
Jakobud
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Ah this seemed to work thanks. I think part of my problem was also that I had previously setup game-specific input cfg's and had a default.cfg setup with input changes as well that I think maybe overrides ctrlr files? Not sure. I cleared out all my cfg/*.cfg's and went with your route and that worked. Thanks,
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I have built a custom arcade cabinet with room for 4 players. I'm using MAME for all games. I'm trying to understand ctrlr files. I've been using MAME on and off for 20+ years and I thought I fully understood ctrlr files a while back but I can't seem to get them to work these days at least how I expect. Everything in my is hooked up to IPAC so all buttons and joysticks are keyboard inputs. For 4 player games I want my control panel layout to be something like this: For 2 player games I want it something like this So anyways, I'm trying to understand the best way to do this. Obviously I do not want to individually remap controls for many hundreds of individual games. I think that ctrlr files are the way to go for this. Essentially I would have like 2player.cfg and 4player.cfg and other perhaps game-specific ctrlr files. Then I would pass them to the game via command line when starting those games. Is this the proper way to handle this? I tried make a 4p.cfg ctrlr file but it didn't seem to work. Here is my 4p.cfg <mameconfig version="10"> <system name="default"> <input> <port type="UI_SELECT"> <newseq type="standard"> KEYCODE_RCONTROL </newseq> </port> <port type="P1_JOYSTICK_UP"> <newseq type="standard"> KEYCODE_I </newseq> </port> <port type="P1_JOYSTICK_DOWN"> <newseq type="standard"> KEYCODE_K </newseq> </port> <port type="P1_JOYSTICK_LEFT"> <newseq type="standard"> KEYCODE_J </newseq> </port> <port type="P1_JOYSTICK_RIGHT"> <newseq type="standard"> KEYCODE_L </newseq> </port> <port type="P1_BUTTON1"> <newseq type="standard"> KEYCODE_RCONTROL </newseq> </port> <port type="P1_BUTTON2"> <newseq type="standard"> KEYCODE_RSHIFT </newseq> </port> <port type="P1_BUTTON3"> <newseq type="standard"> KEYCODE_ENTER </newseq> </port> <port type="P1_BUTTON4"> <newseq type="standard"> KEYCODE_O </newseq> </port> <port type="START1"> <newseq type="standard">KEYCODE_3</newseq> </port> <port type="COIN1"> <newseq type="standard">KEYCODE_7</newseq> </port> <port type="P2_JOYSTICK_UP"> <newseq type="standard"> KEYCODE_UP </newseq> </port> <port type="P2_JOYSTICK_DOWN"> <newseq type="standard"> KEYCODE_DOWN </newseq> </port> <port type="P2_JOYSTICK_LEFT"> <newseq type="standard"> KEYCODE_LEFT </newseq> </port> <port type="P2_JOYSTICK_RIGHT"> <newseq type="standard"> KEYCODE_RIGHT </newseq> </port> <port type="P2_BUTTON1"> <newseq type="standard"> KEYCODE_LCONTROL </newseq> </port> <port type="P2_BUTTON2"> <newseq type="standard"> KEYCODE_LALT </newseq> </port> <port type="P2_BUTTON3"> <newseq type="standard"> KEYCODE_SPACE </newseq> </port> <port type="P2_BUTTON4"> <newseq type="standard"> KEYCODE_LSHIFT </newseq> </port> <port type="START2"> <newseq type="standard">KEYCODE_1</newseq> </port> <port type="COIN2"> <newseq type="standard">KEYCODE_5</newseq> </port> <port type="P3_JOYSTICK_UP"> <newseq type="standard"> KEYCODE_R </newseq> </port> <port type="P3_JOYSTICK_DOWN"> <newseq type="standard"> KEYCODE_F </newseq> </port> <port type="P3_JOYSTICK_LEFT"> <newseq type="standard"> KEYCODE_D </newseq> </port> <port type="P3_JOYSTICK_RIGHT"> <newseq type="standard"> KEYCODE_G </newseq> </port> <port type="P3_BUTTON1"> <newseq type="standard"> KEYCODE_A </newseq> </port> <port type="P3_BUTTON2"> <newseq type="standard"> KEYCODE_S </newseq> </port> <port type="P3_BUTTON3"> <newseq type="standard"> KEYCODE_Q </newseq> </port> <port type="P3_BUTTON4"> <newseq type="standard"> KEYCODE_W </newseq> </port> <port type="START3"> <newseq type="standard">KEYCODE_2</newseq> </port> <port type="COIN3"> <newseq type="standard">KEYCODE_6</newseq> </port> <port type="P2_JOYSTICK_UP"> <newseq type="standard"> KEYCODE_Y </newseq> </port> <port type="P2_JOYSTICK_DOWN"> <newseq type="standard"> KEYCODE_N </newseq> </port> <port type="P2_JOYSTICK_LEFT"> <newseq type="standard"> KEYCODE_V </newseq> </port> <port type="P2_JOYSTICK_RIGHT"> <newseq type="standard"> KEYCODE_U </newseq> </port> <port type="P2_BUTTON1"> <newseq type="standard"> KEYCODE_B </newseq> </port> <port type="P2_BUTTON2"> <newseq type="standard"> KEYCODE_E </newseq> </port> <port type="P2_BUTTON3"> <newseq type="standard"> KEYCODE_H </newseq> </port> <port type="P2_BUTTON4"> <newseq type="standard"> KEYCODE_M </newseq> </port> <port type="START4"> <newseq type="standard">KEYCODE_4</newseq> </port> <port type="COIN4"> <newseq type="standard">KEYCODE_8</newseq> </port> </input> </system> </mameconfig> So according to this I would expect my Player 1 joystick up/down/left/right to be mapped to I,K,J,L, player 2 to be up/down/left/right, player 3 to be R,F,D,G and player 4 to be Y,N,V,U. So I start a 4 player game using this ctrlr file like this: mame captcommu -ctrlr 4p And here are the control inputs in the game: Okay so that didn't seem to work, right? I mean the key codes I have setup in my ctrlr file don't match at all what the game actually shows as the inputs. Also, I made sure to delete my cfg/captcommu.cfg configuration file before starting the game. So what am I misunderstanding about ctrlr files? What is the best way to change controls for LOTS of games at the same time?
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I have been watching the videos on the Launchbox Youtube channel for the Community Theme Creator. Are those the videos you are referring to? I haven't seen anything yet about using templates for Wheel/Wall content in those videos. When creating a Wheel or Wall, it's very easy to have it use for example a Gameplay screenshot for the wheel/wall item. But I'm trying to figure out how to make the item be something more complex, like a screenshot, overlayed with a clear logo and maybe the game title as well and maybe even a "favorite star" graphic. When creating a wheel/wall and choosing the item type you can choose "Image", "Source" or "Template". I'm pretty sure that template is what I need here but I don't see any instruction or documentation on how to create a template to be used here.
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When I open the latest Critical Zone v2 - Default theme in Visual Studio and visualize a XAML it says Some assembly references are missing. Building to restore the NuGet cache might resolve this issue. I don't see any references to this in the Launchbox Theme Creation Tutorial videos unless I missed an obvious step.
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ServoStik
Jakobud replied to Dinomight's topic in Third-Party Applications and Plugins (Development and Beta Testing)
This works perfectly thank you. -
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I'm running LB on my arcade cabinet with only MAME Arcade games on it. No consoles. So there is only 1 "platform". I'm trying to create a hierarchy of categories and playlists but don't understand the limitations fully. So if I want my top level to be general categories like "Fighting Games", "Shooter", "Platform Games" etc. and then below each "category" I want the option to split it up into further categories, for example the Fighting Games category maybe under it I have other categories like: - Street Fighter games - Mortal Kombat games - Fatal Fury games - King of Fighter games etc You can't add games to a Category right? You can only add them to a playlist? So any "subcategory" I want to create that has games in it has to actually be a Playlist right? And Playlists can't have other playlists as children right? And a category can have multiple child categories and child playlists, right? Does all this sound right? So I would have multiple hierarchies of categories that I'm navigating through until I get to a Playlists which is where I actually would pick a game to play. Right? Another thing I'm wondering, if I only have 1 platform "Arcade", how do I show this in Bigbox? I don't want the "main menu" to be "Arcade" that I have to click in. I just want to go straight into it and show it's children categories/playlists. How do I do this?
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I'm new to Launchbox and trying to understand something. I have all my MAME roms imported and working. When I look up a game like Teenage Mutant Ninja Turtles, Launchbox chooses the 2 player Oceanic version as the default that is played when you launch it from Launchbox. Why is this version chosen as the "default" clone to run? For TMNT, the parent rom is "tmnt.zip", which is the World 4 Player Version X. All the rest are clones, including the 2 Player Oceanic version (tmnt2po.zip). So I'm just trying to understand how and why Launchbox sets it up this way by default. I have a 4 player arcade cabinet I'm getting ready to put Launchbox into. I'm wondering how many games I'm going to need to go and edit Metadata for and change the default to the 4 player version and also change stuff like Playmode to 4-Player Simultaneous, etc.