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File Comments posted by Warped Polygon
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@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...
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@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.
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@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.
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@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.
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Yess, thanks for these. I can't wait till they're all done, PAL boxes aren't really represented.
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I commend you for this one. I may even just use the discs without the UMD case
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Yes, the PSD is a bit messy. Gimme a min to sort it out and put all assets in one place.
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4 hours ago, Baggio said:
👍
How did you actually create all these, It is a PSD template or something similar that you use?
PSD I made. Set everything up for speed
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On 8/22/2024 at 6:09 PM, wokacam said:
OFFtopic: If you like large pre-configuration projects... I have a suggestion:
Overscan of NES games.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
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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
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On 10/16/2024 at 6:58 AM, Johnny T said:
This is remarkable and an epic piece of work. My only question is around controller "index" numbers? When I tested my controllers initially they were showing as JOY7 and JOY8 so I did a find/replace on the supermodel.ini and all was well.
However, next time I booted up it didn't work and I found my controllers had moved to JOY5 and JOY6.
Is there any way of "fixing" the controllers so they can't ever change their index number?
Thanks again for all your hard work
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
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On 2/10/2023 at 8:40 PM, latin625 said:
I have my sinden guns working perfectly. Do you have sinden guns?
I don't have any lightguns funnily enough.
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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 WorI 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
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3 hours ago, Baggio said:
The only issue with the master folder would be actually finding the names of the controllers. It’s @zugswang PDP Rock Candy Controller that has me thinking the there will be quite a lot of Xbox variants, and as for third party ones who knows.
So just keep em in subfolders and let the user add the required ones.
Probably easier all around. Cheers mate
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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?
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29 minutes ago, Baggio said:
I sent you a script a while back but have made a new one that's easier to use and has a GUI.
It's here if you want to add it to your post.
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.
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On 4/3/2024 at 6:46 PM, ci2own said:
Hi @Warped Polygon!
While playing with a xbox one controller using left analog stick, its pretty easy to press left stick button, so game enters in "test mode" and when you press it again to exit "test mode" it starts the game again.
Not sure if is this a right behaviour or not, but i would like to know if is there any chance to remove this assignment or at least change it to right stick button instead.
Thanks in advance.
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.
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On 2/23/2024 at 5:02 PM, wokacam said:
just one contribution:
I don't know if I misunderstood, but I think I found a wrong line in your description:
One part says that Widescreen is by default, and underneath it says that Wide scripts are optional and need to be placed in the folder.
Maybe it's old text that needs to be removed from the description.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.
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12 hours ago, fromlostdays said:
Anyway, I don't know why the .inis aren't affecting the frame rate, but I just
- Went to Nvidia Control Settings
- Manage 3D Settings
- Browsed to the Supermodel exe
- Set max frame rate to 60 there
And it's working as intended now. IM NOT OLD AND MY REFLEXES ARE SHARP AF
Thanks mate! Yeah this one isn't in the documentation but it's in the video. Should really update the documentation, it's a bit of a mess right now!
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On 6/2/2024 at 6:05 AM, StanTheManDarsh said:
Using the latest version of the Sega Model 3 UI frontend, the reticle is off-center.
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.
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2 minutes ago, Baggio said:
I'm just thinking that the controller is just the same as the mouse/keyboard. 2.2 worked without the devices ID's so i don't see why the controllers need IDs on the as well, but then again i know nothing about this 😂
I'll add a bug report tomorrow anyway because I would imagine the keyboard/mouse changes with this latest version will have broken a lot of people's configs as well with the new renaming.
As for controllers, @zugswang wired one isn't working so his may be different to the 3 we have and we won't even mention controllers outside of Xbox and PS 😂
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...
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20 minutes ago, Baggio said:
I'll test out the mappings for you yeah, will it just be changing the names like I mentioned or have you thought of something else? I already changed all the Xbox 360 ones to Xbox One Elite and it worked great my end and using 2.2 everything works perfectly now. Here's the zip if you want to use them. Xbox One Elite mappings.rar
Where did you see the request on github for the names to be reverted back? Maybe if we all chime in he will add it in the next dev build so we can as least use a version of 2.3.
BTW you haven't wasted your time doing this, it still works great with 2.2 and when he reverts back to the old keyboard/mouse mapping it will with 2.3 as well with some minor tweaks people will have to do in with a couple of clicks in notepad++ so all is good
Oh and I wish you hadn't mentioned Shootout Pool Prize, i played the other one a bit ago but this prize one is highly addictive for us Brits 😂
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.
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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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1 hour ago, Baggio said:
I've been through a few as well and only the D-pad is working (Dirty Pigskin, Beachspikers, Melty Blood, Virtual Striker, Virtual Tennis , WWF and Metal Slug) This is with an Xbox One Elite Controller
Ahh bum, I'll let yall know when it's fixed.
Sega Model 2 Emulator | EVERYTHING Pre Configured inc Controls. For PC, Controller, Mouse & Light guns. Test Menu's Configured. Analogue Inputs Calibrated. Free Play. All Games in English. 2 Player Mouse Support. No Screen Flash
in Sega Model 2
Posted
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.