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91   Main Forum / Re: Control panel designer?on May 04, 2026, 04:53:08 pm

Started by spisi - Last post by Ond

Inkscape sure. Set the display mode in this program to outline, by default it will draw filled shapes.

I suspect the OP is hoping for an app that lets you input some parameters like panel size, controls etc and it draws it up.

92   Main Forum / Re: Control panel designer?on May 04, 2026, 04:50:09 pm

Started by spisi - Last post by Ginsu Victim

You could even use something as simple as Canva for free. Create a custom size 7 1/2" x 23 1/2" page, then drag and drop shapes (you can resize them to the correct size) that represent your controls. You can add background art and labels. I use it to mock things up all the time.

Started by FrizzleFried - Last post by Jollywest

The pc spec required with depend on what you intend to play on it.
I’m totally out of the loop regarding MAME driving games these days, so not sure what spec you’d need for that.
If you plan to run more modern racing games using Teknoparrot, then you’d need at least a NVIDIA GTX 1070 6GB GPU, and at least a i3 4th Gen CPU, to avoid slowdowns in some of the more demanding games.

Started by geecab - Last post by janderclander14

Hi janderclander14,

I'm having second thoughts about modifying MGPr to support combinations of keys/buttons to trigger specific inputs. It will just make the in-game configuration menu too complex.

Just wondering, have you looked into the free "antimicrox" tool? Its specifically designed to map all imaginable combinations of gamepad axis and buttons to keyboard keys. I've installed it on Linux, its got a nice front end, its available to Raspberry Pi also...

:)

I understand and yes, I'm familiar with it.

I'm also perfectly fine with no combinations of keys. Just being able to map the inputs I currently don't use (such as the dpad/hat I was mentioning above) to these special functions, or that all functions can be maped to a joystick, rather than being keyboard-exclusive, is more than enough!

Started by geecab - Last post by janderclander14

Thanks for clearing that up about the hat dpad thing. I think MGPr might be recognizing your hat controls as another analog axis for an additional joystick. Not sure if you've tried this, but if you go through all the "steering_device" options, do you see any hat controls for any joystick? If you do, and you select it, then when you play the game does moving the hat have any affect on the steering? I know you most probably don't want to steer with the hat, but it would be a good test to confirm that MGPr is seeing the hat movement in some form.

Just a couple of other questions, what game controls did you want to map the hat to? And also what type/make of joystick do you have (Just out of interest)?

I'm using an arduino leonardo with the Joystick library and a xbox controller-like layout: 1 dpad/hat, 4 analog axes, and several buttons. The arduino also reports as a mouse, where the mouse X axis is read from a rotary encoder. All axes and buttons, including the dpad, work fine in emulators and the emulationstation frontend installed in the same machine.

In the ingame menu, the steering_device option shows mouse x, mouse y and the four analog axis (but not hat or digital directions, which are reported as a digital 'hat'). For the remaining 'digital' devices (gear, coin, start), it cycles through mouse button numbers and the joystick buttons, but not the dpad/hat. Being the latter a digital input, I was expecting to be able to map any of the directions (up/down/left/right) to any fo the digital devices. For example, mapping gear_change_device to 'hat_up' or, if a volume_device is added, map volume up/down to the up/down hat.

My current config file regarding control is a follows:

CONTROL steering_device "mouse axis x"
CONTROL accelerator_device "arduino llc arduino leonardo stick 2 x"
CONTROL gear_change_device "arduino llc arduino leonardo b2"
CONTROL coin_a_device "arduino llc arduino leonardo b3"
CONTROL start_device "arduino llc arduino leonardo b 4". 

96   GroovyMAME / Re: Groovymame latest version No nag and diffon May 04, 2026, 02:31:22 pm

Started by fred92 - Last post by Andypc

or a No Nag version of Groovymame 0.285, as I can't seem to get 0.287 running on my system.

0.285 is working perfectly, but 0.287 give me the following error: -

"The procedure entry point std terminate could not be located in the dynamic link library api-ms-win-crt-private-l1-1-0.dll "

97   Main Forum / Re: Control panel designer?on May 04, 2026, 02:30:18 pm

Started by spisi - Last post by RandyT

Is there any software for this? I have a small panel, 7 1/2" x 23 1/2". I want a 3" suzo happ track ball, 2 servo stik joysticks, 6 buttons per player, and 6-8 additional buttons. I'd like to make sure everything fits before I actually start cutting holes. I was wondering if there's any software where you could lay everything out?

If just looking for placements and getting the sizes correct, a much more appropriate free software would be something like Inkscape.  Whichever you decide to use, when Vector and Bitmapped based programs are options, always go for the Vector-based program.  These are basically 2D CAD for artists, and the ease-of-use considerations are geared more toward that crowd.  It also allows for moving things around as separate objects, which makes visual spit-balling a lot easier.  Once you get things about where they should be, most have options for precise positioning, grouping, copying, etc...  CorelDraw is the "gold standard" but it's not free...although older versions are often available on the used market for fairly cheap(ish).

A side benefit of using these is that once a design is completed, it's almost ready to give to someone with a CNC to cut it for you, if that ended up being of interest.

98   GroovyMAME / Re: GroovyMAME 0.287 - Switchres 2.22bon May 04, 2026, 02:27:13 pm

Started by Calamity - Last post by Andypc

Hi Calamity, 

Thank your for all the hard work on this and the new improvements, I am really keen to try them out, but am having an issue running Groovymame 0.287.

I have Groovymame 0.285 running perfectly, but when I update to 0.287 I get the following error:-

"The procedure entry point std terminate could not be located in the dynamic link library api-ms-win-crt-private-l1-1-0.dll "

I have made sure all my all my Visual Studio C++ installs are up to date

I didn't think support for Windows 7 was going to be impacted until the next release 0.288?

Is this issue due to my video card not supporting DirectX 11?

Any help would be appreciated, as I am really starting to struggle hardware wise. I was going to upgrade my hardware but none of the "CRT_Emu driver" compatible graphics card I have purchased work on newer systems with a UEFI bios.

Started by geecab - Last post by geecab

Hi janderclander14,

I'm having second thoughts about modifying MGPr to support combinations of keys/buttons to trigger specific inputs. It will just make the in-game configuration menu too complex.

Just wondering, have you looked into the free "antimicrox" tool? Its specifically designed to map all imaginable combinations of gamepad axis and buttons to keyboard keys. I've installed it on Linux, its got a nice front end, its available to Raspberry Pi also...

:)

Started by FrizzleFried - Last post by mongoosetoo

Sorry for resurrecting an old post, but I am doing this very thing.

All the NFS Games run on Win XP,  Embedded I think.  The processor is an old Duo Core Intel or AMD Athlon.  Graphics card is NVidia GeForce 9600GT or 9800GT.  I am certain it is NOT up to task on running any modern racing games.  |It may do ok with Pole Postion or other racers from that era.

Please keep feeding this topic.  I am trying to get my 2 NFS cabinets to work on emulation with the stock FFB.

|Thanks
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