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urebelscum

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Everything posted by urebelscum

  1. Tempest, just in case you didn't catch it, for digital inputs the defvalue is either the same as the mask or 0, depending if the input is ACTIVE_LOW or ACTIVE_HIGH, respectively. (ACTIVE_HIGH/LOW are defined in src/emu/inptport.h.) I would be very interested in the code you use to parse mame's source inputs. I was looking into this for other reasons before tags were forced on all inputs, and mame used an index number. I could not figure out how the index number was calculated. Watch out for INPUT_PORTS_EXTERN, PORT_INCLUDE, and PORT_MODIFY. All the special stuff is declared in the same inptport.h file. Two possible problems: not everyone downloads the source, and mame has changed the input declare area quite a few times and semi-recently. However, if you can figure out how, other non-official mame builds can get build their cfg files, and you won't need to rerun all the games in mame every new version (IOW, ~weekly if you keep up with the U builds, or ~monthly if update to the major releases).
  2. Thanks for making the app. Looks pretty cool. After a couple quick tests of the app, here are a few comments I'd like to make, and a request. Besides the before mentioned tilde, quote and such keys, there are the number keys vs numpad keys, and left ctrl vs right ctrl (and shift, alt) keys. In addition, the link Brian give is a little out of date, and the numpad keys are now "KEYCODE_1PAD" (the "_" was removed between the number and the "PAD"). A rarely used mame feature: multiple keyboards. Mame, with the -multikeyboard option, supports two keyboards using the same key as separate inputs. Mame does this using the RawInput API. So if you had two keyboards, with -multikeyboard, mame could remap so player 2 uses second board & otherwise the same keys as player one. This is rarely used, so adding this to cfgmagic won't help that many people. OTOH, one of the reasons it's so rarely used because of the remapping needed, so cfgmagic could increase the use if it had multikeyboard support. As for an analog only input game, marble madness OTTOMH. I see you don't handle the digital half of analog inputs (so for example you can use a keyboard to play MM, or unmap the analog joystick from ). IMO, outputing to a ctrlr file is a better way to do this. Pluses for ctrlr file: smaller disk space, more forward-backward version compatibility that cfg files, one file instead of hundreds to thousands, doesn't touch the other non-input items saved in cfg files, and far more grouping inputs shortcuts than cfg files. Minuses against ctrlr file: extra step to use, must be edited by hand, sorting the hierarchy can be a pain, cfg file skips the first run okay screen, harder to code for. The first three minuses would be removed with an app like yours, but made for ctrlr file with grouping abilities (however the app will run into the last one). If you're interested in looking into supporting ctrlr files, I can help a little, can go into more details of the pluses/minuses and issues you might want to address (or ignore). If you aren't interested in looking into ctrlr files, do you mind posting your source? (I know the nut & bolts in mame's inputs, I don't know how to do GUIs.) Again, thanks for making remapping easier. (Add sorry for the long post.)
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