Backdrops in mame2003-plus
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@Riverstorm said in Backdrops in mame2003-plus:
btw, I did pickup a copy of Isolation for $8 US. I like to play it through a few times to get a good feel and see what sticks and will let you know.
Nice! Won't tell you anything about my favorite songs to avoid influencing you. ;-)
Curious to know your later on. -
@Riverstorm Just played Skydiver with two gamepads (Xbox360 and ibuffalo classic).
Could not notice any strange behavior for Player 2; jump and parachute open buttons work correctly.
Must recheck for p2 scoring, it seemed ok.
I also swapped the 2 controllers to see if anything changed: still both players working ok.
Maybe it’s controller related in your case ? I imagine you already checked romset. -
@UDb23 said in Backdrops in mame2003-plus:
Received my micro PC today (not tested yet).
Congratulations!
@Riverstorm said in Backdrops in mame2003-plus:
I'm not sure why but lately I've been wanting to get into a much faster system to play a more current version of MAME. I have 0.205 but I think 0.206 is out. I keep it current so why not when a decent priced mini comes along but as you said I'll always have a spot for a Pi.
I'm too lazy to update my MAME 0.185 installation from the end of 2016 which I invested much time and effort in. Since I built my upright cabinet running a Pi 3B, my interest has shifted from "the best MAME there is currently" to get the most out of this little fella.
That said, one of my mid-term projects is to get https://github.com/libretro/mame (the lr version of the current MAME) running on my MSI Cubi 3 Silent. But other projects and real life things & people keep getting in the way. ;)
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@UDb23 - Thanks for testing it. Typically when I test I use a keyboard and one controller. I spent a bunch of time yesterday deleting all the cfg files and looking at my RA config but I still couldn't get it working properly.
Then I updated everything current and it still wouldn't work.
Long story short I decided to use two controllers and it worked. From what I can tell if you use a "keyboard" for player 2 it seems jump and deploy the chute simultaneously. So people with 2 player cabs, the 2nd player might not work correctly. It seems buttons 1 and 2 are tied together. It didn't matter which button I pressed as either would do both actions at the same time.
As for the score, it's based on how long you free fall before the chute deploys and since the jump and deploy chute are tied together there's never a freefall so the score is 0 or if there's a few milliseconds of lag maybe 30 points or so.
When you get a chance would you be willing to test player 2 with a keyboard just to verify it is a bug?
@Clyde - It's been years since I had a full MAME setup until the Pi brought some interest back in it's perfect little package. :) I've been updating official MAME since the release of Donkey Kong just out of habit of keeping current. With everything it's 500 to 600GB or something astronomical.
People keep getting in the way? ¯_(ツ)_/¯
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@Riverstorm said in Backdrops in mame2003-plus:
When you get a chance would you be willing to test player 2 with a keyboard just to verify it is a bug?
Sure, will let you know.
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@UDb23 - I appreciate it. I know you were talking of updating the Sky Diver BD to HD so I figured you had it loaded too.
Gorf really looks great in HD. Incredible job working around the limitations. When I apply a shader it applies to the lighted buttons too which is fine. I got a little better understanding looking through the zips. I wish that was on another layer but it's just incredible how much better it looks in full HD. Really nice job.
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@Riverstorm said in Backdrops in mame2003-plus:
Glad you appreciate my efforts :-)Sky Diver BD to HD so I figured you had it loaded too.
Not yet, but I think I found a way to use same approach as Gorf to SkyDiver.
Letter's contour must be part of the RA overlay, keeping the internal part transparent.
Mame artwork will then just be used to display internal letter colors that simulate lighting.
To get HD quality I need to convert the SKYDIVER text in vectors (not a big issue but take some time to clean up).About 2nd player issue: do you use default mame keys for 2nd player on the keyboard?
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@UDb23 said in Backdrops in mame2003-plus:
About 2nd player issue: do you use default mame keys for 2nd player on the keyboard?
Yeah I deleted all my cfg files for troubleshooting so the
default.cfg
andskydiver.cfg
files are created new. The default buttons for player 2 area
ands
I believe for jump and and deploy chute on the keyboard. -
use game focus mode you probably have conflicts
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@grant2258 - Thanks, that seems to be the issue. I see what's happening now and I'll have to rethink the Retroarch and MAME mappings.
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not really if you set mame input to retropad and you have everything mapped in you ra config file there will be no conflicts as long as you have a hotkey set this way mame will ignore the keyboard requests all togther(everything you map in ra maps to a retropad function). This is more for an ipac setup though tbh but it can apply to a normal keyboard as well. The only way to disable the (ra retropad keyboard bindings) is keyboard only or game focus mode.
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@grant2258 - That sounds perfect but right now I have MAME TAB P2 Button 1 mapped to "a" and RA input_player2_a = "a". Also MAME TAB P2 Button 2 mapped to "s" and RA input_player2_b = "s" but they don't align hence the issue. Do you have the RA to MAME mappings so I can verify my inputs are matched correctly?
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It seems the RA A and B are flipped with MAME 1 and 2 so the inverse inputs are sending both button presses simultaneously which explains why either button works for both actions.
I use the TAB advanced functionality for single stick tank stick mappings which require NOT inputs. I would hate to loose the ability to play those games by going Retropad only as there's some classics.
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the problem is when you setup your joypad on a xbox360 a is marked button b on the controller thats probably causing the confusion.
https://retropie.org.uk/docs/RetroArch-Configuration/
your problem comes from using sim mode you keyboard and retropad dont match up.
Either forget mame input setting for the keyboad and use input = retropad that way it will only use what you binded to the retropad keys
or just use game focus mode this will unbind your retropad setting you made in ra.
you cant use kb only because you want to use a controller as well
another solution is dont map any retropad keyboard setting in ra for mame core only as it reads the keyboard itself and you can set it in the tab menu if the default isint right for you
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@grant2258 - Thanks for the suggestions. Yeah there's definitely more than one way to fix this issue as I thought about it last night. RA as complex as it can be at times provides a slew of flexibility. I definitely use a real stick for some games and analog on a controller is fantastic for others. I love how well Outrun plays now.
I can think of 3 or 4 ideas if you include focus mode but I hope to avoid that option as not to confuse the average gamer that just wants to come over and play games. That way they don't need to press a key every time they start the core.
The option that appeals to me right now is setting core or system (to cover all MAME cores) level RA keyboard inputs to 'NUL' and using TAB to keep single stick mappings for tank games like Vindicators, Ultra Tank, etc.
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I think Ra frontend should have an option to bind or not bind the keyboard to retropad this would save people having to do this it would hep with cores that need use the keyboard. hotkeys are easy as long as you assign a hotkey they wont activate unless the hotkey activiate + hotkey is pressed. but thats another subject all together. If we had that option none of these input modes would be needed for an option.
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@Riverstorm said in Backdrops in mame2003-plus:
I can think of 3 or 4 ideas if you include focus mode but I hope to avoid that option as not to confuse the average gamer that just wants to come over and play games. That way they don't need to press a key every time they start the core.
The option that appeals to me right now is setting core or system (to cover all MAME cores) level RA keyboard inputs to 'NUL' and using TAB to keep single stick mappings for tank games like Vindicators, Ultra Tank, etc.As you're really experienced in controls it would be nice, if it doesn't take too much of your time, if you could share your special, per game, setups in a dedicated thread.
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@UDb23 - Almost everything I know/use is under the link @grant2258 posted above. Whoever the author is did a nice job. It's written and laid out very well. It covers global, system, ROM and core overrides. You also have core remap overrides. I would basically recreate that document to explain what I know. In addition to some odds and ends.
When I setup a per game config I use the TAB menu for
Input (this game)
and change what I want from the global settings. Most games are fine at the default settings as @grant2258 has them done very similar to MAME and they are a great foundation.Games I like to override for example are pinball games. It's so much better if the flipper buttons are on the left/right shoulders or left/right triggers I think so I use per game configs in those cases.
If there's anything I can do to help troubleshoot any input issues just let me know as I would gladly help you for all you have shared with your artwork or I could open a new thread but you almost need to have a case scenario to help as there's so many things to explain and so many things that could go wrong.
I could try and explain my
Sky Diver
issue. I think it would help in understanding. -
@Riverstorm Understood. I used the TAB menu myself previously; thought showing "tricky" specific game's controller setup could be interesting. You're right, asking on specific issues is probably better. Also I haven't tried latest controls implementation by @grant2258 extensively, so maybe new defaults don't require any changes.
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Has there been any thought into "interactive" artwork, such as the gamemode selection art in Lunar Lander? As is, there isn't a way to see what mode you are using in the game because in the original there was a light next to descriptions of each mode outside the screen.
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