May 29, 2015 As we optimize our game and computer technology improves, the amount of vehicles which can be simultaneously simulated at a smooth framerate will increase. Right now you can run 4 to 6 cars at one time on a high end quad-core processor. Each vehicle has around 400 nodes and 4000 beams, all being simulated 2000 times per second. A new has been released. Changes in FS-UAE 2.5.40dev. Use SetUnhandledExceptionFilter on Windows for JIT direct memory. Unified (segfault) exception.
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Save on controller with console; See Details. Save on Xbox Live with console and 1 more promotion. Product Features. Growing library of Xbox 360 games on the 40% smaller newly. Madden NFL 16 - Xbox 360 Aug 25, 2015. ESRB Rating: Everyone. By Electronic Arts. Platforms Price New/Used; Xbox 360. 4.3 out of 5 stars 343. Xbox 360 controllers can pretend to have the same vendor and product IDs as the official controller. Enable/Disable are also more stable now. Note: In order to compile (with 32-bit support), you need to set DEVELOPER_DIR to an Xcode 4.6 Developer directory and run build.sh. Xcode 5 cannot compile 32-bit kexts. This requires Mac OS 10.9 or later.
I have created a USB driver which allows you to use wired XBox 360 Controllers via USB, and wireless XBox 360 Controllers via the Microsoft Wireless Gaming Receiver for Windows, on your OSX machine, including support for the Apple Force Feedback library. The driver is licenced under the GPL. Snow Leopard I've released a version which will hopefully install and work fine on 32-bit Snow Leopard. It also contains 64-bit binaries, however I've been unable to test them because Apple have disabled my MacBook from booting into 64-bit mode. I have however been informed that 64-bit and 32-bit builds are both working. ChatPad I have got the Microsoft ChatPad working with my wired controller.
The latest release of the driver includes support, and I'll be updating the USB information section of this website shortly. I've not yet checked the wireless receiver for compatibility. Other info Sadly, my PowerMac has died, which as my primary development machine has slowed progress. I have added a version of the driver without support for the Guitar Hero controller, to allow the Guitar Hero for Mac game to work (it attempts to access hardware directly, which doesn't work if a real driver has claimed the device). Help If you find the driver does not work for you, please attempt and find out as much as you can about the device, preferably using the Apple 'USB Prober' application provided with the developer tools, but the output of System Profiler for the device may be enough.
E-mail it back and I'll try and work with you to get it working. Force feedback-enabled games Games I've currently tested for force feedback support (only games that support basic rumble will probably function currently, as I've only implemented triangle, square and sine wave-type effects. I also lack any other force feedback device for comparison:) ): Jammin' Racer - seems to work fine Preivous versions:.
Xbox 360 Controller 0.15 Beta 6 For Mac Pro
I'd like to give an update to those bumping into this controller issue. It's a Wireless Xbox 360 Controller with a wireless receiver. You still can play the game, but you'll have to wrap your head around this:.
The character is always shooting. The right stick is controlled using the triggers. X axis (left, right) is controlled by left trigger; Y axis (up, down) is controlled by right trigger. This must seem insane, but you can really play the game like that. I'm working on a driver's version with those buttons/sticks swapped, as a workaround.
If I manage to do that, I'll update you. I'd like to give an update to those bumping into this controller issue. It's a Wireless Xbox 360 Controller with a wireless receiver.
You still can play the game, but you'll have to wrap your head around this:. The character is always shooting. The right stick is controlled using the triggers. X axis (left, right) is controlled by left trigger; Y axis (up, down) is controlled by right trigger. This must seem insane, but you can really play the game like that. I'm working on a driver's version with those buttons/sticks swapped, as a workaround. If I manage to do that, I'll update you.
Wow, thank you for wanting to help. Lol I had trouble describing the controls work. It's a weird issue indeed. Hi, I'm running into this on OS X with a wired XBox 360 controller.
Using the trigger buttons is not adequate since you can't shoot up,down,left, or right; only on the diagonals. I was about to leave a negative review stating that this is a show stopping bug; but as you are aware and tried to take a look at it, I'll hold off.
Could we bump the priority, though? FWIW, Witchbeam had a similar issue on Linux with Assault Android Cactus during the early release access period and they managed to fix it. So it's not an unheard of issue but it's also soluble. You can do it! I believe in you!
Fourth Beta Version of ControllerRemap now available. (Version 0.0.10)NOTE: I've gotten several reports of version 0.0.9 throwing virus alerts. Unless I'm mistaken, JoyToKey and XPadder already do those sorts of things for Windows.So far, any way, I haven't needed to use anything like that (that actually converts joystick input to keyboard presses) with Mame, it seems to handle all the various input devices I have pretty seamlessly.However, I could see a small benefit with a utility like that. Since it would convert u360 stick movements to keypresses, Mame wouldn't have to have the sticks mapped at all, it would just use it's default keyboard mappings.
Assuming JoyToKey or XPadder used JoystickID's to connect with specific joysticks, no matter when they were connected, that might work well.But. If you did want to play games using an Analog stick in mame, you might still have problems.My little utility doesn't actually take input from any of the devices. It literally rewrites the Mame CFG controller file and exits. I haven't worked with Daphne yet, but I believe JoyToKey makes use of JoystickIDs, which typically won't change even if you unplug the controller, plug it back in later, and plug other controllers in in conjunction with it.
BUT to set JoystickID's effectively, you really need to grab a copy of JoyIDs.But, it sounds like there's enough interest that I'll go ahead and clean this up and put it up online for some peer reviewI'll post back when I've got it a little farther alongThanks for the comments, guys! This should definitely help to rectify those situations.That's the main reason I ended up writing it.
If I plugged in my xbox drums and PS2 guitar controllers, and then didn't think to unplug them before running mame, mame was all messed up.And lets say I want to use an AIMtrak. It won't be plugged in all the time, but when it is, it'll suffer the same problems, I'm sure.I should be able to post a workable version here in the next few days. This gizmo's a WHOLE LOT simpler than the Engine18 pluginStay tuned! +1 for interest.I am building a cabinet with an embedded U360. I need to plug in a Logitech gamepad occasionally to support a second player but whenever I do that the Logitech device shows up as Joy1 in mame.I am using Mala as a frontend so I would be really interested in seeing your code eventually being ported as a Mala plugin. (by the way Mala does not get confused with the usb changes, I suppose it is using the IDs correctly)I am only interested in overwriting the default.cfg file prior to mame start.
How would you recommend that your code gets executed before mame? (a wrapper script around the mame executable?)If I get this right your utility would detect whenever I connect the Logitech gamepad and then remap Player1 to use Joy2 (i.e. U360) amd Player2 to use Joy1(i.e.
Logitech).When just the U360 is present then the mapping should be Player1 to use Joy1 (U360) and Player2 none.I hope we have your tool soon.P.S. I have attached the U360 on my panel in a reverse direction because of problems with space so now I have the U360 joystick mapped in reverse in Mame (i.e. Joy1 up is actually U360 down). I hope your tool is flexible enough to cater for this as well. @bkenobiI haven't checked out CFGMagician. Sounds like I need to!
Thanks@VaultThe wrapper idea is exactly right. I just start a BAT file from Mala, and in the BAT file, I run ControllerRemap, and then start Mame.I've actually got some code in ControllerRemap to echo all command line parms down to mame and launch it automatically, but i haven't had time to fully test that feature out, so it's not documented yet.Check out the top post on this thread, I've updated it with an attachment for the first beta release of ControllerRemap.Let me know what you think! Answering the Question about CFGMagician. I just checked out the website and docs.
It looks like it's more of a CFG Generator that run based on lists of games. I'm still not quite sure about it, as I've never really noticed that I've needed to set up configs for specific games. Usually, just defining the DEFAULT mappings works for me.ControllerRemap wouldn't really work well with CFGMagician, mainly because ControllerRemap is intended to be used against a single CFG file located in Mame's CTRLR folder.But that ctrlr file can contain input port mappings for any number of games, bios's, and drivers as well as the DEFAULT set of mappings.So in theory, you COULD run CFGMagician to generate various CFG files that you need, and then move their contents into your controller CFG file.But it'd still be a pretty manual process at this point.
Absolutely amazing work!!!And it works too. I just finished testing it.
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I struggled a bit until I realized I had to delete my existing cfgdefault.cfg because it was overwriting everything else.After that the remapping works like a charm.My startMame.cmd file that I placed in C:mame0138 consists of just 3 lines. The% vars are for Mala to send the romname and sometimes other staff like -triplebuffer@echo offC:utilitiesControllerRemap.exe /Remap:C:mame0138ctrlrMikesArcade.cfg NULcall C:mame0138mame.exe%1%2%3%4 -ctrlr MikesArcade. In fact just to play it safe and avoid any interoperability issues between controllers I just put the default.cfg file back in the config folder.However this time I removed all the ports that ControllerRemap is handling and I am using it for all the rest of the ports.This way I can set to None whatever defaults Mame comes with that can cause trouble while playing.What would be great is if ControllerRemap could automatically detect the conflicts in the cfgdefault.cfg and simply remove from it the ports that itself is trying to remap. Thanks for letting me know.Yeah, the default file can interfere with the ctrlr file if there are conflicting port assignments. Mame doesn't seem to combine them, it just reads them in a certain order and the assignments it reads later overwrite the earlier read assigments.I just set all my assignments up in my ctrlr file and blanked out the default.cfg.But, you could also set up a few constant keyboard mappings in your default and not worry about them in the ctrlr file.Interesting idea about altering the default.cfg file.
I'm not sure. If you set those ports deliberately in default.cfg, they could get wiped out inadvertently.At any rate, glad to hear it's working for you! Drventure, thank you. Drventure:I know nobody likes to hear it when they've done a ton of work, but I'm pretty sure there is a better way. I remember reading that mame supports generic joystick flags, as well as device specific joystick flags.
In other words insted of say 'JOYCODEYAXISUP' you can put 'MADCATZGAMEPADYAXISUP' and this solves the enumeration issue most of the time.Keep in mind I've never actually used this feature before, so I can't tell you if, how or how well it works.I think the utility is still needed though because when changing inputs inside mame, it uses the generic flags. You might use this to alter how your program works though as it could simply convert the generic flags to specific flags without all the swapping. Any specifics HowardCasto? I looked for about an hour, and all I found were posts of people describing the problem, but not understanding why. I understand why, and the fact mame doesn't lock the vendor & device id to 'mouse #' by default is surprising. For me the 'MADCATZGAMEPADYAXISUP' setting would be ok for the aimtraks, something like 'ATRAK Device #1YAXISUP' most likely, but my spinners and trackball don't enumerate as joysticks, and would probably never keep their 'mouse #' moniker after a reboot or being unplugged. Any specifics HowardCasto?
I looked for about an hour, and all I found were posts of people describing the problem, but not understanding why. I understand why, and the fact mame doesn't lock the vendor & device id to 'mouse #' by default is surprising. For me the 'MADCATZGAMEPADYAXISUP' setting would be ok for the aimtraks, something like 'ATRAK Device #1YAXISUP' most likely, but my spinners and trackball don't enumerate as joysticks, and would probably never keep their 'mouse #' moniker after a reboot or being unplugged. Code: To do:. auto-selecting joystick configs.
per-joystick configs?. test half-axis selections. add input test menu. get rid of osdcustomizeinputportlistBut you know, it wouldn't be terribly hard to implement the use of joystick ids. The function for initalizing dx devices simply enumerates them in the order to which they are found, after that the variables are unchanged until mame exits.
All that would have to be done is re-arrange the enumeration function to work via joyid. It would be helpful to get some other people to look at this, but I think it is quite possible to fix this issue with mame and submit it to the mame devs. Hey HowardYeah, I noticed something in the source (I'd been able to hone in on the input.c file), but from what it looked like to me, +everything+ in mame keyed off the ordinal of the enumerated devices, and the device info was simply stored in an array, in the enumerated order, which seemed like it'd make reworking that quite challenging, but, I'm definitely no MameDev, and I didn't spend a whole lot of time investigating either. The bigger prob is that I don't think you'd be able to just change the way the sticks are stored in the array, because you'd need to continue to support BOTH methods of identifying devices for backwards compat (otherwise peoples config files would get nuked). Maybe that's not a big concern though.Using the Joystick ID's would be fine for sticks, but there's still an issue with Mice (ie trackballs and spinners) that are USB devices but aren't joysticks and can still move around when devices are plugged and unplugged.
I suspect a solution that just uses stick ID's wouldn't quite cover the bases.But, I'm happy to make my code open source if that'd help anyone. I'm not sure it would (it's all.net), and to be honest, I doubt I'm going to have any time to much around in Mame internals any time soon, other than just really simple tweaks. Which sucks, cause I'd like to.
Well they had started to implement it years ago if I remember correctly, but I think that was just around the time that ctrlr and cfg files switched from being ini based to xml based, so I'm guessing it got lost in the shuffle.I'm not sure if stright joystick ids would be the best solution anyway, as you said. Multi mice and all that. You wouldn't change the enumeration of the joystick, but rather store more info about it in the joylist array and use it as search flags when reading in the ctrlr file (which is only done once, so speed isn't an issue). A specific entry would look something like this.
Code: JOYCODE1YAXISDOWNSWITCHNote the two new flags. Both of which would be optional and most likely have to be manually inserted.DevName would represent the device name, which mame already parses for verbose printout. Id would represent the joystick id or device id respectively. When mame parses a xml file, if it finds a devname or id entry, it ignores the number in the joycode flag and does a search through the array to find the device with the matching devname and/or id. If devname and id are missing, it handles the binding normally.
Joystick id probably wouldn't be the best id to use anyway, the device address might be better. I did a little bit of reasearch about joystickIDs because I realized that aside from a preferred device, they aren't used in vista/win 7 anymore.Apparently joystick ids are created just how mame does it, by enumerating all joysticks. The only difference is that the device name can be used to override this enumeration.HOWEVER, joystick ids stil can't tell two identical devices apart. If you had 4 identical xbox 360 controllers and a flightstick, for example.You could put the flightstick anywhere in the order you want, but when it comes to the 360 pads, the first one plugged in is the first, ect.The way you are doing it with the device address is the ONLY way to be certain of which device it is, and only then if you plug it into the same port.I don't think this is an issue anyway, I just thought it might be interesting to note why mame didn't use joyids. Glad I finally read through this thread. I thought this utility was like Xpadder, 'remap' threw me off. I've been thinking of a solution for this problem since I read about it a few months back.
What I came up with was to keep all USB controllers plugged in all the time (simple hardware solution). And to keep everything neat and organized I wanted to use, but damn those are expensive. It will still be many moons before I will actually need to worry about this problem, but I will definitely be using this.
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