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61
FBN Development / Re: Generating input bindings via translation from SDL2
« Last post by digitalwatches on March 01, 2024, 02:56:38 AM »
Okay, assuming this works, I have an additional question

The tooling I'm making intends to provide an overlay that remaps inputs. I'm wondering if there's a way to hook into a running FBNeo instance to make it update its configs

Like when you update the config from the GUI menu, the game instantly recognizes the new mappings. Would that happen if the mappings were changed in the config file from an external process? Would the emulator need to reload the game? Restart entirely? Is there a way to induce whatever the minimal necessary reset is by sending signals to the process without killing the process? If not, is there a way to do something like save state, kill the emulator, reload the emulator with the same rom and load that savestate via e.g. command line options or macros that could be scripted?

62
FBN Development / Re: Generating input bindings via translation from SDL2
« Last post by digitalwatches on March 01, 2024, 02:48:00 AM »
O, this is promising:

Within

src/burner/sdl/sdl2_gui_ingame.cpp

The function

int GetNewKeyButtonJoyToMap()

seems to be what I'm looking for. If this turns out to be all I need, I guess I'm just posting the answer here for posterity, but if I'm on the wrong track or someone wants to add more about this I'm still all ears
63
FBN Development / Generating input bindings via translation from SDL2
« Last post by digitalwatches on March 01, 2024, 02:30:00 AM »
Hey folks, not sure if this kind of question is welcome here, but here goes:

I'm writing some tooling intended to integrate with FBNeo (among other things) and was wondering if anyone here could help me out with the translation convention of the input bindings so that they could be generated from an external tool

Specifically, I'm interested in how SDL2 bindings translate to the hex code that's mapped to per-game config files, e.g.

input  "P1 Coin"          switch 0x4087

I've cloned the repo and am digging through it, but I figured it was worth asking here in case someone knew off-hand and could save me some effort

Specifically, I'd like to understand how SDL2 inputs from joysticks are translated into these hex values. I assume that it's something like a signature derived from the fields one could also read as an SDL_Event in c, e.g. there's some translation of an event with the properties: {which: 0, axis: 2, value: -1} and a hex code like the one above. (Or, similar for states, if it's checking device states rather than using the event polling subsystem)

The code for handling inputs and saving config files seems pretty spread out over the codebase, so I think it would be adequate for my purposes to point to which files and functions relate to this translation

Thanks for your time
64
FBN Discussion / Re: How to add additional Button Combo for Hotkey
« Last post by pandapan on February 29, 2024, 02:42:52 PM »
A C/C++ developer should have no issue building his own core after replacing the macro code at https://github.com/libretro/FBNeo/blob/868dee240104ed2ba3b74ec0bc3c9f467fb284f8/src/burner/libretro/retro_input.cpp#L200-L259 and  https://github.com/libretro/FBNeo/blob/868dee240104ed2ba3b74ec0bc3c9f467fb284f8/src/burner/libretro/retro_input.cpp#L1812-L1821
I imitated the rules of Neogeo and added the PGM combination key. As a result, the keys were wrong, which caused Neogeo to be unable to start the game
65
FBN Discussion / I encountered a strange problem
« Last post by pandapan on February 29, 2024, 02:37:00 PM »
When this interface appears, all keys are prohibited from using
Unable to exit
Can only disconnect the power supply
platform:libretro fbneo
66
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by Stifu on February 28, 2024, 03:04:58 AM »
Sega System 32 (golden axe 2, jurassic park, slipstream, hard dunk, sonic, alien3, ...etc)
got a nice optimization, it'll run a lot better on older pc's & sbc's like rpi4 now :)

Very nice to hear! :cool: Well done.
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FBN Development / Re: FB Neo Previews & Titles screenshots (fullset) + icons
« Last post by Gab75 on February 28, 2024, 01:20:23 AM »
Thanks! :)
68
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by dink on February 28, 2024, 12:46:10 AM »
Always nice to see some fixes! Just tested the Violent Storm ones.

Thanks for testing :)
69
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by dink on February 27, 2024, 09:17:20 PM »
Hi guys,
Sega System 32 (golden axe 2, jurassic park, slipstream, hard dunk, sonic, alien3, ...etc)
got a nice optimization, it'll run a lot better on older pc's & sbc's like rpi4 now :)

A different perspective:
All games work with runahead on dumpster-pc compy-i7 - they didn't before

best regards,
- dink
70
FBN Development / Re: FB Neo Previews & Titles screenshots (fullset) + icons
« Last post by Goratrix on February 27, 2024, 02:37:09 PM »
Perfect, thank you very much!  :smilie:
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