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Author Topic: Demul not retaining controls mappings - Naomi games - launched via Hyperspin.  (Read 13419 times)

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TopJimmyCooks

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I've been launching atomiswave and naomi games in Demul 5.7 via Hyperspin and it's working pretty well.  The video settings stay as selected.  however, if I start a game fullscreen, decide to adjust the controls, Alt-Tab out to the Demul Window, and change the control mapping settings, it seems like they are sometimes but not always retained- are reset back to the defaults. 

It always has the number of credits so that must be stored somewhere different.  I followed the demul hyperlaunch hq setups including downloading djvj's nvram files.  I wonder if some INI file is overwriting my setups upon restarting HS or something.  It seems inconsistent but I need to study it more and see if there's a certain combination of circumstances that always leads to controls being blanked out.

Any thoughts?  Thanks.

BadMouth

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Hyperspin makes heavy use of autohotkey type stuff.  It's probably killing the process instead of closing the emulator properly.
A lot of emulators write to the ini on exit.  Not much you can do except map everything outside of Hyperspin.

That's just an educated guess as I've never set up anything in Hyperspin except MAME.

EDIT:  I see hyperlaunch uses ini swaps.  It is swapping in the control mappings when the game is launched.
So you need to figure out where it is getting those from and change them there instead of in the game.
http://pastebin.com/41M64vK5

I should just stay out of it and leave it to someone who actually uses hyperspin.  :lol

DOUBLE EDIT: was editing why CharlieRam was posting a real answer...
« Last Edit: October 18, 2013, 10:16:16 am by BadMouth »

charlieram

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Are you using Hyperlaunch 3? If you are then that over writes the controls in demul's padDemul.ini, What you need to do is set your controls in Demul first and then copy the jamma controls for player 1, player 2 etc from PadDemul.ini Jamma control section and paste them into / overwrite the controls section of the demul module INI such as Demul(v0.5.7).ini which will be stored in D:\Hyperspin\HyperLaunch\Modules\Demul on a default install location.
Edit.
Also forgot to mention that in Hyperlauch HQ if you edit the module for demul you can change the control type for each Rom, If you want the key mappings to be the same for all games then just remove the control type from the roms settings, otherwise you will have to set up each control type in Demul first and then copy and paste each time into the correct jamma controls for each game type such as Driving or Fighting etc.
« Last Edit: October 18, 2013, 10:17:41 am by charlieram »

TopJimmyCooks

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OK, I saw that process described in the HL 3 module notes but Charlieram just put it in a much clearer and more succinct way.  I'm going to try that at lunch and will report back.  Thanks.

TopJimmyCooks

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OK, I did that and mapped all the game control types to a generic 4way plus buttons for player 1 and 2.  Now, in the lightgun games, its clear that the coin and start are not mapped properly.  when you look in paddemul.ini and the module Ini, they have the setups for guilty gear style, sf style, driver, etc.  but no "lightgun" key controls to map.   lightgun is referenced as a control type for the proper games in the module ini file. 

I copied all the controls to the ini for demul 0.5.6 module so that's not the problem. 

In the global Rom options for Atomiswave, it has additional tabs labeled atomiswave_jamma 00_1 etc.  but I cant find these in the module INI file to edit. 

I have had the lightgun games coined up, started and working/shooting in a demul window but now I can't find how to permanently set the coin/start keys for those. 

charlieram

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Just remove the control type in the Roms section of HyperspinHQ, Its then as normal, Left mouse=shoot, Right mouse =reload and coins and p1 start will be what you've already configured.

Pain in the ass ain't it!

charlieram

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In the global Rom options for Atomiswave, it has additional tabs labeled atomiswave_jamma 00_1 etc.  but I cant find these in the module INI file to edit. 
That's because you're using the wrong module ;D Use module 0.5.6 for demul 0.5.6 and module 0.5.7 for demul 0.5.7 or 0.5.8 and modify the corresponding INI for each module  :cheers:

TopJimmyCooks

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OK I worked through this.  for some reason, atomiswave works pretty well this way.  I made sure in the hyperlaunch demulxxx.ini that each game had a control type defined and that that control type had good key mapping copied from paddemul.ini, etc.   I got the original ini from DJVJ's hyperspin user ftp and a lot of the games didn't have a control type given and werent' defaulting to the default so I set them all up. 

Naomi on the other hand, still always opens up with start changed to "escape" when my ini file has it mapped to "6".  This crap just doesn't work well - the writing of demul's ini on game start is somehow corrupted. 

are you guys getting consistent behavior?  remember this is using Demul 0.5.8 with the 0.5.7 module, which is widely considered to work.  I know Badmouth is still running 5.7.  maybe I should try going back to the 5.7 exe. 

Thanks for any insight.  I'm on the road tomorrow (today actually) to take this cab to a pinball party and deliver it to the new owner.  so I'll have to send him updated ini files as an update when I get this straightened out.

TopJimmyCooks

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I think I have solved this.  there were two demul.ini's in the hyperlaunch module folder.  one for 0.5.7 and one for 0.5.6.  I thought I had everything fixed controls wise in both but I guess not.  I changed the name of the 0.5.6 ini and the controls appear to work.  now, some games don't work as well but I will update the control schemes in the 5.6 ini and that should be it. 

I also did what DJVJ said and copied the text from the file, pasted into a new file and renamed as the ini due to the corruption issue with Demul.  hopefully that doesn't happen too often?

Now, If I can just figure out why the aimtracks S**t the bed I'll be done with this sucker.