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Posted
On 2/28/2025 at 1:25 PM, arzoo said:

That's fine, just enabled the Debug Log option and run you script, then email me the debug.zip file.

I figured it out... the quotes I typed had a different ascii character that the PDF... apparently there is more than 1 type of quotes. MS Word applied a completely different type of quotes than notepad. The problem went away.

 

I do have another question... Is there some way to keep my 4 admin buttons lit using LEDBlinky (without wiring to constant power)?

Posted (edited)
6 hours ago, itsmeblake said:

I do have another question... Is there some way to keep my 4 admin buttons lit using LEDBlinky (without wiring to constant power)?

Glad you got the manual command resolved.

If you're not using any animations, then you can use the Animation Editor to create a single frame animation that just lights your admin buttons and set that as the FE Active and Game Active animation. For mame only, this  support link may help. A third option would be to wire the admin buttons to a dedicated LED controller and set that controller for "Cabinet LEDs". And as you mentioned, you could just hard-wire them to a 5v source.

Edited by arzoo
  • 2 months later...
Posted (edited)

Sharing the information below as it may help others (since I have seen people asking about this in other forums).

I am using a GP2040-CE ABB controller (v5.6e) with an 8-button layout. I got mine from Akicus. This controller is more fightstick orientated, but has many new and modern features, as well as ongoing development support from the community.

I have configured the button layout in MAME and Retroarch like so:

1 2 3 7
4 5 6 8

Regarding XINPUT, I have wired my controller using the following Xbox layout (not Nintendo, as that would mirror the ABXY layout):

X Y RB LB
A B RT LT

If you prefer the Playstation trigger naming convention:

X Y R1 L1
A B R2 L2

The link below will give you a small guide on how to best map your controller, which is extra useful when you're trying to use XINPUT:

https://docs.google.com/spreadsheets/d/1Aa7YNHspNBTACU6pIuHJ_cQKKvt0cLEruBXMeEYp-FY/edit?usp=sharing

Below is a text extract of the spreadsheet in case there is an issue with the above link in the future (even if text looks a little messy):

Location        XINPUT    MAME    LEDB Port        LEDB InputCodes
Top 1                  X               1             P1B1             JOYCODE_1_BUTTON3
Top 2                  Y               2             P1B2             JOYCODE_1_BUTTON4
Top 3                RB              3             P1B3             JOYCODE_1_BUTTON6
Top 4                LB              7             P1B7             JOYCODE_1_BUTTON5
Bottom 1           A              4             P1B4             JOYCODE_1_BUTTON
Bottom 2           B              5             P1B5             JOYCODE_1_BUTTON2
Bottom 3          RT             6             P1B6             JOYCODE_1_BUTTON8|JOYCODE_1_SLIDER2_NEG_SWITCH
Bottom 4          LT             8             P1B8             JOYCODE_1_BUTTON7|JOYCODE_1_SLIDER1_NEG_SWITCH

If you only have 6-buttons, you can ignore Top 4 and Bottom 4 in the above list (this is the only real difference between 6-button and 8-button in mapping).

You can make these mapping changes directly in the "LEDBlinkyInputMap.xml" file using Notepad or alike if you prefer. In my spreadsheet, I have called out the LED sequence which may help you understand things too, but the main thing here is to ensure XINPUT is aligned with MAME and that is aligned with LEDBlinky InputCodes.

You will also need to make sure that the LEDBlinky input codes match the same input codes as shown in your MAME ctrlr cfg file (default is stored in "MAME\cfg\default.cfg"). An example of what this should be for Player 1 in your MAME ctrlr cfg is below:

---

<?xml version="1.0"?>
<!-- This file is autogenerated; comments and unknown tags will be stripped -->
<mameconfig version="10">
    <system name="default">
        <input>
            <port type="P1_BUTTON1">
                <newseq type="standard">
                    KEYCODE_LCONTROL OR MOUSECODE_1_BUTTON1 OR JOYCODE_1_BUTTON3
                </newseq>
            </port>
            <port type="P1_BUTTON2">
                <newseq type="standard">
                    KEYCODE_LALT OR MOUSECODE_1_BUTTON3 OR JOYCODE_1_BUTTON4
                </newseq>
            </port>
            <port type="P1_BUTTON3">
                <newseq type="standard">
                    KEYCODE_SPACE OR MOUSECODE_1_BUTTON2 OR JOYCODE_1_BUTTON6
                </newseq>
            </port>
            <port type="P1_BUTTON4">
                <newseq type="standard">
                    KEYCODE_LSHIFT OR JOYCODE_1_BUTTON1
                </newseq>
            </port>
            <port type="P1_BUTTON5">
                <newseq type="standard">
                    KEYCODE_Z OR JOYCODE_1_BUTTON2
                </newseq>
            </port>
            <port type="P1_BUTTON6">
                <newseq type="standard">
                    KEYCODE_X OR JOYCODE_1_SLIDER2_NEG_SWITCH OR JOYCODE_1_BUTTON8
                </newseq>
            </port>
            <port type="P1_BUTTON7">
                <newseq type="standard">
                    KEYCODE_C OR JOYCODE_1_BUTTON5
                </newseq>
            </port>
            <port type="P1_BUTTON8">
                <newseq type="standard">
                    KEYCODE_V OR JOYCODE_1_SLIDER1_NEG_SWITCH OR JOYCODE_1_BUTTON7
                </newseq>
            </port>
            <port type="P2_BUTTON1">
                <newseq type="standard">
                    KEYCODE_A OR MOUSECODE_2_BUTTON1 OR JOYCODE_2_BUTTON3
                </newseq>
            </port>
            <port type="P2_BUTTON2">
                <newseq type="standard">
                    KEYCODE_S OR MOUSECODE_2_BUTTON3 OR JOYCODE_2_BUTTON4
                </newseq>
            </port>
            <port type="P2_BUTTON3">
                <newseq type="standard">
                    KEYCODE_Q OR MOUSECODE_2_BUTTON2 OR JOYCODE_2_BUTTON6
                </newseq>
            </port>
            <port type="P2_BUTTON4">
                <newseq type="standard">
                    KEYCODE_W OR JOYCODE_2_BUTTON1
                </newseq>
            </port>
            <port type="P2_BUTTON5">
                <newseq type="standard">
                    KEYCODE_E OR JOYCODE_2_BUTTON2
                </newseq>
            </port>
            <port type="P2_BUTTON6">
                <newseq type="standard">
                    JOYCODE_2_SLIDER2_NEG_SWITCH OR JOYCODE_2_BUTTON8
                </newseq>
            </port>
            <port type="P2_BUTTON7">
                <newseq type="standard">
                    JOYCODE_2_BUTTON5
                </newseq>
            </port>
            <port type="P2_BUTTON8">
                <newseq type="standard">
                    JOYCODE_2_SLIDER1_NEG_SWITCH OR JOYCODE_2_BUTTON7
                </newseq>
            </port>
            <port type="UI_SELECT">
                <newseq type="standard">
                    KEYCODE_ENTER
                </newseq>
            </port>
            <port type="UI_BACK">
                <newseq type="standard">
                    KEYCODE_ESC
                </newseq>
            </port>
        </input>
    </system>
</mameconfig>

---

On another note, if you are using additional admin or misc buttons in LEDBlinky as well, make sure you remove any unnecessary input assignments that might be included by default.

For example, I had an issue where button 4 was always lit up during gameplay, as the same button was shared with "UI_SELECT" by default and I was unaware of this. To check the misc input assignments in MAME:

MAME > "General Settings" > "Input Assignments" > "User Interface"

The above MAME config has already accounted for this specific conflict, but I am sharing this information in case it helps others in the future.

Hope this information helps! :)

Edited by DJ_GLiTCH

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