mirror of
https://github.com/holub/mame
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* apple/rbv.cpp: Send blue channel to all outputs when a monochrome monitor is connected. * apple/rbv.cpp: Implement device_palette_interface rathr than using a separate palette device. * apple/rbv.cpp: Derive 60.15 Hz timer and pseudo-VIA clock from clock input. * apple/maciici.cpp: Derive clocks from RBV clock crystal. -docs: Link more configuration options to their descriptions.
310 lines
12 KiB
ReStructuredText
310 lines
12 KiB
ReStructuredText
.. _ctrlrcfg:
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Controller Configuration Files
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==============================
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.. contents:: :local:
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.. _ctrlrcfg-intro:
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Introduction
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------------
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Controller configuration files can be used to modify MAME’s default input
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settings. Controller configuration files may be supplied with an input device
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to provide more suitable defaults, or used as profiles that can be selected for
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different situations. MAME includes a few sample controller configuration files
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in the **ctrlr** folder, designed to provide useful defaults for certain
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arcade-style controllers.
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Controller configuration files are an XML application, using the ``.cfg``
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filename extension. MAME searches for controller configuration files in the
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directories specified using the :ref:`ctrlrpath <mame-commandline-ctrlrpath>`
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option. A controller configuration file is selected by setting the ``ctrlr``
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option to its filename, excluding the ``.cfg`` extension (e.g. set the ``ctrlr``
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option to ``scorpionxg`` to use **scorpionxg.cfg**). It is an error if the
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specified controller configuration file does not exist, or if it contains no
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sections applicable to the emulated system.
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Controller configuration files use implementation-dependent input tokens. The
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values available and their precise meanings depend on the exact version of MAME
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used, the input devices connected, the selected input provider modules
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(:ref:`keyboardprovider <mame-commandline-keyboardprovider>`,
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:ref:`mouseprovider <mame-commandline-mouseprovider>`, :ref:`lightgunprovider
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<mame-commandline-lightgunprovider>` and :ref:`joystickprovider
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<mame-commandline-joystickprovider>` options), and possibly other settings.
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.. _ctrlrcfg-structure:
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Basic structure
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---------------
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Controller configuration files follow a similar format to the system
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configuration files that MAME uses to save things like input settings and
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bookkeeping data (created in the folder specified using the
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:ref:`cfg_directory option <mame-commandline-cfgdirectory>`). This example
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shows the overall structure of a controller configuration file:
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.. code-block:: XML
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<?xml version="1.0"?>
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<mameconfig version="10">
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<system name="default">
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<input>
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<!-- settings affecting all emulated systems go here -->
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</input>
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</system>
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<system name="neogeo">
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<input>
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<!-- settings affecting neogeo and clones go here -->
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</input>
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</system>
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<system name="intellec4.cpp">
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<input>
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<!-- settings affecting all systems defined in intellec4.cpp go here -->
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</input>
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</system>
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</mameconfig>
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The root of a controller configuration file must be a ``mameconfig`` element,
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with a ``version`` attribute specifying the configuration format version
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(currently ``10`` – MAME will not load a file using a different version). The
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``mameconfig`` element contains one or more ``system`` elements, each of which
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has a ``name`` attribute specifying the system(s) it applies to. Each
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``system`` element may contain an ``input`` element which holds the actual
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``remap`` and ``port`` configuration elements, which will be described later.
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Each ``system`` element may also contain a ``pointer_input`` element to set
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pointer input options for systems with interactive artwork.
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When launching an emulated system, MAME will apply configuration from ``system``
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elements where the value of the ``name`` attribute meets one of the following
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criteria:
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* If the ``name`` attribute has the value ``default``, it will always be applied
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(including for the system/software selection menus).
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* If the value of the ``name`` attribute matches the system’s short name, the
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short name of its parent system, or the short name of its BIOS system (if
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applicable).
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* If the value of the ``name`` attribute matches the name of the source file
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where the system is defined.
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For example, for the game “DaeJeon! SanJeon SuJeon (AJTUE 990412 V1.000)”,
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``system`` elements will be applied if their ``name`` attribute has the value
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``default`` (applies to all systems), ``sanjeon`` (short name of the system
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itself), ``sasissu`` (short name of the parent system), ``stvbios`` (short
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name of the BIOS system), or ``stv.cpp`` (source file where the system is
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defined).
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As another example, a ``system`` element whose ``name`` attribute has the value
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``zac2650.cpp`` will be applied for the systems “The Invaders”, “Super Invader
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Attack (bootleg of The Invaders)”, and “Dodgem”.
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Applicable ``system`` elements are applied in the order they appear in the
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controller configuration file. Settings from elements that appear later in the
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file may modify or override settings from elements that appear earlier. Within
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a ``system`` element, ``remap`` elements are applied before ``port`` elements.
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.. _ctrlrcfg-substitute:
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Substituting default controls
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-----------------------------
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You can use a ``remap`` element to substitute one host input for another in
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MAME’s default input configuration. For example, this substitutes keys on the
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numeric keypad for the cursor direction keys:
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.. code-block:: XML
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<input>
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<remap origcode="KEYCODE_UP" newcode="KEYCODE_8PAD" />
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<remap origcode="KEYCODE_DOWN" newcode="KEYCODE_2PAD" />
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<remap origcode="KEYCODE_LEFT" newcode="KEYCODE_4PAD" />
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<remap origcode="KEYCODE_RIGHT" newcode="KEYCODE_6PAD" />
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</input>
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The ``origcode`` attribute specifies the token for the host input to be
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substituted, and the ``newcode`` attribute specifies the token for the
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replacement host input. In this case, assignments using the cursor up, down,
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left and right arrows will be replaced with the numeric 8, 2, 4 and 6 keys on
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the numeric keypad, respectively.
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Note that substitutions specified using ``remap`` elements only apply to inputs
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that use MAME’s default assignment for the input type. That is, they only apply
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to default assignments for control types set in the “Input Assignments
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(general)” menus. They *do not* apply to default control assignments set in
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driver/device I/O port definitions (using the ``PORT_CODE`` macro).
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MAME applies ``remap`` elements found inside any applicable ``system`` element.
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.. _ctrlrcfg-typeoverride:
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Overriding defaults by input type
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---------------------------------
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Use ``port`` elements with ``type`` attributes but without ``tag`` attributes to
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override the default control assignments for emulated inputs by type:
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.. code-block:: XML
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<input>
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<port type="UI_MENU">
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<newseq type="standard">KEYCODE_TAB OR KEYCODE_1 KEYCODE_5</newseq>
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</port>
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<port type="UI_CANCEL">
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<newseq type="standard">KEYCODE_ESC OR KEYCODE_2 KEYCODE_6</newseq>
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</port>
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<port type="P1_BUTTON1">
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<newseq type="standard">KEYCODE_C OR JOYCODE_1_BUTTON1</newseq>
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</port>
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<port type="P1_BUTTON2">
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<newseq type="standard">KEYCODE_LSHIFT OR JOYCODE_1_BUTTON2</newseq>
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</port>
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<port type="P1_BUTTON3">
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<newseq type="standard">KEYCODE_Z OR JOYCODE_1_BUTTON3</newseq>
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</port>
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<port type="P1_BUTTON4">
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<newseq type="standard">KEYCODE_X OR JOYCODE_1_BUTTON4</newseq>
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</port>
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</input>
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This sets the following default input assignments:
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Show/Hide Menu (User Interface)
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Tab key, or 1 and 2 keys pressed simultaneously
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UI Cancel (User Interface)
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Escape key, or 2 and 6 keys pressed simultaneously
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P1 Button 1 (Player 1 Controls)
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C key, or joystick 1 button 1
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P1 Button 2 (Player 1 Controls)
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Left Shift key, or joystick 1 button 2
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P1 Button 3 (Player 1 Controls)
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Z key, or joystick 1 button 3
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P1 Button 4 (Player 1 Controls)
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X key, or joystick 1 button 4
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Note that this will only apply for inputs that use MAME’s default assignment for
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the input type. That is, ``port`` elements without ``tag`` attributes only
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override default assignments for control types set in the “Input Assignments
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(general)” menus. They *do not* override default control assignments set in
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driver/device I/O port definitions (using the ``PORT_CODE`` macro).
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MAME applies ``port`` elements without ``tag`` attributes found inside any
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applicable ``system`` element.
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.. _ctrlrcfg-ctrloverride:
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Overriding defaults for specific inputs
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---------------------------------------
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Use ``port`` elements with ``tag``, ``type``, ``mask`` and ``defvalue``
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attributes to override defaults for specific inputs. These ``port`` elements
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should only occur inside ``system`` elements that apply to particular systems or
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source files (i.e. they should not occur inside ``system`` elements where the
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``name`` attribute has the value ``default``). The default control assignments
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can be overridden, as well as the toggle setting for digital inputs.
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The ``tag``, ``type``, ``mask`` and ``defvalue`` are used to identify the
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affected input. You can find out the values to use for a particular input by
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changing its control assignment, exiting MAME, and checking the values in the
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system configuration file (created in the folder specified using the
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:ref:`cfg_directory option <mame-commandline-cfgdirectory>`). Note that these
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values are not guaranteed to be stable, and may change between MAME versions.
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Here’s an example that overrides defaults for 280-ZZZAP:
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.. code-block:: XML
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<system name="280zzzap">
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<input>
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<port tag=":IN0" type="P1_BUTTON2" mask="16" defvalue="0" toggle="no" />
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<port tag=":IN1" type="P1_PADDLE" mask="255" defvalue="127">
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<newseq type="increment">KEYCODE_K</newseq>
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<newseq type="decrement">KEYCODE_J</newseq>
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</port>
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</input>
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</system>
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This sets the controls to steer left and right to the K and J keys,
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respectively, and disables the toggle setting for the gear shift input.
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.. _ctrlrcfg-mapdevice:
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Assigning input device numbers
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------------------------------
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Use ``mapdevice`` elements with ``device`` and ``controller`` attributes to
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assign stable numbers to input devices. Note that all devices explicitly
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configured in this way must be connected when MAME starts for this to work as
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expected.
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Set the ``device`` attribute to the device ID of the input device, and set the
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``controller`` attribute to the desired input device token (device type and
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number).
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Here’s an example numbering two light guns and two XInput game controllers:
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.. code-block:: XML
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<system name="default">
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<input>
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<mapdevice device="VID_D209&PID_1601" controller="GUNCODE_1" />
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<mapdevice device="VID_D209&PID_1602" controller="GUNCODE_2" />
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<mapdevice device="XInput Player 1" controller="JOYCODE_1" />
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<mapdevice device="XInput Player 2" controller="JOYCODE_2" />
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</input>
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</system>
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MAME applies ``mapdevice`` elements found inside the first applicable ``system``
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element only. To avoid confusion, it’s simplest to place the ``system`` element
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applying to all systems (``name`` attribute set to ``default``) first in the
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file, and use it to assign input device numbers.
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.. _ctrlrcfg-pointers:
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Setting pointer input options
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-----------------------------
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A ``pointer_input`` element may contain ``target`` elements to set pointer input
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options for each output screen or window. Each ``target`` element must have an
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``index`` attribute containing the zero-based index of the screen to which it
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applies.
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Each ``target`` element may have an ``activity_timeout`` attribute to set the
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time after which a mouse pointer that has not moved and has no buttons pressed
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will be considered inactive. The value is specified in seconds, and must be in
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the range of 0.1 seconds to 10 seconds, inclusive.
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Each ``target`` element may have a ``hide_inactive`` element to set whether
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inactive pointers may be hidden. If the value is ``0`` (zero), inactive
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pointers will not be hidden. If the value is ``1``, inactive pointers may be
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hidden, but layout views can still specify that inactive pointers should not be
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hidden.
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Here’s an example demonstrating the use of this feature:
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.. code-block:: XML
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<system name="default">
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<pointer_input>
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<target index="0" activity_timeout="1.5" />
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</pointer_input>
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</system>
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<system name="intellec4.cpp">
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<pointer_input>
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<target index="0" hide_inactive="0" />
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</pointer_input>
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</system>
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For all systems, pointers over the first output screen or window will be
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considered inactive after not moving for 1.5 seconds with no buttons pressed.
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For systems defined in ``intellec4.cpp``, inactive pointers over the first
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window will not be hidden.
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