The NEW Build Your Own Arcade Controls
Main => Software Forum => Topic started by: cowboyscott on June 24, 2017, 12:38:49 am
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I have configured RGBcommander with RPi3 (RetroPie 4.2), and Ultimarc's UltimateIO board for the u-Trak trackball and associated RGB LED board. My goal is to get the u-Trak LED board to light up the trackball when you are playing MAME games that use the trackball (using lr-mame2003 for all my mame games). I have many games working like centipede, millipede, missile command, etc.; basically any ROM that already had a <rom ... /rom> entry already in the rgbcmmd.xml file, which I configured to what color I wanted for that game.
However, I have one ROM for World Class Bowling (wcbwl12.zip) that did not already exist in the rgbcmmd.xml file. I added the following in the xml file, under the "arcade" emulator section, same section as my P1_TRACKBALL configurations for the other ROMs...
<rom id="wcbwl12">
<control name="P1_TRACKBALL" colour="Blue"/>
</rom>
From the rgbcmmd.log file, it is not recognizing the ROM being called and reverts to the default LED settings.
23/06/17 22:12:52 [DEBUG] [retropiefifo] picked up command -> START~arcade~wcbwl12.zip
23/06/17 22:12:52 [DEBUG] [retropiefifo]cmd -> START core -> arcade rom -> wcbwl12
23/06/17 22:12:52 [INFO] [retropiefifo] waiting for process retroarch to appear...
23/06/17 22:12:56 [INFO] [RGBAstop] awaiting animation stop...
23/06/17 22:12:56 [INFO] [fadeSpeed] ULTIMATEIO fadespeed set to 0 -> SUCCESS
23/06/17 22:12:56 [INFO] [RGBAstop] awaiting animation stop...
23/06/17 22:12:56 [INFO] [RGBAthread] rgba Pattern08_32 playback stop -> anim runtime -> 13.587s
23/06/17 22:12:56 [INFO] [RGBAstop] animation stop -> success ...
23/06/17 22:12:56 [INFO] [processMonitor] retroarch is running
23/06/17 22:12:56 [INFO] [setState] setting state for arcade wcbwl12
23/06/17 22:12:56 [INFO] [setState] emu friendly name MAME core
23/06/17 22:12:56 [INFO] [setState] emu default active colour Orange r 255 g 128 b 0
23/06/17 22:12:56 [INFO] [setState] emu default inactive colour On r 0 g 0 b 0
23/06/17 22:12:56 [INFO] [setState] emu default joyway 8
23/06/17 22:12:56 [INFO] [setState] emu default rgba RANDOM at speed 50
23/06/17 22:12:56 [INFO] [setState] emu default monitor rotation -> horizontal
23/06/17 22:12:56 [INFO] [fadeSpeed] ULTIMATEIO fadespeed set to 0 -> SUCCESS
23/06/17 22:12:57 [INFO] [setState] supplied rom is unknown -> reset to default -> appending default to state
My question is- will RGBcommander work for ROMs that are not already included in the included xml file or am I missing something?
Thanks.
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will RGBcommander work for ROMs that are not already included in the included xml file or am I missing something->
yes, it will.
I have had someone else who mailed me a similar thing. I was however unable to reproduce it. I asked for that person's config file but never received it.
So, send you me you rgbcmdd.xml as it is now and I'll see if it behaves the same. Logically it should.
The only thing I can think of is an xml parsing error. That's the only reason why your rom isn't in the map.
What program did you use to adapt the xml?
Also, your RGBcommander version is?
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Hi,
I had a quick look and it is actually by design. I'll think it over but I agree that it is not what a user desires. I'll fix it in the next incremental release.
kind regards
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ok, so I investigated some more and the root cause are imho faulty rom names.
My current minimame binary file is mame 0.175 based.
I had 3 people reporting something similar.
Let's take your wcbwl12 rom :
:~/workspace/mamexmlmod/Release$ cat mame.xml | grep wcbwl12
:~/workspace/mamexmlmod/Release$
no hits... no rom -> default settings
Let's take this example : https://retropie.org.uk/forum/topic/11119/rgb-commander-confused-by-clone-roms-how-do-i-check-rom-name
:~/workspace/mamexmlmod/Release$ cat mame.xml | grep xmen2p
<machine name="xmen2pa" sourcefile="xmen.cpp" cloneof="xmen" romof="xmen">
<machine name="xmen2pe" sourcefile="xmen.cpp" cloneof="xmen" romof="xmen">
<machine name="xmen2pj" sourcefile="xmen.cpp" cloneof="xmen" romof="xmen">
<machine name="xmen2pu" sourcefile="xmen.cpp" cloneof="xmen" romof="xmen">
no exact match -> default settings
and I had a 3th case by mail : simpsn2p
:~/workspace/mamexmlmod/Release$ cat mame.xml | grep simpsn2p
:~/workspace/mamexmlmod/Release$
no hits -> default settings
cat mame.xml | grep simps learns us that it is likely that this rom is actaully named <machine name="simpsons2p" sourcefile="simpsons.cpp" cloneof="simpsons" romof="simpsons">
I've modified the setState method to cope with these faulty rom names and set the state even if there is no hit and if preconfiguration data is available else it reverts to default.
but ideally one should use correct rom names.
It still needs to be tested. If it works out fine it'll be included in the next 0.4.0.4 beta1
EDIT The 'faulty' rom feature has been confirmed functional.
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but ideally one should use correct rom names.
It still needs to be tested. If it works out fine it'll be included in the next 0.4.0.4 beta1
EDIT The 'faulty' rom feature has been confirmed functional.
Is there a way to change the rom name for something like the simpsn2p to work as is? I've had the same problems listed here since I try to use only the 2 player versions of these games.
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you'll have to wait for 0.4.0.4 beta1 or use the correct rom name.
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Hey there,
Are there plans to enable using the non-active buttons run an animation synced to system audio, much like ledblinky does? E.g. https://www.youtube.com/watch?v=Tcuan9aMQ90 (https://www.youtube.com/watch?v=Tcuan9aMQ90)
I couldn't see it mentioned in the docs, but maybe I missed it.
Thanks
Edit: Ugh, I just realised I hijacked someone else's thread. Apologies.
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Hi,
no, not really.
I once had code in it it that had ambient music much like in a bar...
It played louder when the fe was running and once a game started the volume would lower gradually.
I also had some poc that would allow me to generate values from that music that I could in turn convert to 00-FF and then generate an on-the-fly animation specific to the configured rgb buttons.
That's something I could do but I never managed to 'listen' to other streams then those from my own program...
That means that I can't do the same when an external player plays something. It is easier on windows to do something like that.
(If someone who reads this has linux c(++) code that does the above do contact me)
In the end I realized it wasn't the task of my daemon to play music but to animate leds - that combined with the above lead me to remove the code.
regards
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Thanks for your reply. I'm a coder too so I'll investigate... I really don't want to run windows on my new cab, but I love this functionality ledblinky has (the pulsing that that asteroids video shows is awesome).
Cheers
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I had a quick look and found this - may be of use?
http://equalarea.com/paul/alsa-audio.html#captureex (http://equalarea.com/paul/alsa-audio.html#captureex)
ALSA audio looks like it may enable audio capture (http://www.alsa-project.org/main/index.php/Main_Page (http://www.alsa-project.org/main/index.php/Main_Page))
I also saw there's a PulseAudio API, but not sure if that exposes methods to capture streams.
I agree I don't think your tool should play audio, but to have it control the LEDs from an external system audio stream would be an excellent addition (imo!) :)
Cheers
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Hi,
I just uploaded 0.4.0.4 beta1. Adapted site and documentation. Be sure to read the change log. You can keep the cfg from 0.4.0.3 (not lower).
eg
download the archive and extract it
copy to pi
ssh to it
cd where you copied the archive/RGBcommander_0404_beta1_Setup
sudo mv ./files/rgbcommander/rgbcmdd.xml ./files/rgbcommander/rgbcmdd_orig.xml (read the docu contained in it + site)
sudo cp /usr/sbin/rgbcommander/rgbcmdd.xml ./files/rgbcommander/rgbcmdd.xml
sudo setup.sh remove
sudo setup.sh install
regards