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Author Topic: Coinops Ignite R2 Source  (Read 877 times)

BritneysPAIRS

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Coinops Ignite R2 Source
« Reply #30 on: July 12, 2009, 10:21:00 PM »

if you plug in a mouse and see if it moves like the trackball if so you have to run it like a mouse. It should be the same as anlalog sticks..... so check the keymap is mapped to the analog sticks as well

rx its sfa3.zip but anything is good really
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DarthMingus

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Coinops Ignite R2 Source
« Reply #31 on: July 13, 2009, 05:44:00 AM »

So I will have to unplug the controller and then plug the mouse in to controller port 1 correct?

I did check the mappings and it seemed the like the X-Arcade trackball was just not being read by the emulator. The only spare USB optical mouse I had around here to test with was an Apple one and it didn't seem to work either. I'll try to borrow a more standard one from work today.

Thanks again

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BritneysPAIRS

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Coinops Ignite R2 Source
« Reply #32 on: July 13, 2009, 06:03:00 AM »

I think its mapped to controller 3 actually and controller  4 for player 2... ill check the source tommorrow, and ask the person who supplied the patch.
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ressurectionx

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Coinops Ignite R2 Source
« Reply #33 on: July 13, 2009, 07:29:00 AM »

Check your PM, BP....
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BritneysPAIRS

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Coinops Ignite R2 Source
« Reply #34 on: July 14, 2009, 02:22:00 AM »

Commandline is in and all go smile.gif big big big thanks to Ez0n3 he supplied a patch that worked great I tweaked it abit just a little......as I found some errors with my code that he didnt spot smile.gif but his patch worked great so you guys can thank him.......

cut file example is

<shortcut>
<path>E:\Emulators\CoinOPS\default.xbe</path>
<label>Street Fighter Alpha 3</label>
<thumb></thumb>
<custom>
<game>sfa3</game>
</custom>
</shortcut>

Will be in R4 release and works in XBMC and evox

peace onto video support hopefully smile.gif
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BritneysPAIRS

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Coinops Ignite R2 Source
« Reply #35 on: July 14, 2009, 03:01:00 AM »

found a few little issues with commandline code ill sort them soon. Darth have you tested mouse stuff if not find offical forum alot of people have tested and know it there.

Cheers RX for the xmv s smile.gif perfect to what I want
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ressurectionx

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Coinops Ignite R2 Source
« Reply #36 on: July 14, 2009, 04:18:00 AM »

Cool bud.  Glad to hear the .CUTs are (almost?) working.  Hope those vids help you get the previews working too.

Later,
~Rx
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BritneysPAIRS

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Coinops Ignite R2 Source
« Reply #37 on: July 14, 2009, 06:27:00 AM »

OK fixed it except one bug left I cant get it to ignor the splash on game exit but no lockups now..... and it all launchs from commands
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BritneysPAIRS

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Coinops Ignite R2 Source
« Reply #38 on: July 14, 2009, 07:15:00 AM »

if a game is exited with start+back when it has been launched from the commandline should it reboot or should it go back to the CoinOPS rom selection menu? or should the start+back be disabled if launched from commandline?
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ldotsfan

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Coinops Ignite R2 Source
« Reply #39 on: July 14, 2009, 07:54:00 AM »

QUOTE(BritneysPAIRS @ Jul 14 2009, 09:15 PM) View Post

if a game is exited with start+back when it has been launched from the commandline should it reboot or should it go back to the CoinOPS rom selection menu? or should the start+back be disabled if launched from commandline?

Go back to the dash? Looking forward to the finished CUT file feature in CoinOPS  smile.gif
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BritneysPAIRS

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Coinops Ignite R2 Source
« Reply #40 on: July 14, 2009, 10:03:00 PM »

ask trig on the offical threads he will help you out...a few have tried and are using it stf is one.... just not here.
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ressurectionx

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Coinops Ignite R2 Source
« Reply #41 on: July 15, 2009, 02:49:00 AM »

I say if you exit a game after using a .CUT it goes back to the dash.  That's how we've got the XPORT ones set up already.
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BritneysPAIRS

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Coinops Ignite R2 Source
« Reply #42 on: July 15, 2009, 04:00:00 AM »

Ive added the code to do this.... but think its clutter to GUI and think it should just default to the dash. the base code is there all someone has to do is add the switch into settings. I dont like clutter unless I can see a good reason for it...... im airing on the its a useless feature side at present and switch is set to reboot by default.

-Added rebooting to dash when exiting from commandline.... (set that way from default and no GUI switch yet? )
-More tightly intergrated Commandline feature to CoinOPS for seemless intergration
-Added commandline changine of game location will except full path or just romname with or without .zip.(thanks Ez0n3)
-Added prelim code for new screen on its side hidden settings

Fixed all the bugs now its fully operational and fully intergrated with all background code in place for future tweaking of how it works (like so many features ive added I only put in the tip of the ice burg to save clutter and I try and intergrate it in a simple and easy to use way)
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ressurectionx

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Coinops Ignite R2 Source
« Reply #43 on: July 15, 2009, 04:35:00 AM »

Hey BP....

I haven't gotten any help from anybody in the XBMC forums on this but I believe you've said you know a bit about XBMC.  

I was wondering if there could be a way where XBMC could load back to the folder you loaded a .CUT file from when you exit the emu.  Madmab's cut the load time for XPORT emulators in half to about 8 seconds (it used to be close to 15 seconds).  BombBloke's made a program that will easily incorporate the Xtras boxart into the .CUT files for all the games (and I'm sure we could get it to work for MAME too).  

It would be cool if you launched a .CUT file and when you exited it brought you right back to the spot you left XBMC, like if you were to watch a movie or TV show and it brings you right back to that spot when it's done.

Any ideas on this?

~Rx
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ressurectionx

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Coinops Ignite R2 Source
« Reply #44 on: July 15, 2009, 05:15:00 AM »

Well... most of that was over my dumb head  cool.gif

Do you have any ideas who "on top" in the XBMC community I should talk to about this.  Maybe get it put in as a permanent feature that nobody who didn't launch .CUT files even knew was part of it?  I really think it would be a great feature, but if it doesn't carry over from build to build that would suck.  I don't want to be stuck with one version of XBMC without any updates forever because this code isn't in the updates.

Thanks,
~Rx
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