Atari 5200: New version of Atari800 (Beta): two triggers (Moon Patrol!!!), hat start and exit buttons
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@future.child Tried to use TRUE_ANALOG_JOYSTICK=0 but it still uses analog controller instead of d-pad. I didn't map d-pad buttons to anything in my XL config.
I have had audio issues also with "stock" Atari800 emulator that comes with RetroPie (not just binary I got from you). I appreciate help. I googled about the issue but couldn't find anything. I'm using non-overclocked Pi3 with 768/256 memory split (RetroPie 4.2.3). Emulator when runs uses about 20% of CPU. I'm loading roms from USB stick rather than a SD card, but doubt this would have cause this issue.
I'll try to make another SD card with RetroPie and just test it with Atari800 emulator. I'll also try on another Pi3 and if still have issue, then will open another topic.
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@adriansos666 Does the d-pad do anything for you ?
You do not have to map it, as the hat-directions should be picked up automatically.
You could try to set JOY_SPEED_ADJUST=11 as well as TRUE_ANALOG_JOYSTICK=0.With TRUE_ANALOG_JOYSTICK=0 you do not disable the analog stick, it just sets the stick to digital mode.
@adriansos666 I use a ps3 clone controller and my home button toggles between two d-pad modes, only one of these two work for me.
Maybe the original ps3 controller does the same ?Could you also do a jstest to see how and what values the d-pad sends if your controller does not have this d-pad toggle function
is your audio output hdmi or analog jack ?
If you load only roms from usb it should be no problem i think, but am not 100% sure.
you could test it with a single rom loaded from the sd-card just to be sure. -
@adriansos666 I have an idea about the DPad not working. Do you have CFG_SAVE_ON_EXIT=0 ?
Try putting that to CFG_SAVE_ON_EXIT=1 and load a game, then exit the game and change it back to "0".
Try another game then let us know.
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@mediamogul said in Atari 5200: New version of Atari800 (Beta): two triggers (Moon Patrol!!!), hat start and exit buttons:
The individual launch commands are located in
/opt/retropie/configs/atari800/emulators.cfg
and/opt/retropie/configs/atari5200/emulators.cfg
. However, the per-game preferences for those launch commands are located in/opt/retropie/all/emulators.cfg
.Would you, or future.child have an idea about creating a file that would internalize the configurations for the 5200/800 games rather than putting them in the "/opt/retropie/all/emulators.cfg" file? We're going to be making that file VERY crowded with at least 100 new lines, and that's assuming that people don't work on Atari 800 game configurations in the future. Doesn't seem right mucking that multi-emulator file up with Atari 5200 configuration lines.
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@Used2BeRX I tried using both 5200 and XL configs. Here are my results (in both cases TRUE_ANALOG_JOYSTICK=0 and CFG_SAVE_ON_EXIT=1):
5200: Couldn't use neither analog or d-pad to move.
XL: Analog still have worked.One thing I have noticed is that two new lines were added to the end of configs when exited emulator (btw. what are those for?):
SDL_JOY_0_INDEX=0
SDL_JOY_0_INDEX=1and JOY_SPEED_ADJUST=11 entry was duplicated.
And here's another problem. I've restored 5200 config from backup and I still can't move with either analog or d-pad.
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@future.child I see, so any analog value for used axis is considered as Atari joystick pressed in that direction. My is original PS3 controller. I have mapped button 16 as OPTION (which is home button on my pad). I'll see if I remove mapping I can toggle d-pad modes. Also, I've left all SDL_JOY_0_DIGIT entries blank (since I didn't play with them yet). I've noticed when playing with save config on exit, emulator have assigned value 0 to all those entries (and 0 is actually SELECT button on my PS3 pad). Is it a possible problem if those are left blank (I assume having multiple entries with same button assigned is no good)?
I'm using HDMI for audio. No audio issues with other emulators or Kodi. As a matter of fact, I've lcompiled Atari800 for libretro and that module plays audio without any hiccups.
I'll build RPie on spare card tomorrow and test it with roms directly on it.
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adriansos666 I wanted you to try CFG_SAVE_ON_EXIT=1 so the emulator could add any fields you were missing. Now you need to change it back to "0". Once you change it to "0", also delete the extra JOY_SPEED_ADJUST line. If they are different, make sure you delete the old one and not the one that the emulator added. I'm thinking that it added a second line because something was wrong with the first line. Once you do these things, try to play a game again and tell me what happens.
Let's just focus on 5200 for now to not confuse things. I don't do anything at all with XL.
EDIT: I'm not sure what those two lines do. You'd have to ask future.child. They're probably necessary for something if the emulator added them. They weren't being added before because you had the save CFG on exit off.
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@Used2BeRX OK, I'm back in business. Analog stick works again. I regenerated config for 5200 (for giggles I've removed completely JOY_SPEED_ADJUST line. Emulator created two entries with same values, after I exited it (with CFG_SAVE_ON_EXIT=1).
@future-child It doesn't look like Home button does anything for d-pad on the original PS3 pad.
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I'm assuming that I could move these to different folders now and they would still launch with the configuration I set for them.
As long as Emulation Station can find and list the files for the system in question, all of the inherent runcommand features will carry over.
Would you, or future.child have an idea about creating a file that would internalize the configurations for the 5200/800 games rather than putting them in the "/opt/retropie/all/emulators.cfg" file?
An additional runcommand variable that could dynamically use a per-game configuration file would seem ideal, but nothing like that currently exists. I do something similar to what you're looking to do with AdvanceMAME to where the ROM directory location in the configuration file is dynamically changed using
sed
depending on where the ROM is launched from. I imagine you could adapt the same idea to dynamically change other settings in the Atari800 config file depending on the ROM name.For reference, my launch command is:
advmame-rompath = "/opt/retropie/configs/mame-advmame/advmame-rompath.sh %ROM%"
and as you see there, it in turn launches this script:
#!/bin/bash path1="/home/pi/RetroPie/roms/mame-advmame/roms/ADVMAME\ ROMs:/home/pi/RetroPie/roms/arcade/advmame" path2=$(dirname "$1") basename=$(basename "$1" .zip) sed -i "s+.*dir_rom.*+dir_rom $path2+" /opt/retropie/configs/mame-advmame/advmame.rc /opt/retropie/emulators/advmame/bin/advmame $basename ; sed -i "s+.*dir_rom.*+dir_rom $path1+" /opt/retropie/configs/mame-advmame/advmame.rc
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@mediamogul It's going to take me a while to wrap my head around that, but thanks for the info. I'm a Linux Dummy 100%, so I really don't know what that all is. Maybe future.child can figure out a way to dummy proof this process for me.
In any event, I do believe we need to keep this out of that other emulators.cfg file, otherwise the 5200/800 emulator is going to make that a mess with all of these controller configs having a different launch value.
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@future.child Hey man. I finished the Official 5200 releases and all of the games I plan to make configs for that were homebrew and prototypes. I'm starting on the Atari 800 to 5200 cart conversions I have, but I don't know how far I'll get on that tonight.
I had some questions for you that I didn't want to see buried under conversations here, so I put them in a separate tab in the spreadsheet for you to see. Looking forward to what we're going to make with this man. I think it's going to be awesome. :)
Here's the spreadsheet again so you don't have to look for the link: https://docs.google.com/spreadsheets/d/1VhS4f3RFCzkPeOpyVYaWno3-Ls0EjJnj_I9WjKfvnuI/edit#gid=110763209
EDIT: FYI.... I was wrong. If you move the roms from their folder to another folder you lose the alternate launch if you made one. That's also going to make things a pain in the rear when it comes to making configs. It looks like that identifier alphanumeric mess that is created for the game must not only refer to the rom itself but also the exact location it was launched from.
I'm referring to the file: /opt/retropie/configs/all/emulators.cfg
And this garbage inside of it after you launch alternate configurations:
ade42d4c91f82b6d2c68187a44420a610 = "lr-armsnes" ab79ba68f0bb293f98de08920439b7fc3 = "lr-mame2003" a2a349512be8f7c1c9c4449a010ae337a = "lr-fbalpha" a29620dd54f931ff653a35142e94348cc = "lr-mame2003" ab26fe5f98d3893fc5da7fcebad131493 = "lr-mame2003" a3e6d51fe429f8c609d7c6bd331b43812 = "lr-fbalpha" ab7a3c6209326e3979d3197c697ad1c3c = "lr-fbalpha" abdc0d3f26fa30be265846d2c76e8c458 = "lr-beetle-lynx" ab1e8faba6f907f3153f5ae0c849d49ca = "lr-beetle-lynx" a16822aadacd80d132104a2a94fa94ac0 = "lr-beetle-lynx" ac885e02326e8a2ed8a04f88ef5107edd = "lr-beetle-lynx" a92fa8e44f583f8c3a1a243354f92e880 = "atari800" a728a3abf386eb84b653c98a5d0ccde0d = "atari5200" ae78dae3d2dde5fa33fd77738ca7bdb4a = "atari800" ab345529127676780018416c85ef60426 = "atari800" acd0bc5cb04700a362657aaf8275016d1 = "Centipede" aaa39765ab7c27f346fd0c40bf1a25145 = "SuperBreakout" a9512da1769625ec55f4250a1553670bc = "atari5200" a256ea564743fd73b62647b233cf1c3b2 = "RealSportsTennis" af87b8b2129811211ab603ffa406bb807 = "CastleCrisis" adf1fa698d274505862dc13a9ef11ed4e = "MissileCommand" a46d7eb4a8d6b23d831069d4ccdb061a7 = "Galaxian" af0d99257c4c0e462d055608ef0c39462 = "Pengo" abce23453b461bfc94b43ed6588529649 = "PolePosition"
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@Used2BeRX I do not have write permissions to the sheet, so i ill answer here:
Could we map RESET as well as PAUSE?
Reset is implemented already (SELECT + #), pause will arrive later today.Loading configs without messing with all\emulators.cfg ?
It could be done mediamogul's way by calling a script which, based on the %ROM% variable, chooses (or edits) the config-file and launches the emulator with it.
This method requires the presence of roms with predictable names, but so does the all\emulators.cfg approach.B.t.w. The "garbage" in the all/emulators.cfg file is a hash value, presumably based on at least the full rom path and name.
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@future.child You already have the Atari 5200 joystick RESET button mapped? I didn't see it. There was a PAUSE, START and RESET button at the top of the controller.
I really don't know anything about scripting, so I wouldn't be able to do anything about the launcher on my own.
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@Used2BeRX No i meant the reset function was present as hotkey combination.
I did just now upload a new version which has both pause and reset buttons mappable (Atari 5200 only).same installation, new config parameters:
SDL_JOY_0_A52_PAUSE=17 <-- button id SDL_JOY_0_A52_RESET=18 <-- button id
I'm still looking into the asterix/hash issue, i do have one or two leads on this i have to follow up.
Castle Crisis / Kaboom! ; Analog sensitivity is still w.i.p. but it will take some time.
Wizard of Wor ; Do you need 2nd axis for this rom and isn't the behavior as expected ? -
@future.child You don't need the 2nd axis for Wizard of Wor. It's a two player simultaneous game.
What's happening is the code that allows you to control Robotron and Space Dungeon makes you control both the 1st player on the Right side of the screen and the 2nd player on the Left side of the screen. I don't know why 1 player is on the right and 2 player is on the left. When you start a 1 player game, the right joystick controls the 1st player because of the way the game is I guess, but you cannot shoot with that player. You have to start a two player game so you can control the 2nd player with the left axis and fire with it.
It doesn't really hurt you to have 2 players, it's just weird to have to play 2 players on the game when only one joystick is plugged in. I haven't tried to plug both of them in to see what happens.
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@Used2BeRX What happens when you set JOY_0_SECOND_AXIS_ENABLED = FALSE ?
This should revert the joystick handling to original.Edit : I just figured why Hash and Asterix did not work in pole position. (Edit2: Kangaroo as well)
You have to reset first with the A5200 reset button on the controller.
Then they work as intended (apparently the A5200 reset is different from a regular reset).Also any unused buttons in the config file should be mapped to a non existing number on the controller (i use 30) or the hardcoded defaults will kick in which results in unpredictable button output.
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@future.child I figured out my sound issue. It does that on my Samsung monitor (with built in speakers) but not on mt TV in living room. Don't quite understand why this issue is only with Atari 800 emulator. Strange. I'll look closer into raspi-config. Perhaps theres some settings for HDMI that can fix this.
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@future.child said in Atari 5200: New version of Atari800 (Beta): two triggers (Moon Patrol!!!), hat start and exit buttons:
@Used2BeRX What happens when you set JOY_0_SECOND_AXIS_ENABLED = FALSE ?
This should revert the joystick handling to original.Edit : I just figured why Hash and Asterix did not work in pole position. (Edit2: Kangaroo as well)
You have to reset first with the A5200 reset button on the controller.
Then they work as intended (apparently the A5200 reset is different from a regular reset).Also any unused buttons in the config file should be mapped to a non existing number on the controller (i use 30) or the hardcoded defaults will kick in which results in unpredictable button output.
Without trying it I couldn't even guess what would happen with Wizard of Wor by doing that. I don't know if you've ever played the game before but the behavior is definitely strange. I don't know if I'm properly explaining it, so it would probably be beneficial if you looked at it yourself and see what I mean. I'll let you know when I get a chance to check it.
So you're saying that every time you load Kangaroo and Pole Position you have to hit reset first? Not a huge deal if there's nothing that can be done about that. Good thing we added the reset button, huh?
Thanks for the tip on the unused buttons. That was a question that I forgot to ask you on the spreadsheet. I'm sure there were more. I'll let you know when I remember them.
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@future.child So I got around to trying disabling the 2nd joystick for Wizard of Wor, and it more or less went down how I expected it to. "Player 1" on the right side is now unresponsive when you start the 1 player game (although it will walk up until it hits a wall immediately, and upon every new life). Otherwise the game behaves exactly the same. You have to start the 2nd player to actually be able to play the left character with a single joystick.
I just looked on youtube and verified that 1 player does control the character on the right side of the board when it's operating correct. You can check out a video of how it's supposed to play here.
I'll let you know which games don't pause that are supposed to. I thought it wasn't working in BBSB, but that's actually an option in the options menu that you have to turn on.
EDIT: This isn't really a huge bug, so unless something else comes up of it I wouldn't bother looking into it, but I have "JOY_0_SECOND_AXIS_ENABLED=0" by default now. I was testing BallBlazer just now and the 2nd player just moves to the N/W unti it backs itself into a corner. (This is similer to how you would only fire to the N/W in Robotron a while back before you made a fix). This would also explain why the "Right Character" in Wizard of Wor now just moves on its own as well.
This ONLY happens when 1 controller is plugged in. It is not an issue when 2 controllers are plugged in.
Not sure what's going on here but thought any input might give you some ideas.
I'm going to continue to make configurations. I figure at this point if you're going to make any emulator fixes that they shouldn't effect the configs themselves.
I'm going to test out how the 2 player operations work in the games to see if we need any adds for button mapping on them or if they all just work fine as they are.
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@Used2BeRX I'm going to wait on making more configs until I hear back from you. We've got two bugs now that relate to the 2nd player. I'm going to use Countermeasure as an example, but it looks like this happens all the time. You only notice it on games that have 2 Trigger functions, whether they are 1 player or 2 player.
BUG1: When you have 2 controllers plugged in, you cannot fire the cannon (in countermeasure and Choplifter). Unplugging the 2nd controller and restarting the game fixes this.
BUG 2: 2nd controller (on all games) every button does the function assigned to TRIGGER 1/Controller 1.
Most 1 or 2 player games you don't notice these bugs even if you have the 2nd player controller in because most games only have one trigger function.
1 player games with two functions are still playable now, but you can't have the 2nd player controller plugged in.
2 player games with two trigger functions are not playable at all.
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