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CPWizard v2.63 Released
Kayden:
Funny you should say that. I went through and defined my buttons as they are in Mame and then nothing worked. The labels only work if I use the defaults.
TheShanMan:
You must be doing something wrong then because I use many non-default key mappings and CPW works flawlessly. :dunno
jasonbar:
HeadKaze-
Sorry for the barrage of n00b posts, but I'm trying to get a feel for the inner workings of CPWizard so that I can debug some inconsistencies that I'm finding in the display of certain games.
As best I can tell, here's how MAME determines what button does what:
- controls.ini lists the joystick buttons & labels (example: Asteroids shows joystick left & right are "Rotate Left" & "Rotate Right" & P1 Buttons 1-3 are fire, thrust & hyperspace)
- the .cfg files in mame/config show overrides for specific games (example: to make Asteroids more like the arcade 5-button layout & to ditch the 2-way stick, I use P1B1=LAlt, P1B2=Space, P1B3=Mouse1B2, P1B4=Mouse1B1, P1B5=N)
Then, when I launch CPWizard & tell it where my mame.exe is, it finds controls.ini & mame.xml & generates MiniList.xml & ListInfo.xml
Example 1: '99: The Last War (rom name 99lstwar). CPWizard displays buttons 1 & 2 as "1" & "2", because there's no <Labels> entry under this rom name in MiniList.xml. Using rom asteroid as inspiration, I "fixed" this game to show "Fire" & "Shield" in CPWizard. This much I understand.
Example 2: Asteroids (rom name asteroid). CPWizard displays "Rotate Left" & "Rotate Right" next to my P1 stick. I edited MiniList.xml to show "Left" & "Right" because of overcrowding issues on my Frankenpanel. This is straightforward.
Example 3: X-Men (rom name xmen, 4P version). To somewhat maintain the chevron layout of the 3 buttons per player in this game, I'm using my Neo Geo dangly left button & its 2 neighbors, instead of the standard 3-in-a-row default buttons used in most games for P1B1, P1B2, & P1B3. These display just fine in CPWizard, even though MiniInfo.xml doesn't contain this remapping info. So, it appears that CPWizard goes out to xmen.cfg in mame/cfg & updates the keys accordingly. That's great--that means that CPWizard will stay udpated if I tinker w/ individual games--cool!
Example 4: Asteroids (rom name asteroid). This display is very funked up in CPWizard. See above for my remapping scheme. This displays with "Left" & "Right" still on the joystick (but with my edited, shortened text labels, which is good), and then "Thrust", "Fire", & "Hyperspace" are all incorrect. What should be "Left" & "Right" are labeled "Fire" & "Thrust", respectively, the buttons that should be "Thrust" & "Hyperspace" are blank, & "Fire" is mistakenly labeled "Hyperspace". So, is there some code in one of these files that's overriding my reassigned keys & reverting back to what it thinks should be used for Asteroids (that yucky left-right stick control)?
Example 5: Daphne games & spinner hack games. I have many Daphne games & a handful of "duplicate" games that I emulate normally in 115 & also with the spinner hack in 105. I edited my mame.xml file to include the extra names, so the Daphne games appear normally in MaLa in my main game list. And I use dummy entries in MaLa's game list to make the spinner hack games appear. These don't show up in MiniList.info or ListInfo.xml. How can I edit these xml files to make them appear? Or, how can I alter whatever source file CPWizard uses so that it generates these extra games into its files?
I'm not afraid of plugging through my 2245 games & checking/fixing the anomalies, but I want to make sure that I know how to do it correctly. Better yet, since I generally can't offer much software technical support to all these cool development projects like CPWizard, I'd much rather use my brute force patience to see that the appropriate files get updated correctly for everybody's benefit (like '99: The Last War & it's unlabeled buttons).
Thank you very much,
-Jason
TheShanMan:
Tried the new version and have a couple of comments:
I read that you added "wrap around" support for the menus (going from bottom to top or vice versa), but this is also "afflicting" the info screens. It's disconcerting to read through the info screen and then all of a sudden have it pop back up to the top again.
"Scroll repeat" (for analog joysticks, analogous to "key repeat") seems to kick in quicker than in prior versions. I have to make sure I do a very quick tap if I only want the menu selection to move up or down 1, otherwise I end up overshooting easily.
Haven't gotten around to swapping my panels so I can't comment on the analog joystick hot swap support yet.
headkaze:
TheShanMan: The key repeat for input was way too fast for GDI+ slow graphics so I have slowed it down. Not sure what you mean by joystick repeat "seems to kick in quicker than in prior versions". There never was a joystick repeat in prior versions. But anyway I have improved that to match the new key repeat. I think I have it working perfect now (hopefully). I also agree with you about the wrap around in text view being annoying so I removed it but kept it for the menu's.