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Warped Polygon

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Everything posted by Warped Polygon

  1. it's an old emulator so you will need to find the ones specific to the emulator. Not for all of em, but some have been updated over the years making them not work with the Model 2 emulator from 2014.
  2. @Tom DrakeAfter looking at the other bits you sent, yes some are due to my shoddy 3am work and some are meant to be that way for various reasons. The problem is identifying which is which. My documentation will show most of em but not all, I can test if you can identify...
  3. @Tom DrakeAwesome. But hold ya horses.... A bunch of stuff listed has had funky controls set due to the controls themselves being funky. For e.g. Robocop is a 1 player, 8 way joystick game, but the diagonal input's for the 1 player are on the player 2 stick. Up, down, left & right are on the 1st player, all the diagonals are on player 2 stick, despite there only being one stick on the cab. At least I think it's like that. If you play it you'll see it's how it's meant to be. Batshit...but that's how soooo much stuff is like in MAME. Hence the pre config, There's tons of this kinda crap and I have made a note in my documentation for a bunch of em. I would play test everything like that, it's not about how the config file looks, it's about how it plays. Really we should team up and I can give you the documentation and some other useful bits. Including a list of roms that are gonna look weird in the ini but are meant to be that way. I can DM you the documentation if you wish? It's in excel/sheets you'll be glad to hear. Would be great to get you input on this side of things.
  4. @Tom Drake You're doing sterling work with these. You've managed to spot a bunch of stuff that isn't needed in the files, and in the case of the JOYCODE12 thing, some typos. Thanks so much for double checking everything, saved me a task. The games you provided examples of are all lightgun games. I went against the default settings with keyboard inputs with lightgun games. I want all my pre configs to have the same keyboard inputs for start & coin across all emulators/projects specifically for lightgun games. MAME's defaults aren't the same as I have set for my other projects, so I changed them. You are free to change these if you want, as I want to overhaul the lightgun stuff anyway. If you are up to it I would fully appreciate if you wanted to fix these various issues across 2 sets, with and without keyboard inputs. No need to provide the entire set, just the ones that needed sorting out. Actually, if you are cleaning the entire set I will need the entire set. Is this everything you could find? If so I'm stoked Thanks sooo much again, what you have provided already has saved me a job I did not want to do tbh.
  5. @Tom Drake Thanks for the breakdown of this. Looks like you've been diving in. So, to address your questions.... Can you give me some examples of the 90 files that have KEYCODEs paired with start and select? Generally everything has been done for a reason, unless I missed something. If I can get some examples I can figure out what you mean. quartet.cfg as you noticed is incorrect, a mistake and a random press of D. Did you find any other mistakes like this? Let me know so I can fix them. truckk I need to take a look at and figure out some stuff. Think it's had some updates since I config'ed it, does it work as intended? The KEYCODE service mappings are leftovers from configuring, for those games you can remove from the game config and let the default do it's thing. swa, trophyh, shngmst, I'll need to take a look at. Some stuff may not look like it makes sense in the configs but actually do when playing the game. You will find a few that wont look right in the config but will play correctly. I'm in the 'process' updating this, however it's taking longer than expected due to commitment changes. It will be done, just in my own time.
  6. Yess, thanks for these. I can't wait till they're all done, PAL boxes aren't really represented.
  7. I commend you for this one. I may even just use the discs without the UMD case
  8. @Baggio Yes, the PSD is a bit messy. Gimme a min to sort it out and put all assets in one place.
  9. Possibly, maybe. This is a difficult one to tackle. For e.g. if you remove the overscan/pop in crap out of SM3 you're not left with a lot of image. It's like 1000 or so games. Lemme get this project in order first
  10. @Baggio Dude what you've done with the images looks awesome. So sorry I've not seen it till now. If you need any info or original resources let me know
  11. Hi mate, Welcome to the world of mouse indexing shenanigans and Supermodel. Even when you change the index windows can and will change it at any time when you open or close it. I worked with the creator of the new UI to get a workaround. Then new UI will ask you to shoot a box directly before launching the game which will hook into the control config and correctly change the mouse index. This ensures the index can't change before launching a game. Check the UI link in the description. Here's a video I made about it
  12. @zugswang @hoderer Thanks so much for reporting the games that aren't working or incorrect Just to recap..? Asteroids & Asteroids DLX Hard Drivin Street Fighter Carnevil Wizard or Wor I gotta say I'm stoked, thought there may be more that are incorrect or not working. But 5 out of 3550 is not bad going
  13. @Baggio @zugswang Yooo, I've had a thought but wanna get your opinions. With the SDL controller remaps for XINPUT it may be better to have a 'master' folder containing as many xinput controller variants as possible. This way even if your 2nd, 3rd or 4th controllers are different you'll still be able to play without having to rename anything or move files about. Flycast will just pickup what you happen to have plugged in at the time (if there are mappings for that variant). As for RawInput devices, these are now ID specific. Meaning these will absolutely need to be renamed. I'm prob gonna provide mappings with [VIDMOUSE1]/[VIDMOUSE2] & [VIDKEY1]/[VIDKEY2] in the mapping name so you can easily use find/replace for 2 players using separate devices aka. mice/lightgun &/or keyboards. Ya'll think that's a better way forward?
  14. @Baggio Cheers man. Windows defender came down on it hard. I'm sure prob & false positive but.... people are weary. I figured out you only need to rename the mapping cfg file to match your controller. It'll still have 'Xbox 360 Controller' in the file itself but seems to have no impact ad it's just an ID marker.
  15. Hi @ci2own Yes I was thinking this may crop up. It was a hard choice to keep or discard test & service on L3&R3. I kept it in to make it easy to adjust stuff if needed. But now....yeah I'll remove those inputs from the controller entirely so they cannot be accidentally pressed. You can map test and service to the keyboard in the global settings. Just set it without a game loaded to make sure only global defaults are being adjusted. Keep an eye out over the next couple of days.
  16. Yes that is a mistake on my part. The widescreen luas are used by default. Thanks for catching that one, need to update the documentation. As for Tilemaps, that one can cause issues in some games. We can figure out which ones it does work with and set them to use it via the scripts. However, some prefer the jagged look. Its a tough one. Leaving it off gives everyone the option I suppose, in which case we can force it off for the games it causes artifacts in excluding them when it's on Hmm....that's probably the better way actually.
  17. Thanks mate! Glad you got it sorted. Interesting that the UI is messing with things. I'll need to have a poke around, should be fine with launching through LB if the UI is playing up.
  18. Ahh Fuck IT. RetroArch for the majority of games and Standalone for the ones that absolutely need it like trackball games and a few other outliers. Maintaining a database of mappings for this is not the one, I actually don't have the time lol. I really would like every game under one emulator but alas...
  19. It was the keyboard ID thing i saw a github request for, not controller ID's. The mapping names will need to be changed to match your controller. The upshot of this is that it may also work for any controller. I need to test that. I was thinking just provide the xinput ones, simply bulk rename them to the ID's for the common xinput controllers for everyone to select from or just include all of em so you cant miss. I don't think bombarding Flyinghead will help TBH, it will require an entire input system to be implemented that for all intents and purposes isn't really needed. It's only us that really want it for pre config purposes. I cant say I'd fix something that isn't really broken to help everyone be lazy lol. Maybe I would but...... So really the only thing that can save this project is to duplicate & rename all the mapping files to every possible xinput controller ID that SDL will pick up, and include them all. Thank christ for Bulk Rename Tools. So to start lol we have - 'Xbox 360 Controller' - Xbox One S Controller' - Xbox One Elite Controller'......... Do Logitec and other 3rd party xinput controllers show as xbox controllers with SDL? Mate, I hate SDL......Khhhaaaaaaaaaaaan.
  20. @Baggio Ok, so I'm about to do another pass on every game to make sure everything is at least working my end. The d-pad thing may just be a mapping issue. Did you activate rawinput when playing shootout pool? For the controller ID's you are probably correct. This may actually potentially kill the Standalone project. I have seen the github request for it to be reverted back to how it was but didn't see it in the changelog. If I create some mappings using 2.3 can you check to see if you can use them with your elite and s xbox controllers and keyboard? If we can get basic XINPUT as well as SDL it would be awesome but I doubt it atm. The only other way around it is to put out config files named after every type of xbox controller SDL picks up. Fudge that man, if its like 4 or 5 variants ok, but if it's like loads, naaa. I don't see a way to find a workaround for this one TBH. Unless your controller shows up as 'Xbox 360 Controller' this is pretty much useless. Funny thing is if you have a PS4 controller and use DS4 it'll just work. How many types of xinput controllers are there that SDL will pick up? I really thought SDL would pick up XINPUT controllers all the same or at least apply the same mapping. Fuckin school boy error. I cant actually believe this is all but wasted lol. I'm proper miffed with myself more than anything. Did I mention I hate SDL. I'm gonna put this on ice till I can figure something out. RetroArch for the win AGAIN probably. Actually, if the ID's thing is fixed for keyboard and mice I could make a hybrid build. The main reason for using standalone is for the trackball games plus a few other outliers like Mushiking and F355. But will be complicated setup.
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