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Posted

I've been finalizing my CPWizard setup this evening since it's now fully incorporated into GameEx (thanks Tom & HK!). I have everything set up where I want it so it should work correctly, but I'm having a couple problems that I can't figure out. My basic config is a GP-WizRX setup to use a pair of LS30 rotary sticks. Player 1 uses directions and buttons 1-7 plus 26 and 27 for rotary. Player 2 uses buttons 8-11 for directions and 12-18 for buttons plus 19 and 20 for rotary. I've included the MAME.xml for details.

When I try to preview SF2, I get nothing listed for P1 joystick and P2 is messed up. When I preview Ikari Warriors, P1 joystick is messed up and both rotary setups are wrong. I think everything is set up correclty in the MAME cfg files. SF2 has it's player buttons (P1/P2 buttons 1-6) defined, but uses defaults for everything else. Ikari is strictly default.

I'm sure I'm just doing something wrong, so if someone could point me in the right direction, that would be much appreciated!

Mame.xml

post-1438-1211606752_thumb.png

post-1438-1211606759_thumb.png

default.cfg.txt

sf2.cfg.txt

Posted

I think I know what is happening because your the first to test using more than 16 buttons. Mame has no defaults for buttons over 16.

Can you try something for me?

Make a backup of Data\std.ini then add entries in std.ini for the extra buttons.

Eg

P1_BUTTON17				   "NONE"
P1_BUTTON18 "NONE"
...

If that works then I'll update std.ini in the next release.

Posted

Ok, I'll check it out. I looked in the std.ini before posting, but wasn't sure if it was for reference or not.

Posted

Ok, I looked at it again. I'm not sure changing the std.ini will help. I think the problem is there are 2 types of inputs we are talking about and I've succeeded in confusing both you and me in what I'm asking about. :wacko:

Basically, I have a joystick that has 32 inputs. I am using 26 of these. I have set them up in MAME to work as P1/P2 directions, P1/P2 Buttons 1-7, P1/P2 Coin, and P1/P2 Start. I have setup pause and quit to be a combination of two inputs, but that's a question for later. Anyway, here's how I have things mapped:

GP-Wiz
Button/ MAME
Direction Command
-------- ----------
X- Axis P1Left
X+ Axis P1Right
Y- Axis P1Up
Y+ Axis P1Down
1 P1B1
2 P1B2
3 P1B3
4 P1B4
5 P1B5
6 P1B6
7 P1B7
8 P2Up
9 P2Down
10 P2Left
11 P2Right
12 P2B1
13 P2B2
14 P2B3
15 P2B4
16 P2B5
17 P2B6
18 P2B7
19 P1Coin
20 P2 Rotate Right
21 P2 Rotate Left
23 P1Start
24 P2Coin
25 P2Start
26 P1 Rotate Right
27 P1 Rotate Left

When I set up the CPWizard to use JOYCODE_1_BUTTON27, I expect this to be mapped to the action "P1 Rotate Left" which I have mapped in MAME to "P1_Dial" decrement

			<port type="P1_DIAL">
<newseq type="decrement">
JOYCODE_1_BUTTON27
</newseq>
<newseq type="increment">
JOYCODE_1_BUTTON26
</newseq>
</port>

I think what's going on is that CPWizard may not be detecting the Dial and other settings correctly unless they are analog? That's my best guess at the moment. Any suggestions I can try?

Posted

Okay it has nothing to do with std.ini it's how you've setup your mappings.

In your default.cfg you have Player 2 setup as follows

P2_BUTTON1=JOYCODE_1_BUTTON12
P2_BUTTON2=JOYCODE_1_BUTTON13
P2_BUTTON3=JOYCODE_1_BUTTON14
P2_BUTTON4=JOYCODE_1_BUTTON15
P2_BUTTON5=JOYCODE_1_BUTTON16
P2_BUTTON6=JOYCODE_1_BUTTON16
P2_BUTTON7=JOYCODE_1_BUTTON17

But in CPWizard you have them set as follows:

P2_BUTTON1=JOYCODE_1_BUTTON12
P2_BUTTON2=JOYCODE_1_BUTTON13
P2_BUTTON3=JOYCODE_1_BUTTON14
P2_BUTTON4=JOYCODE_1_BUTTON15
P2_BUTTON5=JOYCODE_1_BUTTON16
P2_BUTTON6=JOYCODE_1_BUTTON17
P2_BUTTON7=JOYCODE_1_BUTTON18

The reason the P1 controls aren't showing is because in your default.cfg you have

P1_JOYSTICK_UP=JOYCODE_1_YAXIS_UP_SWITCH OR KEYCODE_UP
P1_JOYSTICK_DOWN=JOYCODE_1_YAXIS_DOWN_SWITCH OR KEYCODE_DOWN
P1_JOYSTICK_LEFT=JOYCODE_1_XAXIS_LEFT_SWITCH OR KEYCODE_LEFT
P1_JOYSTICK_RIGHT=JOYCODE_1_XAXIS_RIGHT_SWITCH OR KEYCODE_RIGHT

But in CPWizard you have

P1_JOYSTICK_UP=JOYCODE_1_UP
P1_JOYSTICK_DOWN=JOYCODE_1_DOWN
P1_JOYSTICK_LEFT=JOYCODE_1_LEFT
P1_JOYSTICK_RIGHT=JOYCODE_1_RIGHT

If the keycodes don't match CPWizard won't show the labels correctly.

Here is your sf2.cfg

P1_BUTTON1=JOYCODE_1_BUTTON5
P1_BUTTON2=JOYCODE_1_BUTTON6
P1_BUTTON3=JOYCODE_1_BUTTON7
P1_BUTTON4=JOYCODE_1_BUTTON2
P1_BUTTON5=JOYCODE_1_BUTTON3
P1_BUTTON6=JOYCODE_1_BUTTON4
P2_BUTTON1=JOYCODE_1_BUTTON16
P2_BUTTON4=JOYCODE_1_BUTTON13
P2_BUTTON5=JOYCODE_1_BUTTON14
P2_BUTTON6=JOYCODE_1_BUTTON15

Your missing maps for P2_BUTTON2 and P2_BUTTON3. Fixing all those things above and SF2 displays the correct labels for me. Attached is a file containing the corrected mappings.

BTW I don't think you should have your default layout set for NeoGeo. Most people have an entry for "neogeo" in their default.cfg and have the default layout set for 7 buttons in a row. This is because most people only use the bottom row for NeoGeo. It will save you a heap of time doing it that way.

BKenobi.zip

Posted

Your probably going to kick yourself if you've already wired up your CP, but this is how you should have set it up.

post-367-1211654358_thumb.png

And then you have an entry in default.cfg under "default" called "neogeo" with your new mappings for NeoGeo games

post-367-1211654473_thumb.png

This way rather than having to setup configs for *all* the non-neo geo games, you have one entry in default.cfg for "neogeo". Since all NeoGeo games have a parent of neogeo, you can have a single entry for all of them. Sounds like it would save some time doing it this way right?

Posted

I thought about doing it that way, but I want to use the Neo Geo config for all games that use 4 or less buttons (which is 99% of them). I find it's more comfortable to play with the Neo Geo layout than the SF layout. If there was a way to set it up to override in some other way, I would definitely change something.

As it is, I already went through and changed all games that have 5+ buttons to use my current layout, so it shouldn't be a problem. I did find that there were a few games that needed fixing today, but that doesn't really affect the rotary problem. Thanks for the suggestion though!

Posted

Fair enough if you did it that way on purpose thats cool :)

Anyway I posted your configs fixed for the way you had it, not sure if you realised the mistakes you made and fixed them already. I noticed you didn't download it so I'm assuming you figured it out already :blink:

As for the rotary issue I'll see if I can come up with a fix.

Posted

Tempest: The new Layout Map's feature has enhanced the way you can assign layouts to different controls. Not sure if you've checked it out, but I'm pretty sure it should solve the problem of having different layouts for different controls.

Basically you can have Constant, Control, NumPlayers and Alternating variables and you can have them either set to "*" (match any) or a set value. They can also change order for priority over other layout maps. So I think it's much more powerful than the original way it was implemented.

post-367-1211719682_thumb.png

Posted

Yup, I missed that post. I went back and noticed the problems you pointed out and had been working on fixing them, but wasn't sure I was going in the right direction. Your fix was where I was aimed, so I guess I kinda know what I'm doing ^_^ .

I'll give this a try today and hopefully get it going!

Posted
Tempest: The new Layout Map's feature has enhanced the way you can assign layouts to different controls. Not sure if you've checked it out, but I'm pretty sure it should solve the problem of having different layouts for different controls.

Basically you can have Constant, Control, NumPlayers and Alternating variables and you can have them either set to "*" (match any) or a set value. They can also change order for priority over other layout maps. So I think it's much more powerful than the original way it was implemented.

No, I did not know that...I've been feeling lazy lately, it's nice outside, and my cab is in the basement. I also (no disrespect intended) see all the problems that updating can cause, and again I'm feeling too lazy to deal with anything. I'm thinking that this must be a winter sport, and am reading the forums to try and keep myself fairly informed, but for now, I am content with that. It sounds like both you and Tom have done some great improvements recently (I haven't updated to the version with built-in CPWizard), so maybe on the next rainy day, I will update and check out the new features. Unfornuately for you, winter is coming... :(

Posted

Thanks for the info HK! I looked at things again and found that, even though I specifically set up the controls correctly, they somehow did get messed up. I fixed them for mshvsf and it looks great! I'll have to go back through and make sure all the other 5+ button games are correct, but I think it should be good to go!

I checked to see if Ikari Warriors looked any better now, and it does. Obviously the rotary needs a tweak, but the P1 direction keys are correct now!

Oh, one other thing. I think Sbaby has been working with you on this, but I haven't followed the thread as closely as I should have, so maybe there's already a fix for this. I have my MAME compiled to have the pause patch in it so CPWizard pops up when I pause in MAME. That works fine, but when I exit CPWizard, it minimizes MAME. At this point, if there's no fix for it, I'll probably recompile MAME to remove the trigger for pause. Since the CP is now built into GameEx, that's probably good enough. I was hoping to get it working with showing the commands.dat data, though. Anyway, thanks for the help!

post-1438-1211738170_thumb.png

Posted

I was playing around today and noticed that when CPWizard was launched with GameEx it was minimizing them both. I'll have to have another look at this some time.

BTW I really like the CP you've created, looks great :)

Posted

Thanks! It was inspired by the original Area51 CP that was on the cab to begin with. The original had a gray striped background, but it was both too difficult to reproduce and didn't really add anything. I made sure to have my wife involved in approving it so I could bring the machine inside ;)

post-1438-1211818286_thumb.jpg

post-1438-1211818424_thumb.jpg

Posted
Tempest: The new Layout Map's feature has enhanced the way you can assign layouts to different controls. Not sure if you've checked it out, but I'm pretty sure it should solve the problem of having different layouts for different controls.

Basically you can have Constant, Control, NumPlayers and Alternating variables and you can have them either set to "*" (match any) or a set value. They can also change order for priority over other layout maps. So I think it's much more powerful than the original way it was implemented.

No, I did not know that...I've been feeling lazy lately, it's nice outside, and my cab is in the basement. I also (no disrespect intended) see all the problems that updating can cause, and again I'm feeling too lazy to deal with anything. I'm thinking that this must be a winter sport, and am reading the forums to try and keep myself fairly informed, but for now, I am content with that. It sounds like both you and Tom have done some great improvements recently (I haven't updated to the version with built-in CPWizard), so maybe on the next rainy day, I will update and check out the new features. Unfornuately for you, winter is coming... :(

I installed CPWizard 1.76 today, I was at 1.66 :(

Really nice improvement to the Layout Overrides HK! It really simplifies how many overides I needed.

Posted
I don't know if you guys caught this before or not, but when I was helping Barcio in the CPWizard thread, I came up with a way to auto-generate layout overrides from a list created in Romlister.

Here is a link: http://www.gameex.info/forums/index.php?sh...amp;#entry35380

Even if you knew this, I thought it might help someone else following this thread...

Talking to myself... :rolleyes:

This same method could be used to create the mame .cfg files for every game as found by a search in romlister. I did a search in romlister for 5,6,and 7 button games and found 249 (counting clones) Using the batch output, it could automatically create the config files that you need.

I played with Romlister today this is even easier:

Use the output type "batch file"

Enter this in the Batch window, adjusting for paths. I would assume that the output directory should already exist.

copy "c:\test\mylayout.xml"  "c:\tmp\%ROM%.xml"

execute batch file.

I would think the batch would look like this, though I haven't tried it.

 

copy "c:\test\myconfig.cfg" "c:\tmp\%ROM%.cfg"

myconfig.cfg is the config that you want copies of. Adjust path to myconfig.cfg accordingly.

Posted

I had considered doing that, but I'm concerned that MAME has some values in the xml file that I don't understand that might be game related. I wasn't sure and didn't have time to play with it, so that may not be the case.

My initial thought was to config SF2 the way I want and copy it to all other games that use 6 buttons. Then, config MK and copy to all 5 button games. I never tried it, so I don't know if it would be a problem or not.

Posted
I had considered doing that, but I'm concerned that MAME has some values in the xml file that I don't understand that might be game related. I wasn't sure and didn't have time to play with it, so that may not be the case.

My initial thought was to config SF2 the way I want and copy it to all other games that use 6 buttons. Then, config MK and copy to all 5 button games. I never tried it, so I don't know if it would be a problem or not.

Just looking at the files, I don't see a problem.... But I'm sure you have guessed that I figure out most things by trial and (mostly)error. :blink: HK would definately be a better guesser than I am!

Posted

That's mostly how I do it too. Here's the thing that made me wonder about just copying files like you suggested:

<port type="P1_BUTTON1" mask="16" index="89" defvalue="16">

<newseq type="standard">

JOYCODE_1_BUTTON5

</newseq>

</port>

<port type="P1_BUTTON2" mask="32" index="90" defvalue="32">

<newseq type="standard">

JOYCODE_1_BUTTON6

</newseq>

</port>

<port type="P1_BUTTON3" mask="64" index="91" defvalue="64">

<newseq type="standard">

JOYCODE_1_BUTTON7

</newseq>

</port>

I don't know what the mask, index, and defvalues refer to. I suppose the easiest way to figure out if it works is to either compare sf2.cfg to mshvsf.cfg or to just copy one to the other and fire up MAME. I'll have to give it a try this evening if I have time. I was going to do it the hard way again, but it's worth checking anyway!

Posted
That's mostly how I do it too. Here's the thing that made me wonder about just copying files like you suggested:

I don't know what the mask, index, and defvalues refer to. I suppose the easiest way to figure out if it works is to either compare sf2.cfg to mshvsf.cfg or to just copy one to the other and fire up MAME. I'll have to give it a try this evening if I have time. I was going to do it the hard way again, but it's worth checking anyway!

I'm just talking... and I'm sure you knew this, but the .cfg files only seem to contain data that is different from the default. So maybe in my pacman.cfg, it might only contain dip switch info, because everything else is "default". So I don't see why making the changes you are thinking of would matter...except of course by copying one file, you would lose any other custom settings that you may have for individual games. I would just make a copy of all of the .cfg files, and try it! I think you can do it in 5 minutes.

Posted

I'm not worried about other settings, just the customized ones. I haven't verified that the values I bolded are consistent. I don't know what they mean or how they are interpreted by the rom, so I never tried just copying them. When I get in front of my machine next, I will find out. If you can check sooner, post away!

Posted

So I did a comparison of mk.cfg and mk3.cfg which have the same basic controls. In this case, there are several differences that make using RomLister basically impossible. DOH!

Report.html

Posted

HK: I know you've been working quite a bit on the WinUAE loader and the LED/LCD Wiz plugin in the last week or so. I just wanted to bump this thread to see if you had a chance to see what's up with the rotary controls. It's no rush/pressure, just curious.

Posted
HK: I know you've been working quite a bit on the WinUAE loader and the LED/LCD Wiz plugin in the last week or so. I just wanted to bump this thread to see if you had a chance to see what's up with the rotary controls. It's no rush/pressure, just curious.

Done!

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