mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support
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@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
@grant2258 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
http://moosegaming.com/wp-content/uploads/2014/08/IMG_1642.jpg
not true
123
456is the six button game setup as per sf2 acrcade
this is exhausting because it is EXACTLY what i said, read my post again
this is why i do not see any benefit of
456
123
when it comes to 6 button games because you still need to change it for 6 button gamesyea and thats the only games you have to change sf2 :). I personally just live with the kicks and punches swapped. There has been a lot of talk on the mame forums that these buttons should be swapped at driver level. If we had both maps all we would need to do is switch between the two. no more setup required for generic games.
Well mk has 5 buttons thats a hard one to get right without a
o o o o o
layout
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@grant2258 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
I personally just live with the kicks and punches swapped.
wow i had no idea how crazy you are :-D
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@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
i am not dumping anything. i dont map button 6 in 4 button games, whoo hoo
We might be failing to communicate or I might not be understanding. Maybe we have two discussions happening? ;) RA has this setup and it won't change.
YXL BAR
Those six inputs will be mapped to MAME inputs. This is just for illustrative purposes and may not use the exact scheme but makes the point. Where is my "L" button? You're binding button 4 to R (a second time) and shifted YX to the right.
RYX 345 123 BAR
You're favoring a 3 and 4 button layout simultaneously in lieu of any 6 button layout. Which leaves you later to address the issue of a 6th button at some point whether that be through ROM level remaps, etc.
This bind will be global when the layout is loaded and then you'll need to address 6 button games.
Using either :
123 456
OR
456 123
Still allows 6 button games to work and at least covers every game for everyone even if the button rows are correct or swapped as in either layout above.
With your suggested subtype mapping 6 buttons games will never work unless you do a ROM level override. When that subtype is loaded. That's the key right there. It (button 6) doesn't exist in that subtype with those mappings. You gimped those games in favor of a combined 3/4 button simultaneous layout.
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@grant2258 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
o o o o o
layout
i think
345
123
would suit pretty well (muahaha) -
@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
@grant2258 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
o o o o o
layout
i think
345
123
would suit pretty well (muahaha)and you call me crazy :D
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@robertvb83 you should have just glued a snes pad onto of your cabinet :) :D
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@grant2258 i could not play 3 button games 123 ;-)
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To add to the above. Your suggested layout would leave MAME button 6 to equal 'NUL' because it's left unmapped by the subtype. Any game using MAME button 6 will just simply fail to respond. Well it won't exist to actually press.
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@riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:
RYX 345 123 BAR
this is not how it works! it will be
345 YXL BAR 123
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@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
@riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:
RYX 345 123 BAR
this is not how it works! it will be
345 YXL BAR 123
this is correct but the point remains the same button 6 is not assigned ! im going to drill you a extra button! lol
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my next cab will be
333 YXL BAR 333
that way its more of a Challenge because i can only use mame button 3 for ALL the games
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@robertvb83 thats it im removing button 3 from mame ahahah :)
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@grant2258 ill beat the games Joystick only, no problem
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@robertvb83 honestly though i can see why you want it setup like gamepad. it is unusal to do this but not really a wrong thing to do if like that layout. Maybe some people want a gamepad layout instead. I prefer arcade styles is all. The good thing now is mame is flexible enough to do both regardless of default mapping now. People will have to learn RA mapping is all
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@grant2258 i dont want to but i have to, because there is no arcade layout for 4 button games on a 6 button panel
4
123
is not by any means a proper arcade layoutbut yes understanding and learning RA is key and then its only 5 minutes to do whatever you want
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@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
caus
agreed but its just as valid as
34
12 -
@grant2258 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
@robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:
caus
agreed but its just as valid as
34
12i can accept that
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Maybe a different way to explain it using your example above. I just trying to make a point about the concept and not the actual values. Here is your mapping example below.
Subtype:
345
YXL
BAR
123MAME Mappings:
MAME 1 = RA B
MAME 2 = RA A
MAME 3 = RA R
MAME 3 = RA Y
MAME 4 = RA X
MAME 5 = RA L
MAME 6 = ? (NUL)Looking at the above example you mapped button 3 twice. You're saying MAME 3 = 'RA R' and you're saying MAME 3 = 'RA Y' at the same time. I don't know but maybe @grant2258 could answer the question if that can even be done.
Also MAME 6 is not mapped to any RA field. There's no RA to MAME mapping so button 6 will never be available, even with overrides because it's not mapped to anything.
You could theoretically use the MAME Remapper to assign a value to MAME button 6 basically skipping RA altogether which defeats the point of RA subtypes.
MAME games are still using MAME button 6 but you didn't map any RA fields so it's going to do nothing as long as your subtype is loaded.
So any games coded in MAME to use button 6 will not work. Basically 6 button games wouldn't work properly with this subtype if that makes sense.
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let me explain it this way
YXL
BARthis is how you physically bind your controller (in retropie its when configure your input for the controller)
when you select arcade 6 panel mame will smart map the default i set for this
123
456when you go into select+x then choose controls you can remap all buttons to button 1 if you choose too or a button per retropad.
When you save this remap per game or per core(core in this case is mame 2003+) it will be the new map you set mame2003+ if you choose core. It wont effect anything outside of mame2003+
however mame2003 is doing it a very different way and you setup will be different for that.
here is something you can do to make your life easier
type
cd /opt/retropie/configs/all/retroarch/autoconfig/
ls
you will see your controler.cfg filetype pico controlerfilename.cfg
add this too it at the end i really think retropie should be doing this
input_x_btn_label = "X"
input_a_btn_label = "A"
input_b_btn_label = "B"
input_y_btn_label = "Y"
input_l_btn_label = "L"
input_r_btn_label = "R"
input_l2_btn_label = "L2"
input_r2_btn_label = "R2"
input_select_btn_label = "Select"
input_start_btn_label = "Start"
input_l3_btn_label = "L3"
input_r3_btn_label = "R3"press ctrl+x to save
start mame and your controls screen will make sense
without adding button labels it looks like this not cool at all
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@grant2258 - I am still missing a piece. I modify this file by hand immediately after the initial RetroPie setup. I change defaults for my controller. Also below that is my all/retroarch.cfg for "keyboard/IPAC" input modifications which I also modify by hand. Then I move to <system>/retoarch.cfg for system overrides, then to MAME 2003-plus.cfg for core overrides and finally to ROM level overrides. I am familiar with these files. I use all these overrides in my typical setup.
I thought these RA fields were cross-mapped to MAME keys 1-10. How do RA front-end fields get mapped back to Plus?
I might be oversimplifying but I was thinking some struct that says something like this or the way I understand it.
MAME B1 = input_b_btn && input_player1_b
When RetroPie boots the first time you assign values to each field and no duplicates are allowed. I suppose you could manually modify retroarch.cfg to assign duplicate values though.
Xbox 360 Wireless Receiver.cfg
input_device = "Xbox 360 Wireless Receiver" input_driver = "udev" input_r_y_plus_axis = "+3" input_l3_btn = "11" input_r_x_minus_axis = "-2" input_l_btn = "4" input_load_state_btn = "16" input_start_btn = "9" input_exit_emulator_btn = "9" input_l_y_minus_axis = "-1" input_up_btn = "15" input_r_y_minus_axis = "-3" input_a_btn = "1" input_b_btn = "0" input_reset_btn = "nul" input_reset_axis = "-0" input_enable_hotkey_btn = "8" input_down_btn = "16" input_l_x_plus_axis = "+0" input_l_y_plus_axis = "+1" input_r_btn = "5" input_save_state_btn = "15" input_r2_btn = "7" input_r3_btn = "12" input_right_btn = "14" input_state_slot_increase_btn = "14" input_x_btn = "3" input_menu_toggle_btn = "3" input_select_btn = "8" input_l_x_minus_axis = "-0" input_y_btn = "2" input_left_btn = "13" input_state_slot_decrease_btn = "13" input_r_x_plus_axis = "+2" input_l2_btn = "6" input_screenshot_btn = "5"
all/retroarch.cfg:
# Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, # rather than relying on a default. input_player1_a = "alt" input_player1_b = "ctrl" input_player1_y = "shift" input_player1_x = "space" input_player1_start = "num1" input_player1_select = "num5" input_player1_l = "z" input_player1_r = "x" input_player1_left = "left" input_player1_right = "right" input_player1_up = "up" input_player1_down = "down" # input_player1_l2 = # input_player1_r2 = # input_player1_l3 = # input_player1_r3 =
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