Software Support > controls.dat
controls.xml outdated
SirPoonga:
--- Quote from: headkaze on September 08, 2008, 12:37:18 am ---When you create a new entry in my app it is defaulted to "UnVerified" status, so if people don't verify the games they add then it should be fine. Once they have added a bunch of entries they can just use Export->Xml (UnVerified) and upload that file and we know these are new games added.
--- End quote ---
That would include anything unverified in the official controls.dat also. I'd only want differences if that is possible. If not that's fine. I probably have to put the code in anyway to check if the adding entry exists or not.
--- Quote ---I'm happy to help out, but I don't know jack about Mame controls. All I have is a basic two player, 7 button layout on my cab so I really am not qualified to verify entries, but I'm happy to help out "behind the scenes" with any code or whatever that's needed
--- End quote ---
It's actually quite easy. You look at the resource and see if the labels are clearly readable. Then compare it to the listxml output to see if all the controls are there.
There are some instances where I need to look at the mame source code to see what is going on. This is usually because the game has some complex control layout. I can handle stuff like that. But for games that are simple, games that just have joysticks and buttons, it's pretty easy to verify.
--- Quote ---Hardware like the LEDWiz (which is the only hardware that can do colors at the moment) uses 49 levels of color for each red, green and blue value. So that is why I just have the colors stored in ControlsDat as color names as they will differ depending on the device.
--- End quote ---
Well, then I would love it or someone to tell me the LEDWiz values representing those colors. It'd just be a look up table in the FEDev zip to make it easier for FE devs.
headkaze:
--- Quote from: SirPoonga on September 08, 2008, 12:52:33 am ---Well, then I would love it or someone to tell me the LEDWiz values representing those colors. It'd just be a look up table in the FEDev zip to make it easier for FE devs.
--- End quote ---
No problemo here they are:
RGB Values (R,G,B):
--- Code: ---Black: 0,0,0
White: 255,255,255
Red: 255,0,0
Yellow: 255,255,0
Orange: 255,165,0
Lime: 0,255,0
Green: 0,128,0
Cyan: 0,255,255
Blue: 0,0,255
Purple: 128,0,128
Violet: 238,130,238
Magenta: 255,0,255
Brown: 165,42,42
--- End code ---
LEDWiz Values:
--- Code: ---Black: 0,0,0
White: 49,49,49
Red: 49,0,0
Yellow: 49,49,0
Orange: 49,31,0
Lime: 0,49,0
Green: 0,24,0
Cyan: 0,49,49
Blue: 0,0,49
Purple: 24,0,24
Violet: 45,24,45
Magenta: 49,0,49
Brown: 31,8,8
--- End code ---
TheShanMan:
Guys, I don't have anything helpful to add other than "this is exciting". I'm really happy to see the progress and the vision here. I have been feeling frustrated with the state of controls.dat for a while now and I'm sure I'm not the only one. We're obviously well on our way to rectifying that in a way that apparently everyone can be happy. Kudos to both of you, headkaze and SirPoonga! :cheers:
Space Fractal:
--- Quote from: SirPoonga on September 08, 2008, 12:19:38 am ---I will also add a "ButtonsUsed" attribute which indicates how many buttons are actually used. I may have to add an attribute to the button to indicate it is used. If we find a rom where it says it has 3 buttons but only buttons 1 and 3 are used we will need that. Bu i will only add that if we ever come across that situation.
--- End quote ---
Great Improvement, I guess I leave and see what headKaze and SirPoonga does now. I would checkout games with the new ButtonsUsed when done. I like that, and of course few games would use that, so it of course only add that when needed. In Asteroids ButtonsUsed could even set to 5 (and not swapped as I wrote).
For the extra attribute, I have not seen any games that use button 1 and 3 used in the game (2 buttons), but if they does, most people would remap them to work as 2 buttons. Instead we could add that as a comment to inform the user about it? But otherwise the extra attribute could been tell the button numbers used (etc even service buttons could been used that way if they actuelly are used by the emulated games).
Example: <Player Number="1" NumButtons="3" ButtonsUsed="2" ButtonsLabels="13">
The same is goes something like the joystick used, example in Galaga '88, which really use a 2-Way joystick, not a 8-way joystick. But Again, both joystick type could really been added (<Control Name="8-way Joystick|2-way Joystick">) for best accurate......
But kudos to both HeadKaze and SirPoonga to take this project up again :D.
SirPoonga:
--- Quote from: TheShanMan on September 08, 2008, 01:17:03 am ---I have been feeling frustrated with the state of controls.dat for a while now and I'm sure I'm not the only one.
--- End quote ---
You and me both. Interest died down. I am usually really busy over summers. It just needed some people to get interested in it again.
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