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    mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support

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    • G
      grant2258 Banned @Riverstorm
      last edited by grant2258

      @riverstorm

      let me explain it this way
      YXL
      BAR

      this 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
      456

      when 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 file

      type 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

      0_1528316542924_snapshot.png

      without adding button labels it looks like this not cool at all

      https://retropie.org.uk/forum/topic/17766/mame2003-plus-250-new-games-new-input-system-new-features-new-bugs/247

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      • RiverstormR
        Riverstorm
        last edited by Riverstorm

        @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 =
        
        G robertvb83R 2 Replies Last reply Reply Quote 0
        • G
          grant2258 Banned @Riverstorm
          last edited by grant2258

          @Riverstorm Keyboard is something different

          this applies to controller setups what exactly are you asking ?

          if you add below to the end of Xbox 360 Wireless Receiver.cfg

          you will see exactly how your xbox360 pad is mapped with the retropad you choose for it

          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"

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          • RiverstormR
            Riverstorm
            last edited by

            I'm not sure exactly now. I am trying to figure out how the RA fields/values are passed to Plus but maybe it doesn't matter at this point what's happening under the hood and just what I can see as a user. I get stuck in that how does the code look from a bird's eye view. I get stuck in ideas of variables, strings, float, if/else/then, for/next, structures, subscripts, array's, C pointers, etc. My head swim's with programming concepts but I guess the end game is a decent layout so it probably doesn't matter now. Always good conversation I guess! ;)

            G 1 Reply Last reply Reply Quote 0
            • G
              grant2258 Banned @Riverstorm
              last edited by grant2258

              @riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:

              ode look fr

              6 panel is passed as 
              YXL
              BAR
              physical layout
              
              8 panel is passed as 
              Y X L R
              B A L2 R2
              physical layout
              
              
              retropad is passed as
                L2      R2
                L       R
                   Y X
                   b a
              
              physical layout
              
              thats how you work your mapping out to each one
              
              
              if you picked the 6 panel retropad  for 8 panel physical mapping this is  what would happen to the mame button.
              
              
              1 2 3 6
              Y X L R
              B A L2 R2
              4 5
              
              in 6 pannel physical mapping it translates right
              1 2 3
              X Y L
              B A R
              4 5 6
              
              your global mapping is how you bind your controller physically with ES in retropie
              robertvb83R 1 Reply Last reply Reply Quote 0
              • robertvb83R
                robertvb83 @Riverstorm
                last edited by

                @riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:

                @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.

                this sounds like much trouble, why do you need to configure that on so many levels. i know of the different possibilities (game specific cfg overrides and input remapping) but you should really use them alternatively and not all together?

                for an xbox pad it is sufficient to have it autoconfigured in ES and then use the RA input remapping core wide and game specific

                1 Reply Last reply Reply Quote 0
                • robertvb83R
                  robertvb83 @grant2258
                  last edited by robertvb83

                  This post is deleted!
                  G 1 Reply Last reply Reply Quote 0
                  • G
                    grant2258 Banned @robertvb83
                    last edited by grant2258

                    @robertvb83 fixed it before you posted this im typing by hand. This is why the automaps are there for people who really dont understand this its just to give them the best defaults all rounf till they grasp it

                    1 Reply Last reply Reply Quote 0
                    • RiverstormR
                      Riverstorm
                      last edited by

                      @robertvb83 said in mame2003-plus: 250 new games, new input system, new features, new bugs:

                      this sounds like much trouble, why do you need to configure that on so many levels. i know of the different possibilities (game specific cfg overrides and input remapping) but you should really use them alternatively and not all together?

                      I don't want to go down that rabbit hole but global is what it is at the top, system allows me to make MAME changes across multiple cores, I prefer my FBA to have a different key layout so I use core. ROM level I use for artwork, shaders, custom resolutions, etc.

                      I guess as you go you add more customization to your setup.

                      I think that was just a typo by Grant and nothing serious.

                      G 1 Reply Last reply Reply Quote 0
                      • G
                        grant2258 Banned @Riverstorm
                        last edited by grant2258

                        @riverstorm 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:

                        this sounds like much trouble, why do you need to configure that on so many levels. i know of the different possibilities (game specific cfg overrides and input remapping) but you should really use them alternatively and not all together?

                        I don't want to go down that rabbit hole but global is what it is at the top, system allows me to make MAME changes across multiple cores, I prefer my FBA to have a different key layout so I use core. ROM level I use for artwork, shaders, custom resolutions, etc.

                        I guess as you go you add more customization to your setup.

                        I think that was just a typo by Grant and nothing serious.

                        YXL
                        BAR

                        is the 6 panel mapping so you can use all cores as closely as possible to a snes pad layout thats why this was chosen for the 6 panel. The l and r have to be there physically for the layout.

                        on a 8 panel y x r l makes more sens for your left right so you know roughtly where your buttons are.
                        when playing psx ect

                        and then the normal retropad will need maps I dont think whats there is very much but im not really a gamepad user so dont know the best maps people want for them. It will be at least a sf2 and other aka modern gamepad and classic

                        @robertvb83 are you happy with this binding it can be changed i though i was a sensible default for 6 pad panels for all core defaults in ra

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                        • RiverstormR
                          Riverstorm
                          last edited by

                          @grant2258 - I don't mind the tweaks. I can go from a stock image to fully configured in not much over the time it takes to copy the ROMs. I don't think my overrides are excessive but they do allow me to dial in my setup precisely with some nice optionals. They can actually be used for most anything and not just layouts.

                          I think any layout works as long as all 6 buttons are mapped. Core overrides really are pretty straight forward if another layout is preferred. The subtype of a bottom row set of keys for simple games & palm resting would have just been icing on the cake. At some point I hope to have 8 buttons so I can implement a proper Neo-Geo, CPS, etc. setup! ;)

                          I'll have to put some thought into what you wrote and maybe take a peek at the code so it makes more sense. I can manipulate RA to whatever setup I need and maybe understanding the underlying code doesn't bring much value to the end user.

                          G 1 Reply Last reply Reply Quote 0
                          • G
                            grant2258 Banned @Riverstorm
                            last edited by grant2258

                            @riverstorm said in mame2003-plus: 250 new games, new input system, new features, new bugs:

                            @grant2258 - I don't mind the tweaks. I can go from a stock image to fully configured in not much over the time it takes to copy the ROMs. I don't think my overrides are excessive but they do allow me to dial in my setup precisely with some nice optionals. They can actually be used for most anything and not just layouts.

                            I think any layout works as long as all 6 buttons are mapped. Core overrides really are pretty straight forward if another layout is preferred. The subtype of a bottom row set of keys for simple games & palm resting would have just been icing on the cake. At some point I hope to have 8 buttons so I can implement a proper Neo-Geo, CPS, etc. setup! ;)

                            I'll have to put some thought into what you wrote and maybe take a peek at the code so it makes more sense. I can manipulate RA to whatever setup I need and maybe understanding the underlying code doesn't bring much value to the end user.

                            @Riverstorm it brings high value to the mame setup if you understand it.

                            Before you where stuck to one layout choice now you can have a 8 button , 6 button and a xboxpad auto setup just by picking the retropad type for the player number. You really need to understand it though.

                            basically you install set your 6 panel up to
                            XYL
                            BAR

                            everything should work including mame if you pick the 6 panel layout for the retropad number the controller is in. Well the mame defaults as they are having the inverse
                            456
                            123

                            and
                            456
                            1234

                            would be ideal for both panels but the alt panel will be user voted seems the fairest way to do it

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                            • RiverstormR
                              Riverstorm
                              last edited by Riverstorm

                              @grant2258 - Yep I am aware of the options available and I use most of them. I was referring to understanding exactly how it works from a coding perspective, which isn't necessary to use RetroPie/RA...but probably helpful.

                              1 Reply Last reply Reply Quote 0
                              • G
                                grant2258 Banned
                                last edited by grant2258

                                @Riverstorm here is where we tell the controls menu what retropad buttons do for mame

                                https://github.com/libretro/mame2003-plus-libretro/blob/050ba51cccd6ca63ce039eb9076f0d6638e10507/src/mame2003/mame2003.c#L1196

                                here is where we define the retropad layouts for mameification
                                https://github.com/libretro/mame2003-plus-libretro/blob/050ba51cccd6ca63ce039eb9076f0d6638e10507/src/mame2003/mame2003.c#L1325

                                and we have a system that can be remaped in ra hope this helps you understand a bit better

                                trust me im over simplifying here mark has put a lot of though time and effort into this and i think he done a great job of it

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                                • RiverstormR
                                  Riverstorm
                                  last edited by Riverstorm

                                  @grant2258 - Heading out here I do appreciate you taking the time to explain it and also the links. Not something a programmer has to do but incredibly neat. I do believe it is more complex then what you outlined. The RGUI menu options for Plus looks great. I love the per user layouts. Well thought out and implemented!

                                  I always try your Input Interface & Layout after each update pertaining to them to get a feel of what you're changing. Anyway I just update a few hours ago and tried Input Interface = retropad and cycled through the player layouts modern, 6-button & 8-button. When playing Donkey Kong all layouts require Y (physical button X) to jump on a 360 controller or Final Fight is YX (physical buttons XY) to punch and kick.

                                  I just prefer BA (physical button AB) to jump, punch & kick, etc. on a 360 so I don't need to reach my thumb over the BA buttons to get at the YX buttons or when I am excitedly playing hit the wrong button under my thumb so I remap. It saves a half-inch thumb stretch and no under thumb buttons! ;)

                                  I know covering every scenario is impossible so once I have my remap I just dump it in my "mirror" setup to bulk copy it over to RP after the initial setup and all is right as rain.

                                  EDIT: I don't mind the CLI vs. GUI.

                                  G 1 Reply Last reply Reply Quote 0
                                  • G
                                    grant2258 Banned @Riverstorm
                                    last edited by grant2258

                                    @riverstorm I do believe the classic option should be in there as well as far as i know its not the last time i checked.

                                    I dont know if its the exact layout you want but there can more than one gamepad layout only ones there now seem to be the snes(6panel) and gamepad(modern sf2) both sf2 variants. classic and something else as well if classic doesnt suit your needs would be beneficial for users that play more than sf2

                                    this is classic if it doesnt suit please post your one as well and ill change it into code and put a pr in for mark to look over

                                    5           6 
                                    L           R
                                    
                                          3 4
                                          Y X 
                                          B A 
                                          1 2          
                                    

                                    As you can see this is the controller shape pattern robert wanted for his panel it's probably the most logical mapping for a 2x2 gamepad in mame if your not playing sf2.

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                                    • RiverstormR
                                      Riverstorm
                                      last edited by

                                      @grant2258 - It seems classic was removed in favor of 8-button. I downloaded from source again around midnight last night to verify. That layout in the diagram above is perfect. I don't even have sf2 in my build but adding it might be beneficial for testing more than 4 buttons. Can you suggest any 8-button games for testing that layout also? How do folks test 8 button games?

                                      I think the point yesterday on posting both controller & keyboard configs when you asked was I guess I never put much thought into how others build-up RetroPie but I always think about controller and panel changes/repercussions at the same time and configure accordingly. I also try to align non-Libretro cores basic functionality inputs so they match Libretro cores. It makes them seamless to the average player. I keep two lines of thought going at all times so the discussion can get confusing at times.

                                      Forums are nice for quick information but not ideal for chatting. An all day discussion in a forum can take place in about 15 minutes in person.

                                      I did some testing with the OST options toggle but it seems to be always enabled. I tried core and ROM overrides. I couldn't find the option name in the override to verify so it doesn't seem to be writing out. This is a spit-n-shine option here. These type of additions are really nice touches.

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                                      • markwkiddM
                                        markwkidd
                                        last edited by

                                        I was the one who arbitrarily decided to hide the Classic layout in the hopes of starting with the most concise list possible but it does seem like we're going to add at least one more default layout.

                                        Classic is still coded in there as dankcushions implemented it a few months back -- if we need it back it's just a matter of adding |Classicto the core option init for each of the players.

                                        I may have rushed through a little of the spit polish a few days ago. I'll try not to code and run when I sit down to make these fixes.

                                        I've also got NVRAM bootstraps to add for "Charlie Ninja" and all of the playable "Defender" clones.

                                        G 1 Reply Last reply Reply Quote 0
                                        • G
                                          grant2258 Banned @markwkidd
                                          last edited by grant2258

                                          @markwkidd can you please call it gamepad classic. I want people to know know gamepads and arcade panels are completely seperate if that is ok

                                          @Riverstorm the 8 panel is specifically for 8 panel arcade nothing else.

                                          the snes sf2 pad layout and 6 panel match thats the only reason it was named 6 button

                                          RiverstormR 1 Reply Last reply Reply Quote 0
                                          • RiverstormR
                                            Riverstorm
                                            last edited by Riverstorm

                                            @markwkidd - Ok thanks, That's the one I preferred as classic seems to be more suited to arcade gaming. Using the closest buttons on the pad (right/lower) primarily for firing, jumping, etc. and further buttons (left/up) for game functions less commonly used like a lobbing a grenade or activating a super-weapon.

                                            I appreciate the OST option toggle even with a bug it's no big deal. Some days are just like that.

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