds amazing!
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just wondering if there is any news on an update with controller support that i can just update on the pi? im not sure what im supposed to do when compiling it myself etc :(
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@h3rbski said in [Amiga] Amiberry + WHDLoad = Holy Grail - Amiberry's official thread:
just wondering if there is any news on an update with controller support that i can just update on the pi? im not sure what im supposed to do when compiling it myself etc :(
MidWan and I have one bug to fix which affects the connection of single controllers (it is actually fine if you have more than one!) which we are looking to resolve before merging the new changes with the master branch.
I have a couple of 'tweeks' and improvements related to the RetroArch integtation which I would like to fix also.
Before releasing, I would also like to be 'on top' of the RetroArch Keyboard integration - for a single player at least (i would, long-term also like to integrate multiplayer keyboard inputting)
I am working on this almost daily, but it's hard to put a number on the timescale as i do have other real-life commitments, and trying to keep ahead of various queries that come up from testing on GitHub.
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