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New ControllerRemap utility, 7/11/13 update available (Version 0.0.11)
nick3092:
Dang. I searched over at MW, and didn't see anything like this. But I guess that explains the behavior I'm seeing. Interesting though that it ignores the "increment" and "decrement" port settings as well. Although, even if that worked it wouldn't do any good without the sensitivity settings. But if MAME did honor the "increment" and "decrement" settings via ctrlr, the sensitivity settings could be maintained in the individual game cfg files without specifying new JOY/MOUSECODEs
Looks like I'll have to maintain game specific cfg's for each game that require specific sensitivity settings and try not to have any extra joysticks plugged in. Although, I could set all of those cfg files read only. Then MAME couldn't muck them up if the controller order was changed.
Either way, thanks again for writing such a nifty utility.
drventure:
Well, I just had a look (more out of curiousity than anything), and it does look like this is the case. I found where I believe the CFG file is loaded
src\emu\inptport.c function load_game_config
and it has this
/* for analog fields, fetch configurable analog attributes */
else
{
/* get base attributes */
field->state->analog->delta = xml_get_attribute_int(portnode, "keydelta", field->delta);
field->state->analog->centerdelta = xml_get_attribute_int(portnode, "centerdelta", field->centerdelta);
field->state->analog->sensitivity = xml_get_attribute_int(portnode, "sensitivity", field->sensitivity);
However, from what I can tell, it looks like all the CFG and CTRLR files are read via
emu\src\config.c function config_load_settings
Well, the files appear to be referenced there, and then through a bunch of C pointer redirection that I'm not quite understanding right now, the files are parsed.
It appears that load_game_config doesn't end up getting called during a ctrlr parse, but is during a cfg parse.
Still not sure why...
wolfsoft:
I am currenty setting up my remap cfg. It is possible to post a working config of your aimtrak guns with controleralias?
Many thanks
--- Quote from: ArcadeBliss on April 01, 2011, 01:32:02 am ---Now this is just too cool. I have a multipanel setup including some with u360s and aimtraks plus joyless. This will now fix my woes! Thanks sooooooooooooo much for this.
Now only to get ledblinky to remap my u360s even if it did not detect them during the start of ledblinky ;) :w00t
--- End quote ---
wolfsoft:
I currently tried the ultimarc aimtrack and have a lot of usb devices plugged in
I configured button 1 and button 2 as mouse for the aimtrack and it works with guncode element.
But for button 3 and higher its regocnized as usual usb gamecontoller-
As therefor I have guncode_1 and for button 3 and higher joy_5 button 3
any idea?
thanks
drventure:
--- Quote from: wolfsoft on August 02, 2012, 03:31:33 am ---I currently tried the ultimarc aimtrack and have a lot of usb devices plugged in
I configured button 1 and button 2 as mouse for the aimtrack and it works with guncode element.
But for button 3 and higher its regocnized as usual usb gamecontoller-
As therefor I have guncode_1 and for button 3 and higher joy_5 button 3
any idea?
--- End quote ---
Sorry, you completely lost me on that. I haven't tried hooking it up with an aimtrak yet (mine is still in bubble wrap :( )
Maybe if you post your Controller file, it might be clearer.
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