Main > Software Forum

.117u1 and What it means to control viewers...

<< < (7/12) > >>

Minwah:

--- Quote from: Howard_Casto on July 25, 2007, 02:42:16 pm ---Heh you are really out of the loop, multimouse has been in there for a while... the problem was up until now it wasn't optional, causing headaches for people with hot-swappable panels and admin mice.

--- End quote ---

Sorry I meant the option to disable it...I recall the multiple mouse stuff being added, although I haven't actually used it.  I don't think personally I have much use for it as I don't have the controls for it.  Nice to have the option tho.

headkaze:

--- Quote from: youki on July 25, 2007, 07:16:08 am ---
nothing really to see with the subject , but i have to correct HeadKaze on that.


--- Quote ---But sending input through the DirectInput interface is as hard as it ever was. CoinDrop is the only app that ever did it and it used APIHook to inject keycodes into the IDirectInputDevice_GetDeviceState() function
--- End quote ---

AtomicFe Pro version was doing that months before you came with your Coin-Drop.
I had to remove the AtomicFe Pro version from my website for , i think , the same reasons you removed your coin-drop. AtomicFE Pro allowed to make real exploitation of Mame , It was able to insert credit in MAME (using the DirectInput hook) , and was able to transfert credit from one game to other game automatically. (if you quit one game with some credit left, you come back on Atomic and then if you run another game Credit appear in the new game).

--- End quote ---

Thanks for the correction. I knew you had some sort of credit system you removed from Atomic but I didn't know it was a Direct Input hook. You don't need to use that complex method to send keys to Mame as API functions are sufficient. But if your blocking and injecting then you do need to use that APIHijack. Unfortunetly I found it quite an unstable method, if you shutdown the hook dll before Mame it would crash. The way you describe how credits could be carried over is how CoinDrop worked as well. Boy did that program kick up a fuss. I don't really wan't to think about it anymore  :'(

Shoegazer:
Now that .118 is out, I'm curious to hear from any of you who have had any success in getting the new analog mapping feature to work.  I have an Ultrastik 360 and it would be really great to just set it to analog mode and let MAME handle the mapping on a per-game basis - but I don't see anywhere that the new MAME lets you do this.  Perhaps in the future Aaron will develop some tools to make it easy to develop maps and bind them on a per-game basis. 

So, have any of you had success with this?

Shoegazer

Howard_Casto:
For the most part, you set it to "auto" and it does the work for you. 



Getting back on topic, a few final changes in .108 (which is what is delaying an updated j5)

To quote the readme:

"Removed underscores from some keycode token names. Thus,
KEYCODE_0_PAD now becomes KEYCODE_0PAD. This is to prevent confusion
when parsing multiple keyboard items. Due to this change, also removed
imperfect backward compatibility with older configs; some mappings
will still work, but some won't. Note that this change will also
break some existing ctrlr files; new ones will be provided.
[Aaron Giles]"


Not a horribly akward change and it will actually make it easier for parsing in the long run.  The thing is, I (or should I say we) need to go through the list of tokens in the source and see if there are any other changes.  Afaik it appears to be only the numpad keys and perhaps the number keys (need to find the new constants to confirm). 

headkaze:

--- Quote from: Howard_Casto on August 09, 2007, 03:02:08 am ---Not a horribly akward change and it will actually make it easier for parsing in the long run.  The thing is, I (or should I say we) need to go through the list of tokens in the source and see if there are any other changes.  Afaik it appears to be only the numpad keys and perhaps the number keys (need to find the new constants to confirm). 

--- End quote ---

Have you generated a data file with the new constants? I can look into doing that if you don't have the time.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version