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Trig

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Posts posted by Trig

  1. Oh snap! It's almost like I said the same thing....

     

    It seems to me the easiest way to accomplish this would be a fork of the XBMC project.

     

    And then... it's almost like I went ahead and stated why I like CoinOps. I run XBMC as my dash. I don't struggle with setup, I just don't have time to do the setup work necessary.

     

    CoinOps works for ME because all the busy work has already been done. I don't have time to collect ROMs, screenshots, and videos.

     

    And then... It's almost like I went out of my way to point out I don't speak for everyone.

     

    I stress this is my reason, because others obviously have different needs.

     

    lol? I really hope I did make you laugh out loud.

     

    lol, sounds exactly like XBMC for Xbox, which for the unitiated, has been around for years now.

    Plays video, music, multiple skin options, multiple plug-in options and plays Games and emu's too.

    If a person struggles to place an emulator in their "emu" or "games" folder then they have no reason to be messing with their xbox to start with.

  2. Since we're talking about future vision, I'd like CoinOps to be my dashboard. A dashboard version of CoinOps would need a file manager, ftp server, ability to launch other applications, audio/video playback, and a number of other features. It seems to me the easiest way to accomplish this would be a fork of the XBMC project. Games could be linked as shortcut files with a video preview thumbnails for the movies. You could then add the support for the additional categories like manufacturer, release year, and play counts.

     

    CoinOps works for ME because all the busy work has already been done. I don't have time to collect ROMs, screenshots, and videos. I stress this is my reason, because others obviously have different needs. A dashboard that looks great, is easy to use, and comes ready to play thousands of games with previews... Now you're talking!

     

    Just my $.02, however, current currency conversion rates probably make it worth less.

  3. BP you should have a PM with a compilable version of mame-b6. Let me know if you have any issues with it.

     

    On another topic, I would request you reconsider placing any requirements on the user having console roms. Personally, I don't think I have enough disk space left on my xbox to meet the threshold and I'd hate to remove arcade games to use the newest version. You're punishing more than your nemeses with this.

  4. Been a while since I've posted on here, but is this really necessary?

     

    Ever hear the saying "Don't look a gift horse in the mouth"? Now I have no clue what that means as I've never once received a horse for a gift, but BP puts a lot of time and effort into CoinOps. Yes, he can be caustic at times, but I don't remember him asking you for anything. Sit down, shut up, and enjoy the fruits of his (and others) labor.

     

    Now if you have ideas on how to make CoinOps better, post them, but you aren't entitled to anything unless you do it yourself.

     

    Oh, and somebody give me a cookie!

  5. every controller button is configuable eg left trigger = left analog click or left triger = left analog control or left tigger = left dpad or left trigger = A button .................... that type of thing

     

    Thats just what I wanted to hear. Click buttons aren't an option yet in FBL, that was my only worry.

     

    As far as being able to launch a dash from the CoinOps menu that would only make sense if CoinOps was set as the dash in the first place. My boxes are softmodded to go to unleashx if the tray is open on boot so ftp is not really an issue for me. Neat idea though.

     

    I think updated dats would be great since I get the sense that we're using a mixture of .084 roms and newer sets with the driver updates.

     

    Thats all I can think of for now.

     

     

     

     

     

    If I remember correctly the patch I supplied allowed digital inputs to be switched with any other digital input and analog inputs to be switched to any other analog input. If the patch has been enhanced/changed this may no longer apply.

     

    You CAN:

    map left d-pad (digital) to right d-pad (digital)

    map l-click (digital) to r-click (digital)

    map A (analog) to B (analog)

     

    You can NOT:

    map l-click (digital) to A (analog)

    map any analog joy direction (analog) to any d-pad direction (digital)

  6. Well, I found the link to R3. I should have just used google rather than asking anyway.

     

    It works just fine on my setup (port 1 = joy, port 2 = joy, port 3 = light gun, port 4 = x-arcade trackball). I just tested with centipede, millipede, and 1941. If you're not getting a mouse pointer in XBMC when you move your mouse I'd say there's something wrong at the hardware level. Because you've tested two mice I'd say its your adapter.

     

    This one is similar to mine

     

    Is there anyone else running R3 with a usb adapter that can try things out?

     

     

    No, I tried it in XBMC and it did the same thing. As the Xbox booted, the mouse was glowing red, but when media center went "live" it flashed a few times and turned off. This was in port 1 though. I don't know if that matters.

     

    I did have the joystick in and put coins in and started the game.

     

    Maybe my mouse and/or X-Arcade trackball isn't supported? The mouse I'm using is an Apple Optical. I think I read that was supported, but perhaps I'm mistaken.

     

    Thank you for getting back to me so quickly!

     

    Can someone PM me a link to the R3 release?

     

    The version I'm using works fine, but may not be identical to the release version. Does your trackball work in XBMC? Do you still have a joystick connected to put in coins and start? Once you've started you can use the trackball in any port.

     

  7. Can someone PM me a link to the R3 release?

     

    The version I'm using works fine, but may not be identical to the release version. Does your trackball work in XBMC? Do you still have a joystick connected to put in coins and start? Once you've started you can use the trackball in any port.

  8. Did USB joysticks already work using an adapter, because nothing I've should allow for this. Anyt USB mouse/trackball with up to five buttons should now work. A mouse wheel should work as the Y axis on the right analog as well.

     

    yes USB supported mouse and USB joysticks would work now you would just have to keymap
  9. Did the code I sent for the getting the current game on the loading screen work?

     

    R3 is coming along now...

     

    Added new options for play random game (left thumb click and also in start button menu)

    Added Mouse and Trackball support (thanks to Trig)

    Added New Game launching code that tells you about the game while its loading (thanks to Trig to start it off).....

     

    fixed a couple of bugs

     

    Let me know if you find any bugs in R2 please and also features you want in R3 not game related.

    Also not commandline, lightgun and video support Im well aware of these

  10. Here are the changed source files from R2 to add mouse/trackball support.

     

    http://www.megaupload.com/?d=2PFL7ZY5

     

    Mice are allocated to the players in order so if you have two joysticks and one mouse, the first player (first used port) will also be able to use the mouse. If you have two joysticks and two mice each player will be able to use the mouse.

     

    Mice use the left analog axes for movement and the right analog axes for their wheel (only up/down of course). Mouse buttons are defined as new inputs but are defaulted to buttons 1-3 in MAME.

  11. The source worked fine. What do you need me to look at on MK sound?

     

    trig did the source work ok and if it did I have some changes for R3 I can insert stuff into that for an offical release when its ready and tested..... also need some help on MK sound roll back looks like im getting closer to solving this one
  12. MIDWAY DRIVERS OFCOURSE!!! lol so we can FINALLY enjoy ALL the MK games with sound and perfect frame rate!

     

     

    I took at shot at getting the midtunit games (MK*, NBAJAM) running in the the MAMEdOx 1.1 codebase (still .84 like CoinOPS) but didn't have any luck.

     

    I attempted to reintroduce the .72 dcs speed hack into the .84 driver but that resulted in lockups.

     

    Next, I built two versions of the MAME library, one for .72 and one for .84; each using the .84 MAMEoX Xbox specific code. I was able to the point where it loaded all the roms within the .72 core, but it would lock up after that. My guess is that something changed in the osd_* routines.

     

    Real life and lack of a debug Xbox got in the way of further progress.

  13. Here's the changes for gamepad layout remapping made to the MAMEdOX 1.1 source tree.

     

    Source Changes

     

    If they need to be sent via another method let me know.

     

     

    A quick rundown of the changes. After the first run MAMEoX.ini saves the following profile strings under the input section (4 sets - 4 players).

     

    These are the defaults.

     

    Gamepad1_Back = Back

    Gamepad1_Start = Start

    Gamepad1_LeftAnalog = LeftAnalog

    Gamepad1_RightAnalog = RightAnalog

    Gamepad1_A = A

    Gamepad1_B = B

    Gamepad1_X = X

    Gamepad1_Y = Y

    Gamepad1_White = White

    Gamepad1_Black = Black

    Gamepad1_LeftTrigger = LeftTrigger

    Gamepad1_RightTrigger = RightTrigger

     

    By changing the values around, you can change the layout of your input device. It should there are two types of buttons: Digital (Back, Start, LeftAnalog, RightAnalog) and Analog (A, B, X, Y, White, Black, LeftTrigger, RightTrigger). Digital buttons can be remapped to other digital buttons, and analog buttons can be remapped to other analog buttons, but you cannot swap a digital for an analog or vice versa.

     

    As an example if I use the following.

     

    Gamepad1_A = White

    Gamepad1_B = A

    Gamepad1_X = RightTrigger

    Gamepad1_Y = X

     

    For player 1 the WHITE button on the xbox gamepad will now register as the A button, A button will register as the B button, RIGHT TRIGGER will register as X, and X will register as Y.

  14. Unless its a one click button I wont be doing it :) it needs to be thought about properlly... The idea is fine it needs to be very easy and an xml is painfull codingwise. I have hidden settings now for wierd options but it still not what id like to see in its present form

     

     

    That's unfortunate, but I suppose as long as this project is effectively closed source there's not much I can do.

     

    Keep up the good work and I'll look forward to new releases.

  15. nope way to many buttons... way to complexed and room for alot of people mucking things up and questioning me

     

     

    If the problem is simply having a GUI, could the layout mapping be stored in an ASCII ini file for easy hand editing?

     

    A big draw of CoinOps for me is the amount of pre-config work that goes into each release. Deleting all the existing configuration simply because I have a different layout seems like a big step backwards.

  16. Since many cabs have a different control layout and it would be rough to have to redefine all the games with custom setups, why not add the ability to change button layouts.

     

    Remap layout (or some other name) could be used to switch around the xbox controls. For example you could change X to Y and Y to RT, etc.

     

    The default would be:

     

    X -> X

    Y -> Y

    A -> A

    B -> B

    RT -> RT

    LT -> LT

    etc...

     

    My layout is a six button street fighter. (It's a Quasicade cabinet)

     

    RT.......X.....Y

    WHITE.A.....B

     

    I would then remap layout to the following:

     

    RT -> X

    X -> Y

    Y -> RT

    WHITE -> A

    A -> B

    B -> LT

    etc...

     

     

    This would seem to allow all the existing mappings to work while allowing people with different cab layouts to be accommodated.

  17. Unfortunately I can't send a PM yet.

     

    I've got CoinOps running in a cabinet. Because of my control layout, I need to remap as follows:

     

    RT = 1

    X = 2

    Y = 3

    White = 4

    A = 5

    B = 6

    Black = 7

    LT = 8

     

    After making the changes in "remap gamepad", I tested 3-4 of the street fighter games and none of these picked up the changes. I haven't changed the mapping for these games from the default. You said you remapped "100s of games" in IGNITE. Are these packaged remaps considered default, or are they custom at that point? What's the easiest way for me to change the mapping for every game in CoinOps to my desired mapping?

     

    Thanks for you help and allowing me to divert your thread.

     

     

     

    Midway roll back is being atemped after Beta 5 :naughty: it should be possible with a bit of time.

    Just remapping 100s of games and 100s of sensitivites for anlog controls.

     

    One remaps the default keys and one remaps the game itsself. If you have changed the default keys it will override the default keys

  18. Two questions:

     

    Did the Midway driver rollback make it into IGNITE?

     

    Can someone explain what remap gamepad does? I'm still using Gold, but it didn't seem to have any effect on the few games I tested (remap game works as expected).

  19. It would be great to have the midway driver rollback.

     

    On another topic, is there a page up/down on the game selection screen. Or could it be possible to have analog or digital be fast scroll and the other be slow.

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