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Author Topic: Daphne controls - Joystick type, Button colors and labels  (Read 8747 times)

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arzoo

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    • LEDBlinky
Daphne controls - Joystick type, Button colors and labels
« on: March 19, 2009, 09:42:19 am »
I recently configured all my Daphne games so that the buttons light up correctly and I thought I'd pass on the control information. Basically I checked out control panel images to determine the button colors and actions (labels). One thing I'm not 100% sure on is the joystick type. I know games like Dragon's Lair, Space Ace, and Cliff Hanger used a 4-way joystick. But I don't know if the flight games used an 8-way or an analog stick. Let me know if I've got anything wrong here.

Oh, and if anyone is using LEDBlinky and wants the xml data for these games just let me know.

Astron Belt
Joystick: 8-way?
P1_Button1: Laser Fire Control (red)

Badlands
Joystick: 4-way?
P1_Button1: Fire (red)

Bega's Battle
Joystick: 8-way?
P1_Button1: Teleport (red)
P1_Button2: Barrier (blue)
Teleport? Barrier? - I just used Fire and Shield.

Cliff Hanger
Joystick: 4-way
P1_Button1: Hands (red)
P1_Button2: Feet (white)

Cobra Command
Joystick: Analog?
P1_Button1: Gun (red)
P1_Button2: Rocket (blue)
I think this game works better with the joystick controls (up/down) inverted.

Dragon's Lair
Joystick: 4-way
P1_Button1: Sword (red)

Dragon's Lair II
Joystick: 4-way
P1_Button1: Sword (yellow)

Esh's Aurunmilla
Joystick: 4-way?
P1_Button1: (red)
I don't think the button had any label on the cp.

Galaxy Ranger
Joystick: Analog?
P1_Button1: Laser Fire Control (red)

Interstellar Laser Fantasy
Joystick: 8-way?
P1_Button1: Fazer (red)
P1_Button2: Burn (yellow)

Space Ace
Joystick: 4-way
P1_Button1: Fire / Energize (red)
P1_Button4: Cadet (red)
P1_Button5: Captain (red)
P1_Button6: Space Ace (red)

Super Don Quix-ote
Joystick: 4-way?
P1_Button1: Action (orange?)

Us Vs. Them
Joystick: 8-way or Analog?
P1_Button1: joystick trigger
P1_Button2: Bank Left or Fire Backward (red)
P1_Button3: Bank Right (yellow)
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Bender

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #1 on: March 19, 2009, 11:46:37 am »
Hey Arzoo,

Great work
I'd love to add these!

Bender

pretty sure us vs them and firefox are analog  (starwars type yoke)
« Last Edit: March 19, 2009, 11:48:15 am by Bender »

arzoo

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #2 on: March 19, 2009, 12:04:27 pm »
Hey Arzoo,

Great work
I'd love to add these!

Bender

pretty sure us vs them and firefox are analog  (starwars type yoke)

I think UvT used a heavy-duty trigger stick with dual thumb buttons. I actually have an 8-way heavy (with dual thumb buttons) on my cp, but all three buttons are wired as mouse buttons and Daphne doesn't recognize mouse buttons  ::).

I'll email you the xml data!
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DaveMMR

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #3 on: March 19, 2009, 07:17:26 pm »
Hey Arzoo - mind sharing the XML data here too?

arzoo

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #4 on: March 20, 2009, 08:33:36 am »
Hey Arzoo - mind sharing the XML data here too?

No problem - I'll boot up my mame system this weekend and grab the file.
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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #5 on: March 20, 2009, 09:10:23 am »
I would love the file too!!!

Great work!

arzoo

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #6 on: March 20, 2009, 09:17:44 am »
I'll just post the data back here and you guys can cut/paste into your LEDBlinkyControls.xml file.
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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #7 on: March 20, 2009, 06:48:41 pm »
Yup, the "flight" games just use a big fat 8-way trigger stick (sometimes w/ buttons, sometimes w/out).

Not analog.

-Jason

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #8 on: March 20, 2009, 08:32:16 pm »
Thanks Jason - I've switched analog to 8-way in the data.

Here it is - just paste this into the LEDBlinkyControls.xml file (using notepad) under the </meta> node. If you already have an emulator node for daphne <emulator emuname="daphne" emuDesc=""> then you'll need to combine all the daphne <controlGroup nodes under one <emulator node for daphne - in other words, you only want one <emulator node for daphne.

After you've inserted the data, save/close the file and run the controls editor. You'll need to change all the InputCodes for each daphne game since the codes in this data are for my cp.

Hope this makes sense.

Code: [Select]
  <emulator emuname="daphne" emuDesc="">
    <controlGroup groupName="lair" voice="Dragon's Lair" numPlayers="2" alternating="1">
      <player number="1">
        <control name="P1_BUTTON1" voice="sword" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
        <control name="P1_JOYSTICK_UP" voice="Up" color="" inputCodes=""/>
        <control name="P1_JOYSTICK_DOWN" voice="Down" color="" inputCodes=""/>
        <control name="P1_JOYSTICK_LEFT" voice="Left" color="" inputCodes=""/>
        <control name="P1_JOYSTICK_RIGHT" voice="Right" color="" inputCodes=""/>
      </player>
      <player number="0">
        <control name="CONTROL_JOY4WAY" voice="4-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
    </controlGroup>
    <controlGroup groupName="lair2" voice="Dragon's Lair 2" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY4WAY" voice="4-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Sword" color="Yellow" inputCodes="KEYCODE_M|KEYCODE_Q"/>
      </player>
    </controlGroup>
    <controlGroup groupName="ace" voice="Space Ace" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY4WAY" voice="4-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Fire, or Energize" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
        <control name="P1_BUTTON4" voice="Skill Level Cadet" color="Red" inputCodes="KEYCODE_LSHIFT"/>
        <control name="P1_BUTTON5" voice="Skill Level Captain" color="Red" inputCodes="KEYCODE_Z"/>
        <control name="P1_BUTTON6" voice="Skill Level Space Ace" color="Red" inputCodes="KEYCODE_X"/>
      </player>
    </controlGroup>
    <controlGroup groupName="astron" voice="Astron Belt" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Laser Fire Control" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
      </player>
    </controlGroup>
    <controlGroup groupName="badlands" voice="Badlands" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Fire" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
      </player>
    </controlGroup>
    <controlGroup groupName="bega" voice="Baga's Battle" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Fire" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
        <control name="P1_BUTTON2" voice="Shield" color="Blue" inputCodes="KEYCODE_V|KEYCODE_S"/>
      </player>
    </controlGroup>
    <controlGroup groupName="cliff" voice="Cliff Hanger" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY4WAY" voice="4-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Hands" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
        <control name="P1_BUTTON2" voice="Feet" color="White" inputCodes="KEYCODE_V|KEYCODE_S"/>
      </player>
    </controlGroup>
    <controlGroup groupName="mach3-r" voice="M.A.C.H. 3" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Fire Gun" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
        <control name="P1_BUTTON2" voice="Missle, Bomb" color="Yellow" inputCodes="KEYCODE_V|KEYCODE_S"/>
      </player>
    </controlGroup>
    <controlGroup groupName="cobra" voice="Corbra Command" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Gun" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
        <control name="P1_BUTTON2" voice="Rocket" color="Blue" inputCodes="KEYCODE_V|KEYCODE_S"/>
      </player>
    </controlGroup>
    <controlGroup groupName="esh" voice="Esh's Aurunmilla" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY4WAY" voice="4-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Action" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
      </player>
    </controlGroup>
    <controlGroup groupName="interstellar" voice="Interstellar Laser Fantasy" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Fazer" color="Red" inputCodes="KEYCODE_M|KEYCODE_Q"/>
        <control name="P1_BUTTON2" voice="Burn" color="Yellow" inputCodes="KEYCODE_V|KEYCODE_S"/>
      </player>
    </controlGroup>
    <controlGroup groupName="sdq" voice="Super Don Quixote" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY4WAY" voice="4-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Action" color="Orange" inputCodes="KEYCODE_M|KEYCODE_Q"/>
      </player>
    </controlGroup>
    <controlGroup groupName="uvt" voice="Us Vs Them" numPlayers="2" alternating="1">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON3" voice="Fire" color="Red" inputCodes="KEYCODE_A"/>
        <control name="P1_BUTTON2" voice="Bank Right, or Fire Backward" color="Yellow" inputCodes="KEYCODE_S"/>
        <control name="P1_BUTTON1" voice="Bank Left" color="Yellow" inputCodes="KEYCODE_Q"/>
      </player>
    </controlGroup>
  </emulator>
« Last Edit: March 20, 2009, 08:37:22 pm by arzoo »
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DaveMMR

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #9 on: March 21, 2009, 08:51:23 am »
Thanks Arzoo!   :cheers:  By the way, not to hijack but, I'm trying to edit the XML to disable lighting up the trackball for spinner/analog joystick games (the same way I edited the .ini in the older version).  I've edited the necessary entries but is there something else I'm missing?

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #10 on: March 21, 2009, 06:35:04 pm »
Thanks Arzoo!   :cheers:  By the way, not to hijack but, I'm trying to edit the XML to disable lighting up the trackball for spinner/analog joystick games (the same way I edited the .ini in the older version).  I've edited the necessary entries but is there something else I'm missing?
No problem. So what exactly did you edit in the file? The easiest way for me to help is if you turn on the Debug/Verbose option, run a spinner or analog joystick game, then email me the debug.zip file.
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DaveMMR

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #11 on: March 21, 2009, 06:45:48 pm »
Well here's an example of a line I removed the "mousecodes" from:
Code: [Select]
<control name="P1_PADDLE_V" inputCodes="|JOYCODE_1_ANALOG_Y|KEYCODE_UP|JOYCODE_1_UP" allowConfigPlayerNum="1"/>...pretty much to all "Player 1 and 2" controls that involve spinners, dials, pedals, and analog joysticks, which is pretty much how I fixed the problem in the .ini file back in the older version.

I just took my cabinet out of "maintenance mode" (people coming over) so I will create a debug file hopefully tomorrow or early in the week  Thanks for your help!

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #12 on: March 22, 2009, 09:25:55 am »
Well here's an example of a line I removed the "mousecodes" from:
Code: [Select]
<control name="P1_PADDLE_V" inputCodes="|JOYCODE_1_ANALOG_Y|KEYCODE_UP|JOYCODE_1_UP" allowConfigPlayerNum="1"/>...pretty much to all "Player 1 and 2" controls that involve spinners, dials, pedals, and analog joysticks, which is pretty much how I fixed the problem in the .ini file back in the older version.

I just took my cabinet out of "maintenance mode" (people coming over) so I will create a debug file hopefully tomorrow or early in the week  Thanks for your help!


That should have worked. Just confirm that you removed the mousecodes from the mame control default node <controlDefaults groupName="MAME">. You may also have a control default node for other emulators <controlDefaults groupName="OTHER"> with the same controls and removing the mousecodes from that section won't affect mame.

Here's another option that doesn't require editing the xml file - from the Gen Input Map application, change the input port for your trackball from MOUSECODE_1_ANALOG_X and MOUSECODE_1_ANALOG_Y to TRACKBALL. The advantage to this is that the trackball will only light up for games where the trackball is the primary control. The downside is that the trackball actions won't be spoken. For example - in Marble Madness, you won't hear "Up, Down, Left, Right". But if you're not using the voice stuff or you don't care, this is may be a better solution.
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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #13 on: March 22, 2009, 11:46:24 am »
Well here's an example of a line I removed the "mousecodes" from:
Code: [Select]
<control name="P1_PADDLE_V" inputCodes="|JOYCODE_1_ANALOG_Y|KEYCODE_UP|JOYCODE_1_UP" allowConfigPlayerNum="1"/>...pretty much to all "Player 1 and 2" controls that involve spinners, dials, pedals, and analog joysticks, which is pretty much how I fixed the problem in the .ini file back in the older version.

I just took my cabinet out of "maintenance mode" (people coming over) so I will create a debug file hopefully tomorrow or early in the week  Thanks for your help!


Here's another option that doesn't require editing the xml file - from the Gen Input Map application, change the input port for your trackball from MOUSECODE_1_ANALOG_X and MOUSECODE_1_ANALOG_Y to TRACKBALL. The advantage to this is that the trackball will only light up for games where the trackball is the primary control. The downside is that the trackball actions won't be spoken. For example - in Marble Madness, you won't hear "Up, Down, Left, Right". But if you're not using the voice stuff or you don't care, this is may be a better solution.

To be honest, I did kind of edit it quickly instead of meticulously, so it is quite possible I missed a few entries.  I will play around with it.  Although, I think I may go with the other solution you presented since, as you mentioned, it's a lot quicker and cleaner.  I do use the voice, but the only control that gives the directions (up, down, left, right) is the trackball.   I'm going to give that a shot.  Thanks!   :cheers:

Please do tell me if I'm getting annoying, but I did notice one other oddity.  Although I didn't change anything in colors.ini, Neo-Geo games that previously lit up with the four standard colors no longer light (or announce) at all.  For example, Magician Lord.  Here's the entry in colors.ini:

Code: [Select]
[maglord]
P1_COIN=White
P1_START=White
P1_BUTTON1=Red
P1_BUTTON2=Yellow
P1_BUTTON3=Green
P1_BUTTON4=Blue
P1_JOYSTICK=Black
P2_COIN=White
P2_START=White
P2_BUTTON1=Red
P2_BUTTON2=Yellow
P2_BUTTON3=Green
P2_BUTTON4=Blue
P2_JOYSTICK=Black

But it doesn't register anything.  Same with the Metal Slug series, etc.  I'm going to play around with it and see if I come up with anything but also wanted to ask you in case I am missing something.

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #14 on: March 22, 2009, 05:14:01 pm »
Please do tell me if I'm getting annoying, but I did notice one other oddity.  Although I didn't change anything in colors.ini, Neo-Geo games that previously lit up with the four standard colors no longer light (or announce) at all.  For example, Magician Lord.  Here's the entry in colors.ini:

Code: [Select]
[maglord]
P1_COIN=White
P1_START=White
P1_BUTTON1=Red
P1_BUTTON2=Yellow
P1_BUTTON3=Green
P1_BUTTON4=Blue
P1_JOYSTICK=Black
P2_COIN=White
P2_START=White
P2_BUTTON1=Red
P2_BUTTON2=Yellow
P2_BUTTON3=Green
P2_BUTTON4=Blue
P2_JOYSTICK=Black

But it doesn't register anything.  Same with the Metal Slug series, etc.  I'm going to play around with it and see if I come up with anything but also wanted to ask you in case I am missing something.


I tried maglord on my test rig and the buttons did light up the correct colors. But there's no actions spoken because that game is not defined in the controls.ini file. If you can't figure out what's going on, just send me the debug.zip and I'll take a look.
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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #15 on: March 22, 2009, 07:55:34 pm »
Hey-

How could one take this data you've put together & use it in a control panel viewer?  I haven't gotten to that stage yet, but I know that, when I call CPWizard (or maybe Johnny5?) from MaLa, I think it will work only on the MAME games (if I'm doing a dynamic display instead of pre-rendering all 2250 control panels ahead of time & saving them as graphics files).

Thanks,
-Jason

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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #16 on: March 23, 2009, 08:34:42 am »
Hey-

How could one take this data you've put together & use it in a control panel viewer?  I haven't gotten to that stage yet, but I know that, when I call CPWizard (or maybe Johnny5?) from MaLa, I think it will work only on the MAME games (if I'm doing a dynamic display instead of pre-rendering all 2250 control panels ahead of time & saving them as graphics files).

Thanks,
-Jason

Jason,
You'll need to contact headkaze for questions about CPWizard. The data schema here is used exclusively by LEDBlinky, but it's possible that some sort of conversion app could be created.
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Re: Daphne controls - Joystick type, Button colors and labels
« Reply #17 on: March 23, 2009, 11:22:58 am »
Thanks, Arzoo-

It's not too many games--I could manually transform this data into whatever the control panel viewers use (controls.dat file?).  Just thinking out loud--I'll bookmark this thread for later, when I get around to setting up my viewer.

OK, back to your regularly scheduled programming.

Thanks,
-Jason