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pointdablame:

you don't need to define them in advancemame,  you need to define them in MAME in general.  Just load up a game in mame, hit tab, and go to general inputs.  Then just set up your buttons and you should be set.

Antix:

Got them working, I defined them in Advanceame.rc file by changing these lines for anyone else that may have this problem.

input_map[p2_button5] keyboard[0,i]
input_map[p2_button6] keyboard[0,k]

And viola, they all work fine and dandy :)

I think Im starting to get the hang of this stuff :D (bout time too :D)

bloodyviking77:

incidentally, has anyone ever worked out why this is the case?

I know mamedev seem to not care that much about it . . . but if P1 has six buttons defined by default, why not P2??

Just doesn't make much sense.

Not a huge deal, of course, but just one of those inconsistencies that sometimes bugs me . . .


[but then I have had a pretty crappy day. I came home to be told by wife that a fuse had blown and then spent two hours (a) finding fuse wire, (b) checking fuses (c) replacing fuses.  in the dark. The worst bit being that both the cab and the computer were on a circuit with a blown fuse!!]

Tiger-Heli:


--- Quote from: bloodyviking77 on June 28, 2004, 07:36:36 am ---I know mamedev seem to not care that much about it . . . but if P1 has six buttons defined by default, why not P2??

--- End quote ---
Actually, P1 has TEN buttons defined by default and P2 has four.  Never made much sense to me either, but it's easy enough to set up, and I'm not gonna bug the DEVs about it.

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