Jump to content
LaunchBox Community Forums

Warped Polygon

Members
  • Posts

    193
  • Joined

  • Last visited

  • Days Won

    22

Posts posted by Warped Polygon

  1. 3 minutes ago, k_rollo said:

    Hey @Warped Polygon you also seem Photoshop-savvy with the controller maps you include in your pre-configured arcade settings (which are phenomenal by the way). Do you think you'd be able to give this a try? My PS3 collection is looking kinda sad:

    Screenshot2024-02-17012404.thumb.png.06f91404fdc66c2f17144775f6d63214.png

    Thanks k

    Unfortunately cover artwork and stuff like that isn't my priority. 

    Most of what I do is about getting everything working correctly, over presentation. I can't dedicate my time to visual presentation as it's not really what I'm in to. In the future when I have completed other bits i can start to look at the visual side. 

    To keep everything ubiquitous I'd want the original psd if it's avaliable. 

  2. Jeaesus this is an awesome project. C64 was something I was dreading having to tackle especially culling all the crap out of it. Thanks for this one man, I know with this everything is taken care of and the list of games is all relevant stuff. Great documentation as well which for me is much appreciated 

    • Like 1
  3. On 3/23/2023 at 8:30 PM, Mr. RetroLust said:

    I cant help you out man, sorry. I had the same problem with retroarch, I just ended up manually deleting the bindings in the config file.

    It's actually a non issue tbh. Just being ocd, still annoying I cant remember tho

  4. So embarrassing, despite being a self proclaimed expert on Sega Model 2 I have completely forgotten how to delete/remove an input. It was a specific key combo or mouse click or something like that. I have tried to google it but damn it cant find it. Can anyone remember or know how this is done? I can't believe I didn't log it down.

     

    • Haha 2
  5. @Mr. RetroLust That is what I have set also however its not that option that has an impact with the M2 emu. There should be an option just below that called 'Perform scaling on' and a choice of Display or GPU. Seems like different thing happen depending on which one is set. I'm testing this later to see if this has an impact on the cursor window restriction issue and light gun calibration scaling. I have this option set to GPU and my light gun calibration changes depending on resolution, I have been getting reports that this doesn't happen for other users, I suspect they have this option set to Display. I really want to get to the bottom of that one as I will save me time updating the configuration if accuracy can scale reliably.

    • Game On 1
  6. 6 minutes ago, Mr. RetroLust said:

    I turned off rawinput though and still encountered this but it could be the resolution maybe? I dont know. Be sure to add this to the start of the script btw as I got a dialog window about running the same script when starting another light gun game "#SingleInstance Force"

    Turning rawinput off let me navigate outside of the window, strange. I done this at various resolutions so don't think it's that. Perhaps to do with having your display or graphics card set to scale as this seems to be a factor with scaling light gun accuracy too. Need to investigate that.

    • Like 1
  7. @Mr. RetroLust @JoeViking245 This mouse restriction issue only happens when rawinput is being used with the light gun games. I have looked into sorting this out with the M2 emu alone but there seems to be no way around it. This is a great workaround however. Can I poach this script for the next Model 2 video I do?

    • Like 1
    • Thanks 1
  8. WARNING: YOUR MILAGE MAY VARY. Not all DINPUT controllers have the same input ID tags in Supermodel and in general.
    I have used a PS4 controller to make this list and pre configuration. Your inputs may not be the same.

    If you have a standard twin stick configuration controller, all of the directional inputs (D-Pad, Both Stick Directions, and all Axes) should be the same across all DINPUT controllers. It's only the buttons and triggers that can differ with their ID Tags.
     

    I hate using the cmd remapping tool in Supermodel. Updating the ini directly is my preferred way to remap my controls.

    So I have logged down and provided a list of all the button inputs for DINPUT controllers and their respective input tags for the Supermodel ini.

    You can use this as reference to aid in remapping your own controls and also copy and paste. Please make sure if you are mapping to the second controller to change JOY1 to JOY2.

    I'm also going to provide the input section only of my ini file with everything pre configured which you can insert into your ini file. Please make sure to insert the text accordingly to how the original ini file looked. Make a copy of your original ini file for reference and backup.
     

    DINPUT BUTTONS/CONTROLS = SUPERMODEL INPUT ID TAGS

    PLEASE NOTE: L2 can show up as both JOY1_RXAXIS_POS and JOY1_BUTTON7 in Supermodel. With JOY1_BUTTON7 being the digital input version of L2, and JOY1_RXAXIS_POS being the analogue version. R2 also does the same thing. Your controller may be one or the other, or both. If you have both (like I have pre configured for here) you want to set L2 as JOY1_RXAXIS_POS and R2 as JOY1_RYAXIS_POS for games that require or work best with analogue input. This ensures analogue is being used for e.g. the throttle and brake. For all other games that you want to set L2 and R2, use the digital input version (L2 = JOY1_BUTTON7, R2 = JOY1_BUTTON8) as this can be more responsive for things like shooters, for e.g. Virtual On 2. ONLY USE THE DIGITAL OR ANALOGUE VERSION OF THE INPUT. NOT BOTH. THE REMAPPER WILL CONFIGURE BOTH. 

    Square = JOY1_BUTTON1
    X = JOY1_BUTTON2
    Circle = JOY1_BUTTON3
    Triangle = JOY1_BUTTON4

    L1 = JOY1_BUTTON5
    R1 = JOY1_BUTTON6

    L2 = JOY1_RXAXIS_POS (for analogue e.g. racing games) or JOY1_BUTTON7 (for digital button input e.g. shooters)
    R2 = JOY1_RYAXIS_POS (for analogue e.g. racing games) or JOY1_BUTTON8 (for digital button input e.g. shooters)

    Select = JOY1_BUTTON9
    Start = JOY1_BUTTON10

    L3 = JOY1_BUTTON11
    R3 = JOY1_BUTTON12

    D-PAD Up = JOY1_POV1_UP
    D-PAD Down = JOY1_POV1_DOWN
    D-PAD Left = JOY1_POV1_LEFT
    D-PAD Right = JOY1_POV1_RIGHT

    Left Stick UP = JOY1_YAXIS_NEG
    Left Stick DOWN = JOY1_YAXIS_POS
    Left Stick LEFT = JOY1_XAXIS_NEG
    Left Stick RIGHT = JOY1_XAXIS_POS

    Right Stick UP = JOY1_RZAXIS_NEG
    Right Stick DOWN = JOY1_RZAXIS_POS
    Right Stick LEFT = JOY1_ZAXIS_NEG
    Right Stick RIGHT = JOY1_ZAXIS_POS

    Left Stick XAXIS (Used mostly for racers and light gun games) = JOY1_XAXIS
    Left Stick YAXIS (Used mostly for racers and light gun games) = JOY1_YAXIS
    Left Stick INVERTED XAXIS (Used mostly for light gun games) =  JOY1_XAXIS_INV
    Left Stick INVERTED YAXIS (Used mostly for light gun games) =  JOY1_YAXIS_INV

    Right Stick XAXIS (Used mostly for racers and light gun games) = JOY1_ZAXIS
    Right Stick YAXIS (Used mostly for racers and light gun games) = JOY1_RZAXIS
    Right Stick INVERTED XAXIS (Used mostly for racers and light gun games) = JOY1_ZAXIS_INV
    Right Stick INVERTED YAXIS (Used mostly for racers and light gun games) = JOY1_RZAXIS_INV

     

    ADDING A DEAD ZONE TO CONTROLLER (STOP CLASHING INPUTS WHEN USING A MOUSE AND CONTROLLER FOR LIGHT GUN GAMES)
    You will get this issue where your mouse will not move up and down, or left and right unless you set the following in your .ini file. This issue is mostly present in Star Wars Trilogy.
    Increase these values if you have a really saggy stick. Values are %, so 5 is 5% 
    Place this under the "InputSystem=dinput" entry in your .ini file  

    InputJoy1XDeadZone = 5
    InputJoy1YDeadZone = 5
    InputJoy2XDeadZone = 5
    InputJoy2YDeadZone = 5

     

    MOUSE INPUTS = SUPERMODEL INPUT ID TAGS

    Left Mouse Button = MOUSE_LEFT_BUTTON
    Middle Mouse Button = MOUSE_MIDDLE_BUTTON
    Right Mouse Button = MOUSE_RIGHT_BUTTON

    XAXIS = MOUSE_XAXIS
    YAXIS = MOUSE_YAXIS

     

    Pre-Configured inputs for Supermodel INI. DINPUT. Copy and paste accordingly.

    ; Common
    InputStart1 = "KEY_1,JOY1_BUTTON10"
    InputStart2 = "KEY_2,JOY2_BUTTON10"
    InputCoin1 = "KEY_3,JOY1_BUTTON9"
    InputCoin2 = "KEY_4,JOY2_BUTTON9"
    InputServiceA = "KEY_5"
    InputServiceB = "KEY_7"
    InputTestA = "KEY_6"
    InputTestB = "KEY_8"

    ; 4-way digital joysticks
    InputJoyUp = "JOY1_YAXIS_NEG,JOY1_POV1_UP"
    InputJoyDown = "JOY1_YAXIS_POS,JOY1_POV1_DOWN"
    InputJoyLeft = "JOY1_XAXIS_NEG,JOY1_POV1_LEFT"
    InputJoyRight = "JOY1_XAXIS_POS,JOY1_POV1_RIGHT"
    InputJoyUp2 = "JOY2_YAXIS_NEG,JOY2_POV1_UP"
    InputJoyDown2 = "JOY2_YAXIS_POS,JOY2_POV1_DOWN"
    InputJoyLeft2 = "JOY2_XAXIS_NEG,JOY2_POV1_LEFT"
    InputJoyRight2 = "JOY2_XAXIS_POS,JOY2_POV1_RIGHT"

    ; Fighting game buttons
    InputPunch = "JOY1_BUTTON1"
    InputKick = "JOY1_BUTTON4"
    InputGuard = "JOY1_BUTTON2"
    InputEscape = "JOY1_BUTTON3"
    InputPunch2 = "JOY2_BUTTON1"
    InputKick2 = "JOY2_BUTTON4"
    InputGuard2 = "JOY2_BUTTON2"
    InputEscape2 = "JOY2_BUTTON3"

    ; Spikeout buttons
    InputShift = "JOY1_BUTTON4"
    InputBeat = "JOY1_BUTTON1"
    InputCharge = "JOY1_BUTTON2"
    InputJump = "JOY1_BUTTON3"

    ; Virtua Striker buttons
    InputShortPass = "JOY1_BUTTON2"
    InputLongPass = "JOY1_BUTTON1"
    InputShoot = "JOY1_BUTTON3"
    InputShortPass2 = "JOY2_BUTTON2"
    InputLongPass2 = "JOY2_BUTTON1"
    InputShoot2 = "JOY2_BUTTON3"

    ; Steering wheel
    InputSteeringLeft = "NONE"          ; digital, turn wheel left
    InputSteeringRight = "NONE"         ; digital, turn wheel right
    InputSteering = "JOY1_XAXIS"        ; analog, full steering range

    ; Pedals
    InputAccelerator = "JOY1_RYAXIS_POS"
    InputBrake = "JOY1_RXAXIS_POS"

    ; Up/down shifter manual transmission (all racers)
    InputGearShiftUp = "JOY1_BUTTON6"           ; sequential shift up
    InputGearShiftDown = "JOY1_BUTTON5"         ; sequential shift down

    ; 4-Speed manual transmission (Daytona 2, Sega Rally 2, Scud Race)
    InputGearShift1 = "JOY1_BUTTON4"
    InputGearShift2 = "JOY1_BUTTON2"
    InputGearShift3 = "JOY1_BUTTON1"
    InputGearShift4 = "JOY1_BUTTON3"
    InputGearShiftN = "NONE"

    ; VR4 view change buttons (Daytona 2, Le Mans 24, Scud Race)
    InputVR1 = "JOY1_POV1_UP"
    InputVR2 = "JOY1_POV1_DOWN"
    InputVR3 = "JOY1_POV1_LEFT"
    InputVR4 = "JOY1_POV1_RIGHT"

    ; Single view change button (Dirt Devils, ECA, Harley-Davidson, Sega Rally 2)
    InputViewChange = "JOY1_BUTTON4"

    ; Handbrake (Dirt Devils, Sega Rally 2)
    InputHandBrake = "JOY1_BUTTON2"

    ; Harley-Davidson controls
    InputRearBrake = "JOY1_BUTTON2"
    InputMusicSelect = "JOY1_BUTTON3"

    ; Virtual On macros
    InputTwinJoyTurnLeft = "JOY1_ZAXIS_NEG"
    InputTwinJoyTurnRight = "JOY1_ZAXIS_POS"
    InputTwinJoyForward = "JOY1_YAXIS_NEG"
    InputTwinJoyReverse = "JOY1_YAXIS_POS"
    InputTwinJoyStrafeLeft = "JOY1_XAXIS_NEG"
    InputTwinJoyStrafeRight = "JOY1_XAXIS_POS"
    InputTwinJoyJump = "JOY1_BUTTON2"
    InputTwinJoyCrouch = "JOY1_BUTTON3"

    ; Virtual On individual joystick mapping
    InputTwinJoyLeft1 = "NONE"
    InputTwinJoyLeft2 = "NONE"
    InputTwinJoyRight1 = "NONE"
    InputTwinJoyRight2 = "NONE"
    InputTwinJoyUp1 = "NONE"
    InputTwinJoyUp2 = "NONE"
    InputTwinJoyDown1 = "NONE"
    InputTwinJoyDown2 = "NONE"

    ; Virtual On buttons
    InputTwinJoyShot1 = "JOY1_BUTTON7"
    InputTwinJoyShot2 = "JOY1_BUTTON8"
    InputTwinJoyTurbo1 = "JOY1_BUTTON1"
    InputTwinJoyTurbo2 = "JOY1_BUTTON4"

    ; Analog joystick (Star Wars Trilogy)
    InputAnalogJoyLeft = "NONE"             ; digital, move left
    InputAnalogJoyRight = "NONE"            ; digital, move right
    InputAnalogJoyUp = "NONE"               ; digital, move up
    InputAnalogJoyDown = "NONE"             ; digital, move down
    InputAnalogJoyX = "JOY1_XAXIS,MOUSE_XAXIS"   ; analog, full X axis
    InputAnalogJoyY = "JOY1_YAXIS_INV,MOUSE_YAXIS"   ; analog, full Y axis
    InputAnalogJoyTrigger = "JOY1_BUTTON1,JOY1_BUTTON8,MOUSE_LEFT_BUTTON"
    InputAnalogJoyEvent = "JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
    InputAnalogJoyTrigger2 = "NONE"
    InputAnalogJoyEvent2 = "NONE"

    ; Light guns (Lost World)
    InputGunLeft = "NONE"                 ; digital, move gun left
    InputGunRight = "NONE"                ; digital, move gun right
    InputGunUp = "NONE"                   ; digital, move gun up
    InputGunDown = "NONE"                 ; digital, move gun down
    InputGunX = "MOUSE_XAXIS,JOY1_XAXIS"    ; analog, full X axis
    InputGunY = "MOUSE_YAXIS,JOY1_YAXIS"    ; analog, full Y axis
    InputTrigger = "JOY1_BUTTON1,JOY1_BUTTON8,MOUSE_LEFT_BUTTON"
    InputOffscreen = "JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"    ; point off-screen
    InputAutoTrigger = 1                    ; automatic reload when off-screen
    InputGunLeft2 = "NONE"
    InputGunRight2 = "NONE"
    InputGunUp2 = "NONE"
    InputGunDown2 = "NONE"
    InputGunX2 = "JOY2_XAXIS"
    InputGunY2 = "JOY2_YAXIS"
    InputTrigger2 = "JOY2_BUTTON1,JOY2_BUTTON8"
    InputOffscreen2 = "JOY2_BUTTON2"
    InputAutoTrigger2 = 1

    ; Analog guns (Ocean Hunter, LA Machineguns)
    InputAnalogGunLeft = "NONE"               ; digital, move gun left
    InputAnalogGunRight = "NONE"              ; digital, move gun right
    InputAnalogGunUp = "NONE"                 ; digital, move gun up
    InputAnalogGunDown = "NONE"               ; digital, move gun down
    InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS"    ; analog, full X axis
    InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS"    ; analog, full Y axis
    InputAnalogTriggerLeft = "JOY1_BUTTON1,JOY1_BUTTON8,MOUSE_LEFT_BUTTON"
    InputAnalogTriggerRight = "JOY1_BUTTON2,JOY1_BUTTON7,MOUSE_RIGHT_BUTTON"
    InputAnalogGunLeft2 = "NONE"
    InputAnalogGunRight2 = "NONE"
    InputAnalogGunUp2 = "NONE"
    InputAnalogGunDown2 = "NONE"
    InputAnalogGunX2 = "JOY2_XAXIS"
    InputAnalogGunY2 = "JOY2_YAXIS"
    InputAnalogTriggerLeft2 = "JOY2_BUTTON1,JOY2_BUTTON8"
    InputAnalogTriggerRight2 = "JOY2_BUTTON2,JOY2_BUTTON7"

    ; Ski Champ controls
    InputSkiLeft = "NONE"
    InputSkiRight = "NONE"
    InputSkiUp = "NONE"
    InputSkiDown = "NONE"
    InputSkiX = "JOY1_XAXIS"
    InputSkiY = "JOY1_YAXIS"
    InputSkiPollLeft = "JOY1_BUTTON7"
    InputSkiPollRight = "JOY1_BUTTON8"
    InputSkiSelect1 = "JOY1_BUTTON1"
    InputSkiSelect2 = "JOY1_BUTTON2"
    InputSkiSelect3 = "JOY1_BUTTON3"

    ; Magical Truck Adventure controls
    InputMagicalLeverUp1 = "NONE"
    InputMagicalLeverDown1 = "NONE"
    InputMagicalLeverUp2 = "NONE"
    InputMagicalLeverDown2 = "NONE"
    InputMagicalLever1 = "JOY1_YAXIS"
    InputMagicalLever2 = "JOY2_YAXIS"
    InputMagicalPedal1 = "JOY1_BUTTON2"
    InputMagicalPedal2 = "JOY2_BUTTON2"

    ; Sega Bass Fishing / Get Bass controls
    InputFishingRodLeft = "NONE"
    InputFishingRodRight = "NONE"
    InputFishingRodUp = "NONE"
    InputFishingRodDown = "NONE"
    InputFishingStickLeft = "JOY1_POV1_LEFT"
    InputFishingStickRight = "JOY1_POV1_RIGHT"
    InputFishingStickUp = "JOY1_POV1_UP"
    InputFishingStickDown = "JOY1_POV1_DOWN"
    InputFishingRodX = "JOY1_XAXIS"
    InputFishingRodY = "JOY1_YAXIS"
    InputFishingStickX = "JOY1_ZAXIS"
    InputFishingStickY = "JOY1_RZAXIS"
    InputFishingReel = "JOY1_RYAXIS_POS"
    InputFishingCast = "JOY1_BUTTON1"
    InputFishingSelect = "JOY1_BUTTON2"
    InputFishingTension = "JOY1_RXAXIS_POS"

    • Like 1
  9. On 8/28/2022 at 4:10 PM, JoeViking245 said:

    Another change I have is for Light guns (Lost World).   I made these changes a   l o n g   time ago and don't really play the 3 games affected but do recall it helped with Lost World.

    ; Light guns (Lost World)
    
    ; Add these 2 inputs
    ; Originally listed under "Analog guns". Mouse and joy conflict (so removed mouse)
    InputAnalogGunX = "JOY1_XAXIS"    ; analog, full X axis
    InputAnalogGunY = "JOY1_YAXIS"    ; analog, full Y axis
    
    
    ; Analog guns (Ocean Hunter, LA Machineguns)
    
    ; Comment out the following 2 lines
    ;InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS"    ; analog, full X axis
    ;InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS"    ; analog, full Y axis

    This can be mitigated by using dead zone for the x and y axis with the following GLOBAL options added to the .ini file. 5% seems to do the trick for me without noticing in other games


    InputJoy1XDeadZone = 5
    InputJoy1YDeadZone = 5

    • Like 1
  10. 3 hours ago, JoeViking245 said:

    One thing I have different is for Star Wars Trilogy.  My brain works differently for moving left and right (no comments from the peanut gallery please. lol) so I inverted the InputAnalogJoyX

    Ahh thanks man. Are you using controller or mouse? Using the mouse in the shooting sections is fine with nothing inverted (up is up etc). However for the light saber battles it is inverted on the y axis, left is right and vice versa. 
    EDIT: I see that you have inverted the controller Y axis which will fix my issue as I want to use the controller for the lightsabre battles anyway :)
     

    3 hours ago, JoeViking245 said:

    Another change I have is for Light guns (Lost World).   I made these changes a   l o n g   time ago and don't really play the 3 games affected but do recall it helped with Lost World.

    Discovered this issue this morning. chased my tail for an hour but figured out its the stick interfering with the input. Brand new controller too, no dead zone with Supermodel me thinks.

  11. I hate using the cmd remapping tool in Supermodel. Updating the ini directly is my preferred way to remap my controls.

    So I have logged down and provided a list of all the button inputs for XINPUT controllers and their respective input tags for the Supermodel ini.

    You can use this as reference to aid in remapping your own controls and also copy and paste. Please make sure if you are mapping to the second controller to change JOY1 to JOY2.

    I'm also going to provide the input section only of my ini file with everything pre configured which you can insert into your ini file. Please make sure to insert the text accordingly to how the original ini file looked. Make a copy of your original ini file for reference and backup. 

    XINPUT BUTTONS/CONTROLS = SUPERMODEL INPUT ID TAGS

    A = JOY1_BUTTON1
    B = JOY1_BUTTON2
    X = JOY1_BUTTON3
    Y = JOY1_BUTTON4

    LB = JOY1_BUTTON5
    RB = JOY1_BUTTON6

    Select = JOY1_BUTTON7
    Start = JOY1_BUTTON8

    L3 = JOY1_BUTTON9
    R3 = JOY1_BUTTON10

    LT = JOY1_ZAXIS_POS
    RT = JOY1_RZAXIS_POS

    D-PAD Up = JOY1_POV1_UP
    D-PAD Down = JOY1_POV1_DOWN
    D-PAD Left = JOY1_POV1_LEFT
    D-PAD Right = JOY1_POV1_RIGHT

    Left Stick UP = JOY1_YAXIS_NEG
    Left Stick DOWN = JOY1_YAXIS_POS
    Left Stick LEFT = JOY1_XAXIS_NEG
    Left Stick RIGHT = JOY1_XAXIS_POS

    Right Stick UP = JOY1_RYAXIS_NEG
    Right Stick DOWN = JOY1_RYAXIS_POS
    Right Stick LEFT = JOY1_RXAXIS_NEG
    Right Stick RIGHT = JOY1_RXAXIS_POS

    Left Stick XAXIS (Used mostly for racers and light gun games) = JOY1_XAXIS
    Left Stick YAXIS (Used mostly for racers and light gun games) = JOY1_YAXIS
    Left Stick INVERTED XAXIS (Used mostly for racers and light gun games) =  JOY1_XAXIS_INV
    Left Stick INVERTED YAXIS (Used mostly for racers and light gun games) =  JOY1_YAXIS_INV

    Right Stick XAXIS (Used mostly for racers and light gun games) = JOY1_RXAXIS
    Right Stick YAXIS (Used mostly for racers and light gun games) = JOY1_RYAXIS
    Right Stick INVERTED XAXIS (Used mostly for racers and light gun games) = JOY1_RXAXIS_INV
    Right Stick INVERTED YAXIS (Used mostly for racers and light gun games) = JOY1_RYAXIS_INV


    MOUSE INPUTS = SUPERMODEL INPUT ID TAGS

    Left Mouse Button = MOUSE_LEFT_BUTTON
    Middle Mouse Button = MOUSE_MIDDLE_BUTTON
    Right Mouse Button = MOUSE_RIGHT_BUTTON

    XAXIS = MOUSE_XAXIS
    YAXIS = MOUSE_YAXIS

     

    ADDING A DEAD ZONE TO CONTROLLER (STOP CLASHING INPUTS WHEN USING A MOUSE AND CONTROLLER FOR LIGHT GUN GAMES)
    You will get this issue where your mouse will not move up and down, or left and right unless you set the following in your .ini file. 
    Increase these values if you have a saggy stick. Values are %, so 5 is 5% 
    Place this under the "InputSystem=xinput" entry in your .ini file  

    InputJoy1XDeadZone = 5
    InputJoy1YDeadZone = 5
    InputJoy2XDeadZone = 5
    InputJoy2YDeadZone = 5

     

    Pre-Configured inputs for Supermodel INI. XINPUT. Copy and paste accordingly

    ; Common
    InputStart1 = "KEY_1,JOY1_BUTTON8"
    InputStart2 = "KEY_2,JOY2_BUTTON8"
    InputCoin1 = "KEY_3,JOY1_BUTTON7"
    InputCoin2 = "KEY_4,JOY2_BUTTON7"
    InputServiceA = "KEY_5"
    InputServiceB = "KEY_7"
    InputTestA = "KEY_6"
    InputTestB = "KEY_8"

    ; 4-way digital joysticks (Fighting Vipers 2, Spikeout, Spikeout Final Edition, Virtua Fighter 3, Virtua Striker 2)
    InputJoyUp = "JOY1_YAXIS_NEG,JOY1_POV1_UP"
    InputJoyDown = "JOY1_YAXIS_POS,JOY1_POV1_DOWN"
    InputJoyLeft = "JOY1_XAXIS_NEG,JOY1_POV1_LEFT"
    InputJoyRight = "JOY1_XAXIS_POS,JOY1_POV1_RIGHT"
    InputJoyUp2 = "JOY2_YAXIS_NEG,JOY2_POV1_UP"
    InputJoyDown2 = "JOY2_YAXIS_POS,JOY2_POV1_DOWN"
    InputJoyLeft2 = "JOY2_XAXIS_NEG,JOY2_POV1_LEFT"
    InputJoyRight2 = "JOY2_XAXIS_POS,JOY2_POV1_RIGHT"

    ; Fighting game buttons (Fighting Vipers 2, Virtua Fighter 3)
    InputPunch = "JOY1_BUTTON3"
    InputKick = "JOY1_BUTTON4"
    InputGuard = "JOY1_BUTTON1"
    InputEscape = "JOY1_BUTTON2"
    InputPunch2 = "JOY2_BUTTON3"
    InputKick2 = "JOY2_BUTTON4"
    InputGuard2 = "JOY2_BUTTON1"
    InputEscape2 = "JOY2_BUTTON2"

    ; Spikeout buttons
    InputShift = "JOY1_BUTTON2,JOY1_BUTTON6"
    InputBeat = "JOY1_BUTTON1"
    InputCharge = "JOY1_BUTTON3"
    InputJump = "JOY1_BUTTON4"

    ; Virtua Striker buttons
    InputShortPass = "JOY1_BUTTON3"
    InputLongPass = "JOY1_BUTTON1"
    InputShoot = "JOY1_BUTTON2"
    InputShortPass2 = "JOY2_BUTTON3"
    InputLongPass2 = "JOY2_BUTTON1"
    InputShoot2 = "JOY2_BUTTON2"

    ; Steering wheel
    InputSteeringLeft = "NONE"          ; digital, turn wheel left
    InputSteeringRight = "NONE"         ; digital, turn wheel right
    InputSteering = "JOY1_XAXIS"        ; analog, full steering range

    ; Pedals
    InputAccelerator = "JOY1_RZAXIS_POS"
    InputBrake = "JOY1_ZAXIS_POS"

    ; Up/down shifter manual transmission (all racers)
    InputGearShiftUp = "JOY1_BUTTON6"           ; sequential shift up
    InputGearShiftDown = "JOY1_BUTTON5"         ; sequential shift down

    ; 4-Speed manual transmission (Daytona 2, Sega Rally 2, Scud Race)
    InputGearShift1 = "JOY1_RYAXIS_NEG"
    InputGearShift2 = "JOY1_RYAXIS_POS"
    InputGearShift3 = "JOY1_RXAXIS_NEG"
    InputGearShift4 = "JOY1_RXAXIS_POS"
    InputGearShiftN = "NONE"

    ; VR4 view change buttons (Daytona 2, Le Mans 24, Scud Race)
    InputVR1 = "JOY1_BUTTON4"
    InputVR2 = "JOY1_BUTTON1"
    InputVR3 = "JOY1_BUTTON3"
    InputVR4 = "JOY1_BUTTON2"

    ; Single view change button (Dirt Devils, ECA, Harley-Davidson, Sega Rally 2)
    InputViewChange = "JOY1_BUTTON4"

    ; Handbrake (Dirt Devils, Sega Rally 2)
    InputHandBrake = "JOY1_BUTTON1"

    ; Harley-Davidson controls
    InputRearBrake = "JOY1_BUTTON1"
    InputMusicSelect = "JOY1_BUTTON2"

    ; Virtual On macros
    InputTwinJoyTurnLeft = "JOY1_RXAXIS_NEG"
    InputTwinJoyTurnRight = "JOY1_RXAXIS_POS"
    InputTwinJoyForward = "JOY1_YAXIS_NEG"
    InputTwinJoyReverse = "JOY1_YAXIS_POS"
    InputTwinJoyStrafeLeft = "JOY1_XAXIS_NEG"
    InputTwinJoyStrafeRight = "JOY1_XAXIS_POS"
    InputTwinJoyJump = "JOY1_BUTTON4"
    InputTwinJoyCrouch = "JOY1_BUTTON1"

    ; Virtual On individual joystick mapping
    InputTwinJoyLeft1 = "NONE"
    InputTwinJoyLeft2 = "NONE"
    InputTwinJoyRight1 = "NONE"
    InputTwinJoyRight2 = "NONE"
    InputTwinJoyUp1 = "NONE"
    InputTwinJoyUp2 = "NONE"
    InputTwinJoyDown1 = "NONE"
    InputTwinJoyDown2 = "NONE"

    ; Virtual On buttons
    InputTwinJoyShot1 = "JOY1_ZAXIS_POS"
    InputTwinJoyShot2 = "JOY1_RZAXIS_POS"
    InputTwinJoyTurbo1 = "JOY1_BUTTON3,JOY1_BUTTON5"
    InputTwinJoyTurbo2 = "JOY1_BUTTON2,JOY1_BUTTON6"

    ; Analog joystick (Star Wars Trilogy)
    InputAnalogJoyLeft = "NONE"             ; digital, move left
    InputAnalogJoyRight = "NONE"            ; digital, move right
    InputAnalogJoyUp = "NONE"               ; digital, move up
    InputAnalogJoyDown = "NONE"             ; digital, move down
    InputAnalogJoyX = "MOUSE_XAXIS_INV,JOY1_XAXIS_INV"   ; analog, full X axis
    InputAnalogJoyY = "MOUSE_YAXIS,JOY1_YAXIS_INV"   ; analog, full Y axis
    InputAnalogJoyTrigger = "MOUSE_LEFT_BUTTON,JOY1_RZAXIS_POS,JOY1_BUTTON3"
    InputAnalogJoyEvent = "MOUSE_RIGHT_BUTTON,JOY1_BUTTON1"
    InputAnalogJoyTrigger2 = "NONE"
    InputAnalogJoyEvent2 = "NONE"

    ; Light guns (Lost World)
    InputGunLeft = "NONE"                 ; digital, move gun left
    InputGunRight = "NONE"                ; digital, move gun right
    InputGunUp = "NONE"                   ; digital, move gun up
    InputGunDown = "NONE"                 ; digital, move gun down
    InputGunX = "MOUSE1_XAXIS"    ; analog, full X axis
    InputGunY = "MOUSE1_YAXIS"    ; analog, full Y axis
    InputTrigger = "MOUSE1_LEFT_BUTTON"
    InputOffscreen = "MOUSE1_RIGHT_BUTTON"    ; point off-screen
    InputAutoTrigger = 1                    ; automatic reload when off-screen
    InputGunLeft2 = "NONE"
    InputGunRight2 = "NONE"
    InputGunUp2 = "NONE"
    InputGunDown2 = "NONE"
    InputGunX2 = "MOUSE2_XAXIS"
    InputGunY2 = "MOUSE2_YAXIS"
    InputTrigger2 = "MOUSE2_LEFT_BUTTON"
    InputOffscreen2 = "MOUSE2_RIGHT_BUTTON"
    InputAutoTrigger2 = 1

    ; Analog guns (Ocean Hunter, LA Machineguns)
    InputAnalogGunLeft = "NONE"               ; digital, move gun left
    InputAnalogGunRight = "NONE"              ; digital, move gun right
    InputAnalogGunUp = "NONE"                 ; digital, move gun up
    InputAnalogGunDown = "NONE"               ; digital, move gun down
    InputAnalogGunX = "MOUSE1_XAXIS"    ; analog, full X axis
    InputAnalogGunY = "MOUSE1_YAXIS"    ; analog, full Y axis
    InputAnalogTriggerLeft = "MOUSE1_LEFT_BUTTON"
    InputAnalogTriggerRight = "MOUSE1_RIGHT_BUTTON"
    InputAnalogGunLeft2 = "NONE"
    InputAnalogGunRight2 = "NONE"
    InputAnalogGunUp2 = "NONE"
    InputAnalogGunDown2 = "NONE"
    InputAnalogGunX2 = "MOUSE2_XAXIS"
    InputAnalogGunY2 = "MOUSE2_YAXIS"
    InputAnalogTriggerLeft2 = "MOUSE2_LEFT_BUTTON"
    InputAnalogTriggerRight2 = "MOUSE2_RIGHT_BUTTON"

    ; Ski Champ controls
    InputSkiLeft = "NONE"
    InputSkiRight = "NONE"
    InputSkiUp = "NONE"
    InputSkiDown = "NONE"
    InputSkiX = "JOY1_XAXIS"
    InputSkiY = "JOY1_RXAXIS"
    InputSkiPollLeft = "JOY1_ZAXIS_POS"
    InputSkiPollRight = "JOY1_RZAXIS_POS"
    InputSkiSelect1 = "JOY1_BUTTON3"
    InputSkiSelect2 = "JOY1_BUTTON1"
    InputSkiSelect3 = "JOY1_BUTTON2"

    ; Magical Truck Adventure controls
    InputMagicalLeverUp1 = "NONE"
    InputMagicalLeverDown1 = "NONE"
    InputMagicalLeverUp2 = "NONE"
    InputMagicalLeverDown2 = "NONE"
    InputMagicalLever1 = "JOY1_YAXIS"
    InputMagicalLever2 = "JOY2_YAXIS"
    InputMagicalPedal1 = "JOY1_BUTTON1"
    InputMagicalPedal2 = "JOY2_BUTTON1"

    ; Sega Bass Fishing / Get Bass controls
    InputFishingRodLeft = "NONE"
    InputFishingRodRight = "NONE"
    InputFishingRodUp = "NONE"
    InputFishingRodDown = "NONE"
    InputFishingStickLeft = "NONE"
    InputFishingStickRight = "NONE"
    InputFishingStickUp = "NONE"
    InputFishingStickDown = "NONE"
    InputFishingRodX = "JOY1_XAXIS"
    InputFishingRodY = "JOY1_YAXIS"
    InputFishingStickX = "JOY1_RXAXIS"
    InputFishingStickY = "JOY1_RYAXIS"
    InputFishingReel = "JOY1_RZAXIS_POS"
    InputFishingCast = "JOY1_BUTTON3"
    InputFishingSelect = "JOY1_BUTTON1"
    InputFishingTension = "NONE"

    • Like 2
  12. So I have caught the widescreen bug for games that were made before the widescreen revolution. This is mostly 3D games of the 5th and 6th Console Generation. Whilst there are quite a few games that have native widescreen support there are hacks and cheats to unlock the aspect ratio to display a true Anamorphic 16:9 Widescreen image. NO IN GAME STRETCHING HERE. 

    What is True Anamorphic 16:9? - When you set a 4:3 game to run 16:9 and that title doesn't support it, the image will be stretched. True Anamorphic is adjusted for the 16:9 space so everything is rendered and displayed with no stretching. There are 3 ways to achieve this below.
     

    Native Widescreen? - Some games actually have widescreen support from the older generations. I was surprised to discover Goldeneye has native widescreen support, which would have made 4 player deathmatching wayyyyy better.
    Cheat Codes? - For games that have no Widescreen support there are some coding geniuses out there that have made easily implementable cheat codes to achieve Anamorphic 16:9. A small number of games need directly patching however most use cheat codes. These are made on a per game basis and yield far better results than Emulator Hacks.
    Emulator Hacks? Most emulators and cores now have a "Widescreen Hack" option. This option only works on a handful of games and is generally not the way to go as pop-in is really obvious outside the 4:3 space.

    PLEASE UNDERSTAND EMULATOR HACKS ARE NOT CHEAT CODES. THERE IS A HUGE DIFFERENCE.

    POP-IN

    Pop-in is the enemy of getting games to run in 16:9. Because games were made to display in 4:3, anything that is displayed outside of that space will pop-in and out unless something is done to manipulate the code to render everything in the 16:9 space. This is due to devs simply not needing to use recourses on displaying anything outside 4:3 in those days. As I mentioned above, emulator hacks have terrible pop-in outside the 4:3 space. This is why cheat codes are the way to go if a game doesn't have native widescreen support. Cheat codes generally just work....... but not always.

    UI, HUD, FMV & Menu Stretching

    When using any widescreen solution there is more often than not, some 2D elements that will be stretched or not adjusted to display in the 16:9 space e.g speed dials in racers. Even native widescreen games have 2D asset stretching as the devs didn't adjust any or some of these elements. There are some examples where this doesn't happen, mostly with cheat codes as the coding genius behind it figured out how to resize or move UI elements. Sometimes selection cursors wont line up with what you are selecting as a result of the clashing 4:3 2D assets and adjusted 16:9 assets. FMV is generally stretched also, but not always.
    These are really small issues and not deal breakers. Just a small price to pay for glorious in game 16:9.

    Regional Differences / 60Hz

    Some titles for PAL/JP regions are easier/better to make codes/patches for over their USA counterparts. I had to change up my set to accommodate widescreen. I will be listing what region version is needed. Most games run at 60Hz thanks to codes but if not it will be in the notes section on the list.

    What am I doing? What is the project all about?

    Testing. Lot's of time consuming testing. Not all cheat codes work and have noticeable pop-in, ruining the experience. Emulator hacks work on very few games. I am testing most if not all games for certain platforms to see what works correctly with no pop-in using cheat codes or emulator hacks. Also finding out what region version works better as I have come across differences in pop-in. I am collating lists of working games with notes and presenting them to everyone to enjoy. These will be definitive up to date lists. For platforms like GC I will be providing ini's with the cheat codes to save everyone some time. If it has bad pop-in it gets cut.
    I'm also trying to consolidate information.

    Sega Dreamcast 16:9 Widescreen Games via Flycast List

    The Flycast core has all of the up to date Widescreen Cheat Codes hard coded to the core itself. No copy and pasting. All you need to do is go to Quick Menu -> Options -> Emulation Hacks -> and enable "Widescreen Cheats".
    Please make sure "Widescreen Hacks" is NOT ENABLED.

    You will need to set RetroArch itself to 16:9. "Auto" won't work. YOU ONLY NEED DO THIS FOR NATIVE WIDESCREEN GAMES You can set the Flycast core resolution to how you want it. You may want to save an Game Options Override on a per game basis for RetroArch.

    Here is the GitHub link to the widescreen cheats for the Flycast Core that I referenced. All available codes are present at this time - https://github.com/flyinghead/flycast/blob/master/core/cheats.cpp 

    Native 16:9 Support - Requires RetroArch itself to be set to 16:9 & requires in game display options to be set to 16:9/Wide

    AeroWings (USA)
    Donald Duck: Goin' Quackers (USA)
    F355 Challenge: Passione Rossa (USA)
    MSR - Metropolis Street Racer (USA)
    Rayman 2: The Great Escape (USA)
    Starlancer (USA)
    Test Drive: V-Rally (USA)
    Tokyo Xtreme Racer 2 (USA)
    Toy Commander (USA)
    Toy Racer (USA)
    TrickStyle (USA)
    Wacky Races (USA)

    Games With Working Widescreen 16:9 Cheats via Flycast Core - Requires "Widescreen Cheats" to be Enabled

    18 Wheeler: American Pro Trucker (USA)  
    4 Wheel Thunder (USA)  
    AeroWings 2: Airstrike (Europe) Game Runs at 50Hz - 25fps
    Alien Front Online (USA)  
    Blue Stinger (USA)  
    Bomber Hehhe! (Japan)  
    Bomberman Online (USA)  
    Buggy Heat (Japan)  
    Cannon Spike (USA) Slightly miss aligns target overlay when locking on.
    Carrier (USA)  
    ChuChu Rocket! (Europe)  
    Charge 'n Blast (Europe)  
    Coaster Works (Europe)  
    Cosmic Smash (Japan)  
    Crazy Taxi (USA)  
    Crazy Taxi 2 (USA)  
    Cyber Troopers Virtual-On Oratorio Tangram (USA)  
    D2 (USA)  
    Daytona USA (USA)  
    Dead or Alive 2 (USA)  
    Death Crimson OX (USA)  
    Draconus: Cult of the Wyrm (USA)  
    Dragon Riders: Chronicles of Pern (USA) Widescreen Cheat causes game to run slower.
    Dynamite Cop (USA)  
    Ecco the Dolphin: Defender of the Future (Europe)  
    Evolution 2: Far Off Promise (USA)  
    Evolution: The World of Sacred Device (Europe)  
    Fighting Vipers 2 (Europe)  
    Floigan Bros.: Episode 1 (Europe)  
    Fur Fighters (Europe)  
    Gauntlet Legends (Europe) Has a black bar at top of screen. Playable.
    Godzilla Generations (Japan)  
    Godzilla Generations Maximum Impact (Japan)  
    Golem no Maigo (Japan)  
    Headhunter (Europe)  
    Illbleed (USA)  
    Karous (Japan)  
    La Mans 24 Hours (Europe)  
    Legacy of Kain: Soul Reaver (USA)  
    Looney Tunes: Space Race (USA)  
    Maken X (USA)  
    Marvel vs. Capcom 2: New Age of Heroes (USA)  
    Millenium Racer - Y2K Fighters (Unl)  
    Mortal Kombat Gold (USA)  
    Nightmare Creatures II (USA) Widescreen Cheat causes game to run slower.
    Outtrigger (Europe)  
    Pen Pen (Europe)  
    Plasma Sword: Nightmare of Bilstein (USA)  
    Power Stone (USA)  
    Power Stone 2 (USA)  
    Project Justice (USA)  
    Propeller Arena (Unl)  
    Rainbow Cotton (Japan)  
    Re-Volt (Europe)  
    Ready 2 Rumble Boxing: Round 2 (Europe)  
    Record of Lodoss War (Europe) Hud and menu elements don't line up. Playable.
    Red Dog: Superior Firepower (Europe)  
    Resident Evil Code: Veronica (USA)  
    Rez (USA)  
    Rippin' Riders Snowboarding (USA)  
    Samba de Amigo (Europe)  
    Seaman (USA)  
    Sega GT (Europe)  
    Sega Marine Fishing (USA)  
    Seven Mansions: Ghastly Smile (Japan)  
    Seventh Cross: Evolution (USA)  
    Shadow Man (Europe)  
    Silent Scope (Europe) Miss aligns target overlay on enemies when zoomed out. Playable.
    Skies of Arcadia (USA)  
    SoulCalibur (USA)  
    Space Channel 5: Part 2 (Japan)  
    Spawn: In the Demon's Hand (USA)  
    Star Wars: Episode I: Racer (USA)  
    Super Magnetic Neo (USA)  
    Super Runabout: San Francisco Edition (Europe)  
    Surf Rocket Racers (Europe) Game Runs at 50Hz - 25fps
    Suzuki Alstare Extreme Racing (Europe) Slight pop-in on bike models. Playable
    Sword of the Berserk: Guts' Rage (USA) Slight pop-in. Playable
    Time Stalkers (Europe)  
    Tony Hawk's Pro Skater 2 (USA)  
    Vanishing Point (Europe)  
    Virtua Fighter 3tb (Euope)  
    Virtua Tennis 2 (Europe)  
    Wetrix+ (Europe)  
    Zero Gunner 2 (Japan) Code causes some pop-in. Playable.
    Zombie Revenge (USA)  
    Zusar Vasar (Japan)  

    Games That Work With 'Widescreen Hack' In Flycast Retroarch Core

    Chaos Field (Japan) 
    F1 World Grand Prix (USA)
    F1 World Grand Prix II (Europe
    Fire Pro Wrestling D (Japan) 
    Heavy Metal: Geomatrix (USA)
    Mat Hoffman's Pro BMX (USA)
    Mr. Driller (USA)
    Tony Hawk's Pro Skater (USA)
    WWF Royal Rumble (USA)

    Games with Widescreen Cheat Codes but DO NOT WORK / Causes Pop-in

    Biohazard: Code: Veronica Complete (Japan) Cheat will pick this version up and apply cheat codes. They do not work.
    Capcom vs. SNK 2: Mark of the Millennium 2001 (Japan) You can see the edges of the backgrounds.
    Capcom vs SNK: Millennium Fight 2000 Pro (Japan) Cheat Misplaces health bars and menu systems.
    Confidential Mission (Europe) Cheat causes too much pop-in.
    Deadly Skies (Europe) PAL Version of Airforce Delta. Cheat causes too much pop-in.
    Death Crimson 2: Meranito no Saidan (Japan) Cheat causes too much pop-in.
    Frame Gride (Japan) Cheat causes too much character pop-in.
    Gundam Side Story 0079: Rise From the Ashes (USA) Cheat causes too much pop-in.
    Jet Grind Radio (USA) Cheat causes too much pop-in.
    Kao the Kangaroo (USA) Cheat causes too much pop-in.
    Max Steel (USA) Cheat causes too much pop-in.
    Napple Tale: Arsia In Daydream (Japan) Cheat causes too much pop-in.
    Shenmue (Europe) Cheat causes too much pop-in.
    Shenmue II (Europe) Cheat causes too much pop-in.
    Silent Scope (Europe) Miss alignes target overlay on enemies. on when zoomed out. still playable
    Slave Zero (Europe) Cheat causes emu to go to console/bios menu
    Sonic Adventure (USA) Cheat causes pop-in on the right hand side of the screen only.
    Sonic Adventure 2 (USA) Cheat causes pop-in on the right hand side of the screen only.
    Sonic Shuffle (USA) Cheat causes pop-in and graphical glitches.
    Tennis 2K2 (USA) Cheat only stretches to 16:9.
    The House of the Dead 2 (USA) Cheat causes aiming to be off. Black bars during cut scenes.
    The Ring: Terror's Realm (USA) Cheat causes too much pop-in.
    TNN Motorsports Hardcore Heat (USA) Cheat only stretches to 16:9.
    Tokyo Xtreme Racer (Europe) Cheat causes distracting graphical issues.
    Ultimate Fighting Championship (USA) Cheat causes camera to not be aligned. Euro vers has major pop-in
    Virtua Tennis (USA) Cheat causes too much pop-in.
    World Series Baseball 2K2 (USA) Cheat causes shadow issues on models.






     

    • Like 4
    • The Cake is a Lie 1
  13. 1 minute ago, Retro808 said:

    It's not dead requests are just done by the "Feature Request" option located at the top of the forum under "Help & Support". There is however, already a request on the site that links to for this. I will say this is likely something not going to happen anytime soon, if at all (really do not want to say never as there is always a small chance, but it does look very slim) per a recent discussion on our moderator discord with our devs.

    Cheers mate.

×
×
  • Create New...