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Author Topic: Mame ui_key_start  (Read 2494 times)

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newmanfamilyvlogs

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Mame ui_key_start
« on: December 27, 2010, 06:41:34 am »
So I was working on setting keys for my CP and managed to set the "select" or "start" key for the in-game menus to 'none'. I assumed it wouldn't be a problem to just go back into the .ini and edit the line, but in all mame .ini files in my mame folder, there is already a ui_key_start set to the default 'enter, non-alt' config.

Assuming that was the wrong line I renamed my config files to .old_ini and let mame recreate them. This didn't solve the problem.

I'm launching mameui64 from hyperspin. Where else should I look for a .ini to edit to fix this? Its rather frustrating to not be able to configure keys from in-game.

VanillaGorilla

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Re: Mame ui_key_start
« Reply #1 on: December 27, 2010, 10:40:10 am »
One big thing with Hyperspin, as I have found:

Don't waste your time configuring MAME's ini settings via the MAME UI while launching it with Hyperspin. MAME does not appear to be able to save its config changes when launched from Hyperspin. Run MAME standalone [mame.exe] instead if you are setting up mame via the embedded interface, or changing your mame.ini file. This also goes if , for example you use any of the video mode tweaks on a per-game basis; Bezel artwork, custom pixel dimensions, color overlays etc. They wont save cfg or ini changes when launched with Hyperspin. This may be more closely tied to whether or not you are using an AHK to launch MAME, or Hyperspin by way of a command line string.
« Last Edit: December 27, 2010, 11:29:33 am by VanillaGorilla »

newmanfamilyvlogs

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Re: Mame ui_key_start
« Reply #2 on: December 27, 2010, 10:43:52 am »
I wonder if that's a hyperlauncher issue. I'm not using hyperlauncher.

Clearly mine IS able to save changes when launched from hyperspin as thats when the clearing of the menu 'select' key happened. I just can't figure where it's actually reading that ini from, as I've recreated all the inis I know to recreate.

VanillaGorilla

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Re: Mame ui_key_start
« Reply #3 on: December 27, 2010, 11:27:22 am »
Thats what I meant by AHK: Auto HotKey scripting is what Hyperspin leverages for launch customization. Oh, wait, you are launching MameUI64, not MAME64. Why do you use the UI version with Hyperspin? Is there some advantage to this that I'm not aware of? I cannot speak towards that of which I do not understand....I have never heard of anyone using the UI version in a cabinet or control panel application, especially with Hyperspin. Neato.
« Last Edit: December 27, 2010, 11:29:07 am by VanillaGorilla »

newmanfamilyvlogs

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Re: Mame ui_key_start
« Reply #4 on: December 27, 2010, 09:31:45 pm »
Is there any disadvantage to using the ui version? I doubt there is. I can't see where that makes much difference.  Really I've included too much information that does not matter. This is an issue outside of hyperspin or my control panel.

I cannot navigate into any in-game menu within mame after clearing the select key. This includes using the keyboard. The problem persists after deleting what I thought to be the correct ini and letting the defaults repopulate a new file. More over I see the binding in the ini it created.

Where else could the 'none' binding be being set from?

Dazz

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Re: Mame ui_key_start
« Reply #5 on: December 27, 2010, 09:49:41 pm »
One big thing with Hyperspin, as I have found:

Don't waste your time configuring MAME's ini settings via the MAME UI while launching it with Hyperspin. MAME does not appear to be able to save its config changes when launched from Hyperspin. Run MAME standalone [mame.exe] instead if you are setting up mame via the embedded interface, or changing your mame.ini file. This also goes if , for example you use any of the video mode tweaks on a per-game basis; Bezel artwork, custom pixel dimensions, color overlays etc. They wont save cfg or ini changes when launched with Hyperspin. This may be more closely tied to whether or not you are using an AHK to launch MAME, or Hyperspin by way of a command line string.
This is actually incorrect...  Simply do not select HyperLaunch on your MAME settings within HyperHQ.  The HyperLaunch script causes emulators to force quit which does not allow the emu to go through the close processes.  In this case MAME saves the settings upon exit and if it is force quit then it's not going to save settings.  MAME is a command line application and doesn't need HyperLaunch anyway.



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Re: Mame ui_key_start
« Reply #6 on: December 28, 2010, 06:39:57 am »
Well problem fixed, mystery unsolved.

I decided to just rebuild my whole mame folder from scratch. Moved the roms, sta, and hi folders, copied the bare .EXE and went from there.

Still no clue what actually happened. I went so far as to even use Proccess Monitor to look at the files that it was accessing to see if anything was odd, but nothing looked unusual.

Weird.

VanillaGorilla

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Re: Mame ui_key_start
« Reply #7 on: December 29, 2010, 01:31:55 am »
alls well that ends well.  :cheers: