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fumanchu

arcades2.0/xbmc pimpedHD!

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tell me if i'm mistaken but i thought this was a new build and because of it's size we were going to just delete the old one and install this one then BP would do patches for this one.

 

BP, i sent you a pm on the matter of releasing this any way you want it done, if i can be of any help just hit me up. i have a 100mbit server so speed is of no concern plus i could give you ftp access to get it to me.

 

 

You're half right.

 

Yes, It would be a whole new download.

 

No, your old version of Arcades is not useless to you when the new build comes out. It's true that you could throw out all the roms and start from scratch. But you could also use torrentzip on your existing romset folder (most of the roms will still be the same, but even ones which may be slightly different will likely still have useable parts to them) and then put them in the folder you use the bittorrent client to download to. You will then be able to start the torrent with I would guess between 80 & 90 percent of the torrent already downloaded.

 

If you purge the stuff that romcenter says isn't the same before downloading, you will have the complete set much earlier this way with no garbage in it much quicker than starting from scratch.

 

Of course, if you didn't want to go through all of that work, you always have the option of taking the long way to grab the whole torrent from scratch too.

 

ok i see what you are saying :clapping:

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Ok the process of transfer is starting any unorthorised grabing of stuff will be punished its only a few days I dont want what happened last time so ill be keeping my eyes open I dont want to have to lock it down

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so is this download going to be through torrents bs?

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Hey BP. Looks like we haven't been able to meet on MSN this weekend. I'm going back to work tomorrow night. I was hoping I could get something done before my weekend is over.

 

If I wanted to remap Inferno, which I do, how would I go about mapping it so the right control pad fires when I point the gun direction?

 

The way that it's set up now is the Left Joystick controls movement, the Right Joystick controls gun direction and you have to press "A" to fire. It's too hard to do all that, and I'd like to get it so that when you're pressing the gun direction it fires at the same time.

 

Is that possible?

 

I'd like to do this myself as a lesson on how to do this if you could show me how.

 

Thanks,

~Rx

 

Here's the input port settings. I think I need to change these somehow, but I'm not sure. Is this what I need to alter to remap?

 

INPUT_PORTS_START( inferno )

PORT_START /* IN0 (muxed with IN3) */

PORT_BIT( 0x01, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKLEFT_UP )

PORT_BIT( 0x02, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKLEFT_LEFT )

PORT_BIT( 0x04, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKLEFT_RIGHT )

PORT_BIT( 0x08, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKLEFT_DOWN )

PORT_BIT( 0x10, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_UP )

PORT_BIT( 0x20, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_LEFT )

PORT_BIT( 0x40, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_RIGHT )

PORT_BIT( 0x80, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_DOWN )

 

PORT_START /* IN1 */

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_BUTTON1 )

PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPF_PLAYER2 | IPT_BUTTON1 )

PORT_BIT( 0x3C, IP_ACTIVE_HIGH, IPT_UNUSED )

PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_START1 )

PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_START2 )

 

PORT_START /* IN2 */

PORT_BITX(0x01, IP_ACTIVE_HIGH, 0, "Auto Up", KEYCODE_F1, IP_JOY_NONE )

PORT_BITX(0x02, IP_ACTIVE_HIGH, 0, "Advance", KEYCODE_F2, IP_JOY_NONE )

PORT_BITX(0x04, IP_ACTIVE_HIGH, 0, "High Score Reset", KEYCODE_7, IP_JOY_NONE )

PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_COIN1 )

PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_COIN2 )

PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_SERVICE1 )

PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_TILT )

PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNUSED )

 

PORT_START /* IN3 (muxed with IN0) */

PORT_BIT( 0x01, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKLEFT_UP )

PORT_BIT( 0x02, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKLEFT_LEFT )

PORT_BIT( 0x04, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKLEFT_RIGHT )

PORT_BIT( 0x08, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKLEFT_DOWN )

PORT_BIT( 0x10, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKRIGHT_UP )

PORT_BIT( 0x20, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKRIGHT_LEFT )

PORT_BIT( 0x40, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKRIGHT_RIGHT )

PORT_BIT( 0x80, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKRIGHT_DOWN )

INPUT_PORTS_END

Edited by ressurectionx

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Hey BP. Looks like we haven't been able to meet on MSN this weekend. I'm going back to work tomorrow night. I was hoping I could get something done before my weekend is over.

 

If I wanted to remap Inferno, which I do, how would I go about mapping it so the right control pad fires when I point the gun direction?

 

The way that it's set up now is the Left Joystick controls movement, the Right Joystick controls gun direction and you have to press "A" to fire. It's too hard to do all that, and I'd like to get it so that when you're pressing the gun direction it fires at the same time.

 

Is that possible?

 

I'd like to do this myself as a lesson on how to do this if you could show me how.

 

Thanks,

~Rx

 

Here's the input port settings. I think I need to change these somehow, but I'm not sure. Is this what I need to alter to remap?

 

INPUT_PORTS_START( inferno )

PORT_START /* IN0 (muxed with IN3) */

PORT_BIT( 0x01, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKLEFT_UP )

PORT_BIT( 0x02, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKLEFT_LEFT )

PORT_BIT( 0x04, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKLEFT_RIGHT )

PORT_BIT( 0x08, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKLEFT_DOWN )

PORT_BIT( 0x10, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_UP )

PORT_BIT( 0x20, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_LEFT )

PORT_BIT( 0x40, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_RIGHT )

PORT_BIT( 0x80, IP_ACTIVE_LOW, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_DOWN )

 

PORT_START /* IN1 */

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_BUTTON1 )

PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPF_PLAYER2 | IPT_BUTTON1 )

PORT_BIT( 0x3C, IP_ACTIVE_HIGH, IPT_UNUSED )

PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_START1 )

PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_START2 )

 

PORT_START /* IN2 */

PORT_BITX(0x01, IP_ACTIVE_HIGH, 0, "Auto Up", KEYCODE_F1, IP_JOY_NONE )

PORT_BITX(0x02, IP_ACTIVE_HIGH, 0, "Advance", KEYCODE_F2, IP_JOY_NONE )

PORT_BITX(0x04, IP_ACTIVE_HIGH, 0, "High Score Reset", KEYCODE_7, IP_JOY_NONE )

PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_COIN1 )

PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_COIN2 )

PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_SERVICE1 )

PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_TILT )

PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNUSED )

 

PORT_START /* IN3 (muxed with IN0) */

PORT_BIT( 0x01, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKLEFT_UP )

PORT_BIT( 0x02, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKLEFT_LEFT )

PORT_BIT( 0x04, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKLEFT_RIGHT )

PORT_BIT( 0x08, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKLEFT_DOWN )

PORT_BIT( 0x10, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKRIGHT_UP )

PORT_BIT( 0x20, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKRIGHT_LEFT )

PORT_BIT( 0x40, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKRIGHT_RIGHT )

PORT_BIT( 0x80, IP_ACTIVE_LOW, IPF_PLAYER2 | IPT_JOYSTICKRIGHT_DOWN )

INPUT_PORTS_END

 

 

EDITED TO ADD: Okay BP... nevermind. I know that's how you do it because I was able to successfully switch the fire and jump buttons on Wardner (Just as a test, I like how you had it mapped already) and I was able to make it so the right joystick controls the fireing as well as the direction in Inferno.

 

This is exciting as hell. Finally some real progress. :(

 

Here's what I did:

 

Originally, part of the code looked like this:

 

PORT_START /* IN1 */

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_BUTTON1 )

PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPF_PLAYER2 | IPT_BUTTON1 )

PORT_BIT( 0x3C, IP_ACTIVE_HIGH, IPT_UNUSED )

PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_START1 )

PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_START2 )

 

I changed it to look like this:

 

PORT_START /* IN1 */

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_UP )

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_LEFT )

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_RIGHT )

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_DOWN )

PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPF_PLAYER2 | IPT_BUTTON1 )

PORT_BIT( 0x3C, IP_ACTIVE_HIGH, IPT_UNUSED )

PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_START1 )

PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_START2 )

 

This changed it so that the line:

 

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_BUTTON1 )

(which mapped fireing to the "A" button)

 

It was replaced with the following 4 lines:

 

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_UP )

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_LEFT )

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_RIGHT )

PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPF_PLAYER1 | IPT_JOYSTICKRIGHT_DOWN )

 

Now when I change direction in game it also fires that way if I hold the joystick down.

 

What I take from this also is that "IPT_BUTTON1" is the A-Button in mapping.

 

 

If I wanted to change JOYSTICKRIGHT_UP so that it was the up button on the D-Pad, what would I change it to?

Edited by ressurectionx

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the dats

 

Care to elaborate?

 

Seriously BP. Just tell me which dats are effected by remapping controls in the game driver file.

 

I'll figure it out from there.

 

 

 

2nd question: Which dat or source file controls which version of the rom you're using? I want to switch a bunch of them to work with the US rom instead of the world rom.

 

Thanks,

~Rx

Edited by ressurectionx

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