barbudreadmon / fbalpha-backup-dontuse-ty

Deprecated port of Final Burn Alpha to Libretro (v0.2.97.43).
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Currently known input issues #102

Closed barbudreadmon closed 5 years ago

barbudreadmon commented 7 years ago
substring commented 7 years ago

spectral vs generation : if you play in training mode, you can't quit/change character with a combo START + [AB]

barbudreadmon commented 7 years ago

Works fine with A as the right button, and B as the bottom button . Sounds to me like you are using "start" as the hotkey for retroarch, you don't want to do that, it mess up with game controls. NB : you don't "leave" training with those shortcut, you return to character select with start+a, and you restart match with start+b.

substring commented 7 years ago

no I'm using start as the 1P start button after inserting coins. My hotkey is a different one. Well, if it works for you, then it may indeed be a problem with my setup

barbudreadmon commented 7 years ago

There is an issue with the possible fixes i mentioned for twinstick games : pgi->Input.Switch.nCode appears to be unset, and pgi->nInput seems to be null for the "second stick" controls, so i can't map those.

paradadf commented 7 years ago

Ace Attacker - no button working at all Beast Busters - Fire doesn't follow the crosshair Bullet - Only coin, start and directions are working (you can't fire) Chanbara - (double joystick?) Crazy Fight - the layout doesn't make sense to me: A - ↓, B - ↑, X - ↗, Y - ↙, R1 - ↖, L1 - ↘ Deer Hunting - Fire goes only to the center Fighting Soccer - after coin you can't select anything Galaxy Force 2 - weird directions? G.I. Joe - Coin works but no other button Hyper Crash - Directions (left-right) not working Taisen Hot Gimmick (series) Konami GT - Directions not working (steering wheel) Last Survivor - No start button working, rotary joystick Lethal Enforcers - you can only control the crosshair, nothing else Laser Ghost - you can only control the crosshair, nothing else Line of Fire / Bakudan Yarou - you can only control the crosshair, nothing else Lord of Gun - The shoots go to the center only, no crosshair Mechanized Attack - Fire doesn't follow the crosshair Mahjong Gakuen 2 Gakuen-chou no Fukushuu Wakakusamonogatari Mahjong Yonshimai Mahjong Quest Night Striker - Directions aren't properly working Operation Wolf - Fire goes only to the center, no crosshair Operation Wolf 3 - Line of fire doesn't follow the crosshair Operation Thunderbolt - Line of fire doesn't follow the crosshair (this game isn't booting anymore!) Poker Ladies - not all buttons assigned Ponpoko - no button to jump assigned Quartet - only coin button working Razzmatazz - only coin button working Rail Chase - directions not working Sonic Blast Man - I believe this one needs a punching pad? SDI - Strategic Defense Initiative - needs a trackball?

barbudreadmon commented 7 years ago

Ace Attacker - no button working at all - Looks like a non working parent, clone seems to run fine Beast Busters - Fire doesn't follow the crosshair - Fixed in my next commit Bullet - Only coin, start and directions are working (you can't fire) - Twinstick, fixed in my next commit Chanbara - (double joystick?) - Yes, fixed in my next commit Crazy Fight - the layout doesn't make sense to me: A - ↓, B - ↑, X - ↗, Y - ↙, R1 - ↖, L1 - ↘ - This one is really weird, it could have a special mapping, do you have any suggestion on how to map it ? Deer Hunting - Fire goes only to the center - Fixed in my next commit Fighting Soccer - after coin you can't select anything - It should be fine (from output, i can see every button are correctly mapped, and they are quite classic), but it isn't, i'll check standalone Galaxy Force 2 - weird directions? - Analog, fixed in my next commit G.I. Joe - Coin works but no other button - It should be fine (from output, i can see every button are correctly mapped, and they are quite classic), but it isn't, seems to me like the game is freezing, i'll check standalone Hyper Crash - Directions (left-right) not working - Analog, fixed in my next commit

I'll check the other games later.

paradadf commented 7 years ago

For Crazy Fight I'd suggest: Y - ↖ X - ↑ L1 - ↗ B - ↙ A - ↓ R1 - ↘

barbudreadmon commented 7 years ago

Taisen Hot Gimmick (series) - Use around 20 buttons, can't be mapped to a retropad, is mapped to keyboard on fba standalone, i don't know if there is such a feature in libretro Konami GT - Directions not working (steering wheel) - Analog, fixed Last Survivor - No start button working, rotary joystick - Controls are weird, but they were working (there is no start button on this one, start button is actually fire 1, which is left button, rotation is handled by bottom and right buttons) Lethal Enforcers - you can only control the crosshair, nothing else - Analog, fixed Laser Ghost - you can only control the crosshair, nothing else - Every input seems to be handled properly, i don't know what's wrong, i'll check standalone Line of Fire / Bakudan Yarou - you can only control the crosshair, nothing else - Same as Laser Ghost Lord of Gun - The shoots go to the center only, no crosshair - Analog, fixed Mechanized Attack - Fire doesn't follow the crosshair - Analog, fixed Mahjong Gakuen 2 Gakuen-chou no Fukushuu - Use around 20 buttons, can't be mapped to a retropad, is mapped to keyboard on fba standalone, i don't know if there is such a feature in libretro Wakakusamonogatari Mahjong Yonshimai - Use around 20 buttons, can't be mapped to a retropad, is mapped to keyboard on fba standalone, i don't know if there is such a feature in libretro Mahjong Quest - Use around 20 buttons, can't be mapped to a retropad, is mapped to keyboard on fba standalone, i don't know if there is such a feature in libretro Night Striker - Directions aren't properly working - Analog, fixed, could make use of an analog mode option (auto-centering seems bad on this one) Operation Wolf - Fire goes only to the center, no crosshair - Analog, fixed Operation Wolf 3 - Line of fire doesn't follow the crosshair - Analog, fixed Operation Thunderbolt - Line of fire doesn't follow the crosshair (this game isn't booting anymore!) - Analog, fixed, boot for me (your romset is up to date ?) Poker Ladies - not all buttons assigned - Mahjong game, but this one seems to use less input, perhaps i could handle it Ponpoko - no button to jump assigned - Issue in standalone code, p1 jump was defined twice, fixed Quartet - only coin button working - Issue in standalone code, p1 controls were overwritten by p3, p2 by p4, fixed Razzmatazz - only coin button working - Same as Laser Ghost Rail Chase - directions not working - Analog, fixed Sonic Blast Man - I believe this one needs a punching pad? - Same as Laser Ghost SDI - Strategic Defense Initiative - needs a trackball? - Analog, fixed, but weird (use dpad + left analog)

barbudreadmon commented 7 years ago

I updated first comment with currently known issues

barbudreadmon commented 7 years ago

asterix's p2 start button is now binded (upstream bug)

paradadf commented 7 years ago

Great! I haven't been able to get the latest version to double-check the games you corrected. And I didn't wanted to keep testing as probably there will be some games positively affected by your fixes. But I'll do it! Again, thank you very much!

Update: One thing about the twin-stick games. As far as I understand, you use the stick from P2 or P3 as the second stick, assuming you have an arcade cabinet. Would it be possible to also map the right analog stick as the second stick to be able to play using a single controller?

barbudreadmon commented 7 years ago

I don't use the stick from P2/P3, i use A/B/X/Y from P1, then i use R1/L1/R2/L2 as fire buttons

dankcushions commented 7 years ago

if it's useful, i added a core option to mame2003 to map the right analog stick (of current player) to the ABXY buttons for twin stick games: https://github.com/libretro/mame2003-libretro/pull/60/files

paradadf commented 7 years ago

DonPachi (and clones) exits the game when you press coin button or just wait a little after the CAVE logo disappear. The clone of Ace Attacker works indeed, but it is still unplayable (or I couldn't find out the right buttons to pres).

barbudreadmon commented 7 years ago

About colecovision, i heard 2,4,6,8 buttons were actually a second d-pad and 5,7,9,0 a third d-pad, is that true for all games ? If it is, i could probably map those to the analog sticks, and map the 6 remaining to actual buttons (# as start, * as select, the last 4 as A/B/X/Y).

paradadf commented 7 years ago

Are you talking about the console? This is how it has been done in recalbox (see mapping at the bottom): https://github.com/recalbox/recalbox-buildroot/blob/f0dd7b9d3272a971dea75e3dc6db88dfc9828a38/board/recalbox/fsoverlay/recalbox/share_init/roms/colecovision/_readme.txt

barbudreadmon commented 7 years ago

This is weird, if what i read about coleco's original controller is true (it uses 3 d-pad : the analog on top of the controller + 2 d-pad mixed in the numeric keyboard), your mapping is a nightmare.

barbudreadmon commented 7 years ago

I confirm the issue about donpachi on arm, x86 works fine.

paradadf commented 7 years ago

Donpachi was working fine on 0.2.97.37, but without sound (which might have been a samples issue).

barbudreadmon commented 7 years ago

I backported current libretro implementation to fba 0.2.97.37, donpachi works, so it seems to be an issue in codebase.

paradadf commented 7 years ago

I just noticed, Speed Spin has the same issue as DonPachi.

barbudreadmon commented 7 years ago

Nice, that means msm6295 sound device is probably the culprit.

paradadf commented 7 years ago

Super League has missing inputs (I believe), most noticeable in menu. There is some sort of input lag with that game too.

paradadf commented 7 years ago

The clone for Ace Attacker (aceattaca), as you said, appears to be responding to inputs. But it is definitely not playable yet, most likely because of its very exotic input combination. http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=aceattaca&lang=en

Asterix is giving me the warning "test switch is still on please release it or repair". Bang! - the line of fire is only horizontal. Bikkuri Card - Impossible to skip the payout tests. Bowl-O-Rama - You can't select anything. Caliber 50 - You can't rotate the character. Capcom Bowling - Inputs missing? Dark Planet - Marked as "dial doesn't work very well" upstream Deer Hunting USA V1 (clone): Shot goes to the completely inverted direction Deer Hunting USA V2 (clone): Shot goes a up-left from crosshair Deer Hunting USA V3.0 (clone): Shot goes a up-left from crosshair Deer Hunting USA V4.0 (clone): Shot goes left from crosshair V4.2 (clone) and V4.3 (parent) appear to be working good. Deroon DeroDero - Inputs missing? You can't rotate the pieces. Dokaben - Freezes after character selection DownTown / Mokugeki - Charater can't rotate, but the clone allows it. Gauntlet has some very weird behavior. No rom works directly be pressing the coin button, but more or less the half reacts after a bunch of time of wild pressing the buttons XD. It should be like Gaulent II, you enter the coin and it works. Jackal and clones: jackal (parent), topgunr: You can't rotate. jackalj: No need to press any button to rotate. jackalr, topgunbl: Press A + D-pad to rotate. Lord of Gun - The analog is now corrected, but there is no button for "charging" Mole Attack - No button to the upper-right corner assigned (just for the record, too many buttons!) Operation Wolf 3 - I don't think the analog input is fixed Sukeban Jansi Ryuko - Only coin button working TouchDown Fever (and clones) - Only coin button is working (the screen should be rotated 90 deg by default) Tri-Pool - Only coin und start button working. Trophy Hunting - Bear & Moose - Shot goes a little left from crosshair. T.T Mahjong - Missing inputs Turkey Hunting - Shot goes a little down-right from crosshair. Water Match - This is a twin stick game but somehow unplayable with the current mapping. Wing Shooting Championship - Shot goes a little down-right from crosshair.

barbudreadmon commented 7 years ago

donpachi got fixed, speedspn is actually a different issue (please open a new issue when it's about a crash, even if it seems to be triggered by pressing a button), asterix was playable before https://github.com/libretro/fbalpha/commit/af5f0cbfe57f86bba7e90e37faba9b6d399d3d32 so i assume that's why "p2 start" wasn't mapped upstream. I'll check those input issues when i have some time, not sure when.

jdstorm commented 7 years ago

Steering is not possible in outrun and shangon with iBuffalo SNES controllers after I updated to the new Lakka version. The accelerate and brake buttons switched position if I remember correctly.

barbudreadmon commented 7 years ago

You need analog stick to play analog games.

jdstorm commented 7 years ago

Not with previous versions. Was this removed intentionally? If so, why?

barbudreadmon commented 7 years ago

I fixed the analog inputs 3 months ago, the old hack which emulated analog input from the dpad was in the way, so i removed it.

RetroUp commented 7 years ago

In response to #112.

Would handling it the same way as bStreetFighterLayout in gami.cpp be good? If a game contains "p1 left" or "p1 up" then set bDigital.

Or handle the same as "is_neogeo_game" and check for the 7 games that contain both digital and analog?

RetroUp commented 7 years ago

Oh, just read your rambo3 comment. So the bStreetFighterLayout method wouldn't work.

I think that would just leave the "is_neogeo_game" type method. Have special conditions hard coded for SDI and any other similar game.

barbudreadmon commented 7 years ago

I tried to handle twinstick games in libretro.cpp (lines 1849-1904) but what i did don't cover all the cases. Imho, what needs to be done is something similar, but instead of only detecting if up/down/left/right is mapped, it needs to detect if axis is mapped too. First of [up/down/left/right]/[x-axis/y-axis] need to be mapped to both dpad/lstick, second of [up/down/left/right]/[x-axis/y-axis] needs to be mapped to rstick (unlike at the moment where it is mapped to [x/y/a/b]).

barbudreadmon commented 7 years ago

Also, since analog and digital inputs are detected separately, and analog is detected before digital, that won't be easy without rewriting a lot of the current code.

RetroUp commented 7 years ago

This is what I meant by using the same method as is_neogeo_game.

if (drvname && strcmp(drvname, "sdi") == 0)

Should be able to just add that before jdstorm's commit, right?

I'm not sure if dipswitches affect these but I think it is the full list of games that need to be checked. SDI - Strategic Defense Initiative Blades of Steel Forgotten Worlds Puzz Loop 2 VS Block Breaker Major League Rambo III

barbudreadmon commented 7 years ago

I want to avoid maintaining a list of special games as much as possible. The "autodetect from listed inputs" i wrote a few months ago is fine, it is just incomplete.

Also, i want to add some kind of "machine.ini"/"game.ini" customization for inputs and dipswitches (i don't like how current code populate my retroarch-core-options.cfg with hundreds of lines)

Tatsuya79 commented 7 years ago

P2 inputs not working for backfire.

sergiobenrocha2 commented 7 years ago

Chase HQ - layout is weird

We should do something like this: https://github.com/libretro/mame2014-libretro/commit/03b57b18f9d59bcf1e43efb867ffd234325594db

Gamepad scheme:

Retro button B -- accelarator Retro button Y -- turbo Retro button A -- brake Retro button R -- gear shift

Arcade scheme:

Retro button A -- accelarator Retro button X -- turbo Retro button B -- brake Retro button R -- gear shift

I did something similar to Out Run and other race games. In the cases you can switch Up or Down, I used R and L respectively (like After Burner II)

At least the arcade control scheme could give you that layout.

sergiobenrocha2 commented 7 years ago

Dynasty Wars - layout is weird in Arcade scheme

See https://github.com/libretro/mame2014-libretro/commit/7191b41b46582c6441c6003750ad0b081a802448

Using arcade scheme you get a weird layout, with A to left attacks and B to right attacks, should we swap it?

Edit: I guess for gamepad scheme it's ok, B button for right attack and Y for left attacks makes sense since B is more to the right compared to Y; just need to swap in arcade scheme

sergiobenrocha2 commented 7 years ago

ddsom and ddtod have L and X swapped in gamepad scheme, shouldn't they have the same layout? And shouldn't they have a layout similar to beat 'em up? Something like this:

B -- Jump Y -- Attack A -- Magic X -- Magic select

ddtod arcade scheme is OK (it's the same of mame), ddsom arcade scheme should swap X and Y to have the same scheme of ddtod.

B -- Jump A -- Attack Y -- Magic select X -- Magic

sergiobenrocha2 commented 7 years ago

After Burner II - missing speed control assignment

It should be:

Speed Up: R Speed Down: L

Edit: in d_xbrd, Aburner2InputList. It's an analog input, is it possible to implement it in R2 & L2 ?

A("Throttle"         , BIT_ANALOG_REL, &System16AnalogPort2,   "p1 z-axis"  ),
sergiobenrocha2 commented 7 years ago

Golden Axe - weird layout in both gamepad and arcade schemes

Gamepad: shouldn't it be more like dino and others beat 'em up? Like:

Retro button B -- Jump Retro button Y -- Attack Retro button X? A -- Magic (A is probably better, will match which we have in ddtod in gamepad scheme)

Right now you have B to Attack, A to Jump and Y to magic, so the button you use often to attach you spend your magic by accident D:

Arcade scheme should reflect what MAME uses:

Retro button B -- Jump Retro button A -- Attack Retro button X -- Magic

Edit: so it uses System16bfire3InputList in d_sys16b:

    {"P1 Fire 3"         , BIT_DIGITAL  , System16InputPort1 + 0, "p1 fire 3" },
    {"P1 Fire 1"         , BIT_DIGITAL  , System16InputPort1 + 1, "p1 fire 1" },
    {"P1 Fire 2"         , BIT_DIGITAL  , System16InputPort1 + 2, "p1 fire 2" },
sergiobenrocha2 commented 7 years ago

Super Hang ON - bad layout in gamepad scheme

You have the accelerator pedal in the Y, and the super charge in A button, it's quite hard to both in the same time. Shouldn't it be something like this:

B -- Accelerator Y -- Super charge A -- Brake

Arcade scheme is fine, it has the same mame behavior

vince-geekcore commented 7 years ago

Sunset Riders Arcade > Cannot start the game on FBA Alpha v0.2.97.39

I've got 2p & 4p versions of the Sunset Riders rom. Unfortunately i'm unable to insert coin or start the game with 1p or 2p start button. These buttons are configured correctly in the RetroArch input menu (i've separate 1/2 start buttons & coin button). So the Sunset Rider intro shows but i'm unable to go to the character selection screen. Pressing the configured fire buttons does not help either. It does work on Mame2003 but i would like to run it on FBA. Is this a bug or misconfiguration?

barbudreadmon commented 7 years ago

@vince-geekcore you are being way too imprecise : what's the name of your rom ? I see 14 different version of this game in fbalpha's sources. Furthermore, i didn't see any bug in the 3 input "templates" they use, so this is most likely a misconfiguration. If you want my opinion, you messed up your input configuration because you don't use autoconfig, perhaps you should take a look at https://github.com/libretro/fbalpha/issues/121

vince-geekcore commented 7 years ago

@barbudreadmon : this was indeed a config issue, Sunset Riders. Turtles in Time, Ninja Warriors start buttons do work. Sorry about that.

shakkalakka commented 7 years ago

Super Gem Fighter Minimix

Retropad A+B are mapped to Volume +/-

spielvan commented 7 years ago

This is having a bug with FBA Alpha, with games Out Run arcade from SEGA, the game runs at normal speed, but neither the digital nor the analog works, making it impossible to move sideways, the other buttons work normally, already does a good Time that has this bug.

ghost commented 7 years ago

@spielvan - specify on what system you are testing. for all i know, analog for outrun works fine on windows and linux.

spielvan commented 7 years ago

@retro-wertz It's in my android tv box MX3-G with android 5.1.1, and I already say that 2 games of CPS1 are not loading with it, Willow and Forgotten Worlds, the same two work, usually with FBA 2012.

And I do not know if you are responsible for the FBA 2012 of nintendo wii, a long time that the game Forgotten Worlds, can not be played, due to not being able to give Start in this game, already comes from retroarch 9.9.8.

ghost commented 7 years ago

testing forgottn and willow on fba2012 and fbalpha with android, analog does not work. pc is down so cannot confirm if analog as suppose to work with the game. any specific romset you are using(actual filenames in case of split romsets)

and no, im not directly involved with development. just helping out confirming issues and troubleshooting-push commits if its not so complicated.