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Posts posted by Warped Polygon
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1 hour ago, Zayd47 said:
it would be good if you share those ini files directly?
Already done it with control reference images. Everything has been done with this build. Enjoy
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I made a video to cover this.
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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_BUTTON4L1 = 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_BUTTON10L3 = JOY1_BUTTON11
R3 = JOY1_BUTTON12D-PAD Up = JOY1_POV1_UP
D-PAD Down = JOY1_POV1_DOWN
D-PAD Left = JOY1_POV1_LEFT
D-PAD Right = JOY1_POV1_RIGHTLeft Stick UP = JOY1_YAXIS_NEG
Left Stick DOWN = JOY1_YAXIS_POS
Left Stick LEFT = JOY1_XAXIS_NEG
Left Stick RIGHT = JOY1_XAXIS_POSRight Stick UP = JOY1_RZAXIS_NEG
Right Stick DOWN = JOY1_RZAXIS_POS
Right Stick LEFT = JOY1_ZAXIS_NEG
Right Stick RIGHT = JOY1_ZAXIS_POSLeft 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_INVRight 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_INVADDING 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 fileInputJoy1XDeadZone = 5
InputJoy1YDeadZone = 5
InputJoy2XDeadZone = 5
InputJoy2YDeadZone = 5MOUSE 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_YAXISPre-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"-
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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-
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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.
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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_BUTTON4LB = JOY1_BUTTON5
RB = JOY1_BUTTON6Select = JOY1_BUTTON7
Start = JOY1_BUTTON8L3 = JOY1_BUTTON9
R3 = JOY1_BUTTON10LT = JOY1_ZAXIS_POS
RT = JOY1_RZAXIS_POSD-PAD Up = JOY1_POV1_UP
D-PAD Down = JOY1_POV1_DOWN
D-PAD Left = JOY1_POV1_LEFT
D-PAD Right = JOY1_POV1_RIGHTLeft Stick UP = JOY1_YAXIS_NEG
Left Stick DOWN = JOY1_YAXIS_POS
Left Stick LEFT = JOY1_XAXIS_NEG
Left Stick RIGHT = JOY1_XAXIS_POSRight Stick UP = JOY1_RYAXIS_NEG
Right Stick DOWN = JOY1_RYAXIS_POS
Right Stick LEFT = JOY1_RXAXIS_NEG
Right Stick RIGHT = JOY1_RXAXIS_POSLeft 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_INVRight 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_YAXISADDING 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 fileInputJoy1XDeadZone = 5
InputJoy1YDeadZone = 5
InputJoy2XDeadZone = 5
InputJoy2YDeadZone = 5Pre-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"-
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You absolute masochist. Keep going. Will these be available as a pack in the future?
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Did this request get taken on? I would also like this feature
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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 ListThe 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.
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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.
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Is this thread dead? I would like to suggest the ability to rename media files to match the file name over LB's file naming system.
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I have simply tried launching LB on win 10 and got the same. I think this may need reporting or picking up by one of the devs.
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I'm so close to getting a full set for my build. Can I be cheeky and ask if anyone has these banners...
Europa-R - Naomi 2 - Arcade PC - Examu exBOARD - Konami e-amusement - Namco E3SX
If you can drop em here I'll declare you the winner, that's all I can offer in return.
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On 4/10/2020 at 6:19 AM, sundogak said:
Media can be the title or the ROM name. My entire MAME media set is the ROM name as well as my Pinball media. I have never had any issues with it picking up the media properly. However, like Normchomsky noted, if you mess at all with title in edit dialog window it will update the media to LB title format (i.e., title with sequence number). Like C-Beats noted, you cannot stop this behavior currently, although it has come up as a request (albeit a low polled/requested one).
Admittedly, it is mostly with MAME where this come up with monthly media update packs in rom naming format. With Pinball, the LB media DB isn't really setup for Pinball media, so again an edge case where media is typically provided outside LB in table/ROM format naming. Not really the case for most other use cases.
That's exactly what I mean. The reason for wanting to use the ROM name for the artwork is so I can change the name of the games and keep the filenames of the media the same. As I like to use LB as a database for my SBC's, ubiquitous file naming is essential.
So an example of where I'd find this useful: For 2 and 4 game variants that appear together in a playlist or wherever, being able to change the game name to show which is which in the game title, without making my media useless outside of LB.
However I have just had a brain moment.......simply put your media into LB after you have done your game renaming. This avoids having to correct media filenames as you change game names, which is long. But this means having prior knowledge of this, so I hope the guys give the option, after they work down the list. It's the little nuances.
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I like to have my media organised to the filename of the rom/game.
I noticed when changing the game name in LB, it automatically changes the file names of all associated media.
Is there a way to turn this off?
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3tb is my self imposed limit. Games for play not 'display'. Suppose you're either a player or a librarian.
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So I've been trying to get Demul to run correctly. It runs ok, but the sound is distorted like a youtube video from 2008, or like its drunk. It is a documented issue.
I made sure to set my graphics card to run on full performance with the demul.exe and still have the issue. I had read this was the fix as apparently windows doesn't think Demul needs a much as it does.
I'm on the most recent version. Using cdi. My specs are AMD 8350 - 2GB GTX Nvidia - 16gb DDR3. I would have thought this is enough to run it. Checking the usage through task manager shows hardly anything being used on the CPU or GPU. Reicast is working fine.
The only other thing I can think is I dont have a driver or runtime or I have not set my graphics card to use demul correctly??
Any help greatly appreciated.
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Cool, thanks guys. I thought I had seen it at some point. I did what Monkus said, as I have on many occasions.
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Just tried that, un-checking the auto populate doesn't get the playlist to appear when trying to add a game. Using different auto populate combinations to try and get them all and deleting the ones that spill over.
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Hi, I auto generated playlists for my mame collection, but for some reason some playlists arent getting them all. So I just wanna add the few that are missing manually. When I right click to add to playlist there is no option to add to any playlist that has been auto generated. How can I do this?
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Dude once again you've helped me with the obvious, Mucho grassyass
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So I have my CHD roms sorted, they just wont run. I have the bios in my roms folder. Is there anything else I'm missing? Using GX Plus through retroarch.
Cheers
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I have the same issue, getting the Emulation Halted screen. Tried messing with the settings a lot but no joy. I have the bios too. Only since I updated RA.
Sega Model 3 - Supermodel Controls Reference and Pre Configuration for DINPUT. List of Inputs for Mouse and DINPUT Controller Buttons
in Noobs
Posted
I have worse specs and no issue here. Try dropping the resolution to 720p. What do you mean by laggy graphics?