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Author Topic: Getting U360 buttons to work in Mame with Hyperspin??  (Read 1668 times)

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pbarcade

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Getting U360 buttons to work in Mame with Hyperspin??
« on: November 03, 2012, 05:29:17 pm »
Had a question - maybe i'm missing something simple here...but how do you get Ultimarc 360 joysticks with buttons connected to them (input mode) to work in mame, when running hyperspin and LEDblinkey?

I have it setup right now so the joysticks work in Hyperspin...and Mame.... and LEDBlinkey is highlighting the correct buttons that are active for each game when it starts up from hyperspin...but the buttons don't seem to do anything.  In Hyperspin I can assign a button to the hyperspin controls..(like I set P1 start to start the game in hyperspin..) but where are you supposed to tell mame what button is wired to what?  Basically I just wired everything up, but i'm not clear on what's supposed to 'take the lead' on the definition of all the u360 inputs....

Pete

pbarcade

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Re: Getting U360 buttons to work in Mame with Hyperspin??
« Reply #1 on: November 03, 2012, 05:51:43 pm »
I should amend this..I was thinking about this and realized I could just go into mame and add these buttons as default inputs..so the buttons seem to work now...but is there something I should be careful about mapping over when using things like LEDBlinkey?   Something doesn't quite seem right...for example, I went into Punchout and noticed the mappings didn't quite match up right... buttons were lit up that did nothing, etc..

cmoses

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Getting U360 buttons to work in Mame with Hyperspin??
« Reply #2 on: November 04, 2012, 01:26:35 am »
Keep us posted if you figure this out. I am working on a cocktail project and just ordered a wire harness from Ulitmarc. I used their Mini-Pac on my first upright build. Don't think it will work on a cocktail (wires not long enough). I got the harness to test. I plan to wire the buttons to the U360 with input mode. I am hoping that they will be easy to program for HyperSpin and MAME. I know they will now be game pad buttons instead of the keyboard presses that you get with the Mini-Pac.

Hopefully it will work as it will be easier to use on the 2 separate control panels that the cocktail cabinet has.


pbarcade

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Re: Getting U360 buttons to work in Mame with Hyperspin??
« Reply #3 on: November 04, 2012, 08:33:35 am »
I got them working...basically the confusing part is that, in mame...you go into a game and choose a control, lets say player 1's first button.  Well, in mame you go into 'default controls - all games' and select that control you want to change and then push the button to set the gamepad button.  In my case it might say Player1_Button0....and it works.  However, then LEDBlinkey doesn't light it up right.  When I went into the default cfg file, that same button is listed as Player1_button1. 

At first I thought that was a problem, until I realized in LEDBlinkey's config that there's no Player1_Button0 option...so as soon as I changed LEDBlinkey to be one higher for every control, then everything started working.

So basically, mame's GUI doesn't match what it puts into the default.cfg file...so when you're trying to assign lights to buttons in the LEDBlinky config program, make sure you're using the data from the default.cfg file, or looking at the mame gui and adding 1 (so button0 would be button1, button7 would be button8, etc...)

My next issue is trying to get LEDBlinky to work with LEDSTART... for example, when Battlezone gets credits, it wants to flash LEDSTART, which is coming through the LEDBlinky mame troubleshooter app as 'unassigned'.  If the game coins up and flashes LED0 or LED1, I have that working for player1 or player2 buttons to flash properly....but I'm not sure where to assign the 'unassigned' LEDSTART variable...to point it to the player1 button.  In the case of Battlezone, basically nothing flashes, even though it's sending the commands to make it happen...

Pete
« Last Edit: November 04, 2012, 08:35:14 am by pbarcade »