by knight76 » Mon Feb 27, 2012 5:52 am
Thanks Nik.
I edit the .ini and set a test setting with just one button changed from default to test. I changed InputVR2 = "KEY_S,JOY1_BUTTON8". The first time I launched the emulator via batch file the setting stuck and it changed the view by pressing button 8 on my wheel.
Subsequent launches have all failed to map that button. Also, I can tell if the mapping has worked as when it works correctly the game boots and enters attract mode. But when the mapping did not work, the game boots and straight away coins up and starts a game.
I'm using the SVN R251 version of the emulator, though I don't think much would have changed from button mapping perspective from 0.2a to the SVN I am running would there? I am also not using any other joysticks plugged in this time lol.
I edited the ini as below and removed much of the settings for games i am not using just in case there was a conflict. But it was also doing this before removing all the entries.
;;
;; Supermodel Configuration File
;; Default settings for Version 0.2a.
;;
;
; Quick Overview
; --------------
;
; All settings are case sensitive. Numbers must be integers. Check your
; spelling carefully because invalid settings are silently ignored. To verify
; that your settings are being parsed correctly, check the contents of
; error.log.
;
; Global options apply to all games. To create configuration profiles for
; individual games, place settings under sections with the same name as the
; corresponding MAME ROM set, like so:
;
; ; Scud Race
; [ scud ]
;
; SoundVolume = 50
; MusicVolume = 200
; ; ... etc. ...
;
; Input mappings are an exceptional case: they are only allowed in the global
; section. Per-game input mappings are not supported.
;
; For a list of all valid settings, please consult README.txt. Only default
; inputs are assigned here.
;
[ Global ] ; Input settings can only be read from the global section!
; Common
InputStart1 = "KEY_1,JOY1_BUTTON9"
InputStart2 = "KEY_2,JOY2_BUTTON9"
InputCoin1 = "KEY_3,JOY1_BUTTON7"
InputCoin2 = "KEY_4,JOY2_BUTTON10"
InputServiceA = "KEY_5"
InputServiceB = "KEY_7"
InputTestA = "KEY_6"
InputTestB = "KEY_8"
; 4-way digital joysticks
InputJoyUp = "KEY_UP,JOY1_UP"
InputJoyDown = "KEY_DOWN,JOY1_DOWN"
InputJoyLeft = "KEY_LEFT,JOY1_LEFT"
InputJoyRight = "KEY_RIGHT,JOY1_RIGHT"
InputJoyUp2 = "JOY2_UP"
InputJoyDown2 = "JOY2_DOWN"
InputJoyLeft2 = "JOY2_LEFT"
InputJoyRight2 = "JOY2_RIGHT"
; Steering wheel
InputSteeringLeft = "KEY_LEFT" ; digital, turn wheel left
InputSteeringRight = "KEY_RIGHT" ; digital, turn wheel right
InputSteering = "JOY1_XAXIS" ; analog, full steering range
; Pedals
InputAccelerator = "KEY_UP,JOY1_UP"
InputBrake = "KEY_DOWN,JOY1_DOWN"
; Manual transmission
InputGearShift1 = "KEY_Q"
InputGearShift2 = "KEY_W"
InputGearShift3 = "KEY_E"
InputGearShiftN = "KEY_T"
InputGearShiftUp = "NONE" ; sequential shift up
InputGearShiftDown = "NONE" ; sequential shift down
; View buttons
InputVR1 = "KEY_A"
InputVR2 = "KEY_S,JOY1_BUTTON8"
InputVR3 = "KEY_D,JOY1_BUTTON3"
InputVR4 = "KEY_F,JOY1_BUTTON4"
; Miscellaneous driving game buttons: Sega Rally 2, Dirt Devils, Emergency Car
; Ambulance
InputViewChange = "KEY_A,JOY1_BUTTON1"
InputHandBrake = "KEY_S,JOY1_BUTTON2" ; Sega Rally 2 only
; Analog joystick (e.g. Star Wars Trilogy)
InputAnalogJoyLeft = "KEY_LEFT" ; digital, move left
InputAnalogJoyRight = "KEY_RIGHT" ; digital, move right
InputAnalogJoyUp = "KEY_UP" ; digital, move up
InputAnalogJoyDown = "KEY_DOWN" ; digital, move down
InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS" ; analog, full X axis
InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS" ; analog, full Y axis
InputAnalogJoyTrigger = "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogJoyEvent = "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON"
Error log from last game played where it did not work is below:
Supermodel v0.3a-WIP Error Log
------------------------------
Started as:
argv[0] = supermodel
argv[1] = daytona2.zip
argv[2] = -show-fps
argv[3] = -res=1290,1080
argv[4] = -no-throttle
argv[5] = -fullscreen
OpenGL information:
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 4800 Series
Version: 2.1.8577
Shading Language Version: 1.20
Maximum Vertex Array Size: 2147483647 vertices
Maximum Texture Size: 8192 texels
Maximum Vertex Attributes: 16
Maximum Vertex Uniforms: 512
Program settings:
XResolution = 1290
YResolution = 1080
FullScreen = 1
WideScreen = 0
MultiTexture = 1
Throttle = 0
ShowFrameRate = 1
InputSystem = dinput
FlipStereo = 0
DirectInputConstForceLeftMax = 100
DirectInputConstForceRightMax = 100
DirectInputSelfCenterMax = 100
DirectInputFrictionMax = 100
DirectInputVibrateMax = 100
XInputConstForceThreshold = 30
XInputConstForceMax = 100
XInputVibrateMax = 100
MultiThreaded = 1
GPUMultiThreaded = 1
PowerPCFrequency = 50
EmulateSound = 1
Balance = 0
EmulateDSB = 1
SoundVolume = 100
MusicVolume = 100
ForceFeedback = 0
VertexShader =
FragmentShader =
Audio device information:
Frequency: 44100
Channels: 2
Sample Format: 32784
Static vertex buffer size: 64.09 MB
Dynamic vertex buffer size: 5.86 MB
Located and bound 8 uniform(s) in GL shader script to 8 texture unit(s).
Created 8 2048x2048-texel GL texture map(s)
Program terminated normally.