mirror of
https://github.com/RetroDECK/Supermodel.git
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- Documentation updates.
- Added fflush() to config dialog output where it was missing.
This commit is contained in:
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279
Docs/README.txt
279
Docs/README.txt
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@ -363,7 +363,8 @@ levels become too high.
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To disable sound and music board emulation altogether, use the '-no-sound' and
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'-no-dsb' options. These will not merely mute the corresponding audio channels
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but will prevent the audio co-processors from being emulated altogether. Save
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but will prevent the audio co-processors from being emulated altogether and
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may slightly improve performance, especially on single-core systems. Save
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states generated with these settings may not be able to properly restore audio
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when loaded after emulation is re-enabled.
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@ -406,22 +407,38 @@ Learning and Configuring Game Controls
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--------------------------------------
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Settings for game controls are stored in 'Supermodel.ini'. To learn the
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current configuration, use the '-print-inputs' command line option. If you
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delete 'Supermodel.ini', all inputs will become unmapped and will have to be
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reconfigured!
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current configuration, use the '-print-inputs' command line option.
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supermodel -print-inputs
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If you delete 'Supermodel.ini', all inputs will become unmapped and will have
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to be reconfigured!
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If you wish to reconfigure, use the '-config-inputs' option. A blank window
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To reconfigure the inputs, use the '-config-inputs' option. A blank window
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will open up and instructions will be printed to the command prompt. Read them
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carefully! Pressing the Escape key exits without saving changes. Pressing 'q'
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will save changes to 'Supermodel.ini'. You can choose which input to configure
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using the Up and Down arrow keys. Clearing an input means it will be unusable.
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If the configuration dialog is not responding to your key presses, make sure
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that the blank pop-up window rather than the command prompt is selected. This
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may seem counter-intuitive but inputs are captured by the graphical window
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while messages are printed to the command prompt.
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If the configuration dialog is not responding to your key presses or mouse and
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joystick movements, make sure that the blank pop-up window rather than the
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command prompt is selected. This may seem counter-intuitive but inputs are
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captured by the graphical window while messages are printed to the command
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prompt.
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Calibrating Controls
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--------------------
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Some controls, in particular the accelerator and brake pedals of steering
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wheels, may need calibrating before they will function properly with
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Supermodel.
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In order to calibrate a control, press 'b' when configuring the inputs and
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follow the on-screen instructions carefully.
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Several input-related settings are stored in the configuration file. Refer to
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the section discussing the configuration file for more details.
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XBox 360 Controllers
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@ -493,7 +510,7 @@ Light gun axes can be mapped to mice, analog controls, or even digital buttons.
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To simulate pointing off-screen (required in order to reload), a 'point off-
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screen' input is provided which, for as long as it is pressed, will aim the gun
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off-screen. To reload, hold down this button and then, while holding it, press
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the trigger. For automatic reloading, the 'InputAutoTrigger' setting can be
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the trigger. For easier reloading, the 'InputAutoTrigger' setting can be
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enabled in the configuration file (described elsewhere in this manual).
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Crosshairs will be visible in full screen mode and can also be enabled in
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@ -519,8 +536,8 @@ Windows users can select between four different input systems:
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It provides the best support for PC game controllers and, when emulating
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force feedback, allows all effects (if the controller supports them).
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- XInput. Selected with '-input-system=xinput'. This must be used with
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XBox 360 controllers, otherwise some buttons will not be usable and force
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feedback will not work.
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XBox 360 controllers, otherwise some buttons will not function properly
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and force feedback will not work.
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- Raw Input. Selected with '-input-system=rawinput'. This is intended for
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use with multiple mice and keyboards but is not recommended otherwise.
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- SDL. Selected with '-input-system=sdl'. The standard, cross-platform
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@ -537,6 +554,67 @@ A common mistake is to configure inputs using one system and then launch
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Supermodel with another.
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Troubleshooting
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---------------
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Common input-related problems are discussed below.
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Problem:
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No response while configuring inputs.
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Solution:
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Make sure the main window is top window, especially with the SDL input
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system.
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---------
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Problem:
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An attached controller is not recognized at all.
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Solution:
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- On the input configuration screen, press 'I' to see information about
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the input system and check that the required controller is in the
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list.
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- If it is not in the list, check that it is plugged in and visible in
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the operating system. If a controller is plugged in while Supermodel
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is running, Supermodel will need to be restarted in order for it to
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recognize the new controller.
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- On Windows, if after checking the above points the controller is
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still not in the list, try running Supermodel with the SDL input
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system by specifying '-input-system=sdl' on the command line.
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---------
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Problem:
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Unable to select a particular joysick axis when configuring a mapping.
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Solution:
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- This may mean that the joystick axis needs calibrating. This can be done by pressing
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'b' on the configuration screen and following the instructions.
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---------
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Problem:
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Steering wheel pedals are not being recognized.
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Solution:
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For some steering wheels where the pedals have been configured in a
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'split axis' mode (ie. not sharing a combined axis), the values that
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the pedals send are inverted. This means that without configuration
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Supermodel will be unable to recognize them. To fix this, they should
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be calibrated on the calibration screen in the same way as above.
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---------
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Problem:
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XBox 360 controller trigger buttons cannot be triggered simultaneously
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or no rumble effects.
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Solution:
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On Windows, make sure that you specify '-input-system=xinput'.
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=====================
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8. Force Feedback
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=====================
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@ -583,8 +661,8 @@ and vibration. The strength of each can be tuned with the following settings:
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They are given as percentages and represent the maximum strength for each
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effect. A setting of 0 disables them entirely. Values above 100% are
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accepted but may clip or distort the effect (and possibly damage your
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hardware). By default, they are set to 100%, as shown above.
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accepted but may clip or distort the effect. By default, they are set to 100%,
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as shown above.
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XInput devices only support vibration feedback via the left and right motors.
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Because the characteristics of the motors are different, the effects will feel
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@ -865,10 +943,168 @@ Input Mappings
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Input mappings are specified with strings that have their own internal syntax.
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They may only be specified in the 'Global' section and are ignored elsewhere.
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... TODO: write me
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A mapping may be specified in one of the following three ways:
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The complete list of input settings can be found in the settings index below or
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by generating a configuration file using '-config-inputs'.
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KEY_XXX For a key XXX on a keyboard (eg. KEY_A, KEY_SPACE, KEY_ALT).
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MOUSE_XXX For a mouse axis (X or Y), wheel, or button (1-5) (eg.
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MOUSE_XAXIS, MOUSE_WHEEL_UP, MOUSE_BUTTON3).
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JOY1_XXX For a joystick axis (X, Y, Z, RX, RY, RZ), POV controller
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JOY2_XXX (1-4), or button (1-12) (e.g. JOY1_XAXIS, JOY3_POV2_UP,
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... JOY2_BUTTON4).
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Joysticks, including game pads and steering wheels, are numbered from 1 on up.
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Their ordering is system dependent and if controllers are swapped between
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invocations of Supermodel, then the ordering may change. If the number is
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omitted then the mapping applies to all joysticks, eg. JOY_BUTTON1 means button
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1 on any attached joystick.
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In addition to the above, when using the Raw Input system on Windows (command
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line option '-input-system=rawinput') it is possible to refer to a particular
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mouse or keyboard by including its number in the mapping, eg. KEY2_A or
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MOUSE3_XAXIS. This allows the independent mapping of dual mice or dual light
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guns (which present themselves as mice to Supermodel) for 'The Lost World'.
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Mappings may be combined with a plus '+' or a comma ',' and negated with an
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exclamation mark '!'. The plus signifies that both mappings must be active to
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trigger the input and the comma means that just one needs to be active. The
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exclamation mark means that a mapping must not be active.
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Of the above the comma is the most useful. It allows the mapping of several
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different control methods to a single input. For example, both a keyboard and
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a joystick could be mapped to the same input. When combining mappings in this
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way, the ordering is important as mappings earlier in the list will take
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precedence over later ones (see example 3 below).
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When an axis is mapped to a digital input, its direction must be qualified with
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a _POS or _NEG after the axis name. For example, JOY1_XAXIS_NEG indicates that
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joystick 1 must be pushed left (negative direction) in order to activate the
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input. Additionally, the following shortcuts are provided for some common
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joystick axis directions:
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JOY1_LEFT is the same as JOY1_XAXIS_NEG
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JOY1_RIGHT is the same as JOY1_XAXIS_POS
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JOY1_UP is the same as JOY1_YAXIS_NEG
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JOY1_DOWN is the same as JOY1_YAXIS_POS
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Another axis manipulator is _INV. This inverts an axis when it is mapped to an
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analog input. JOY1_YAXIS_INV could be used for example to invert the y-axis
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of joystick 1 in Star Wars Trilogy so that it acts like a plane's yoke.
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Examples:
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1. InputLeft = "KEY_LEFT,JOY1_LEFT"
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Digital input InputLeft will be triggered whenever the left arrow key
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is pressed or joystick 1 is pushed left.
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2. InputStart1 = "KEY_ALT+KEY_S"
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Both Alt and S must be pressed at the same time in order to trigger the
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digital input InputStart1 (player 1 Start button).
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3. InputSteering = "JOY1_XAXIS,MOUSE_XAXIS"
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Analog steering can be controlled with either the joystick or by moving
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the mouse. Due to the ordering used, the joystick will take preference
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and so the mouse can only control the steering when the joystick is
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released.
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The complete list of input mappings can be found in the settings index below or
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by generating a configuration file using '-config-inputs'.
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Controller Settings
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-------------------
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Several settings are available to fine tune the way Supermodel handles
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controllers.
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Keyboard Settings:
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The rate at which analog controls' values increase or decrease when controlled
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by a key can be set with the InputyKeySensitivity option. It takes a value in
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the range 1-100, with 100 being the most sensitive (fastest response) and 1
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being the least sensitive (slowest response). The default value is 25.
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The speed with which analog controls return to their rest or 'off' values after
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a key has been released is configured with InputKeyDecaySpeed. This takes a
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value in the range 1-200 and is expressed as a percentage of the attack speed.
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The default setting is 50, which means that analog controls take twice as long
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to return to their off values as they do to reach their maximum and minimum
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values.
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Mouse Settings:
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For a mouse it is possible to specify a rectangular area in the center of
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Supermodel's display within which the mouse is considered to be inactive. The
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width and height of this zone is set with the options 'InputMouseXDeadZone' and
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'InputMouseYDeadZone'. They are expressed as a percentage 0-99 of the width
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and height of the display. The default value is 0 which disables this option.
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Joystick Options:
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Each joystick axis has a set of parameters that can be configured and these are
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given below. The joystick number and axis name (X, Y, Z, RX, RY, or RZ) must
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be substituted in for '**' like so: InputJoy1XDeadZone. If the joystick number
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is omitted, then the option becomes the default for all joysticks, eg.
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InputJoyYSaturation.
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InputJoy**Deadzone: The dead zone of a joystick axis is the size of the zone
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around its central or 'off' position within which the axis is considered to be
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inactive. It is important to specify this since joysticks rarely return to
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their perfect center when released. The dead zone is expressed as a percentage
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0-99 of the total range of the axis and the default value is 2%.
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InputJoy**Saturation: The saturation of a joystick axis is the point at which
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the axis is considered to be at its most extreme position. It can be thought
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of as a measure of the sensivity of the axis. Like the deadzone, it is
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expressed as a percentage of the axis range but its value may be larger than
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100, up to a maximum of 200. A value of 50 means that the joystick only needs
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to be moved halfway in order for Supermodel to see it as fully extended.
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Conversely a value of 200 means that when the joystick is at its extreme
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position Supermodel will see it as only halfway. The default sensitivity is
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100%, which corresponds to a 1-to-1 mapping. For playing driving games with a
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game pad, it is sometimes a good idea to use a value larger than 100% so that
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the steering feels less sensitive on a thumbstick.
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InputJoy**MinVal, InputJoy**OffVal, InputJoy**MaxVal: Normally a joystick axis
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will send values to Supermodel that fall within the range -32768 to +32767,
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with 0 representing the central or 'off' position. However, in some cases an
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axis may behave differently. This has been observed with certain steering
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wheels that have their pedals configured in a 'split axis' mode. The pedals
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invert their range so that they send -32768 when released and +32767 when fully
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depressed. In order for Supermodel to be able to handle such cases the
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minimum, off, and maximum values of the axis can be specified with these three
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options. The default values are MinVal -32768, OffVal 0, and MaxVal 32767 but
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with the pedal example just given, they would need to be set to MinVal 32767,
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OffVal 32767, and MaxVal -32768.
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In most cases it will be unecessary to alter the DeadZone, MinVal, OffVal, and
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MaxVal options by hand as calibrating a joystick axis from within the input
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configuration screens of Supermodel will set them automatically. Only the
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sensitivity option is not configured in this way.
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Additional Options:
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InputAutoTrigger, InputAutoTrigger2: When playing light gun games such as 'The
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Lost World', the gun must be pointed off-screen and then fired in order to
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reload. With a mouse and the default mappings, this requires clicking both the
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right and left mouse buttons. In order to be able to reload the gun with just
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a single click of the right mouse button, enable these options for players 1
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and 2 by setting them to 1. By default they are disabled (value 0).
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Enabling these options is also recommended when playing with PC light guns as
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these often map the action "point off screen and press trigger" to a single
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right mouse button click. Supermodel has been tested successfully with
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UltiMarc's AimTrak light-guns. In order to use dual PC light-guns for two
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player games, the Raw Input system must be selected with the command line
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option '-input-system=rawinput' and the input mappings configured for each gun.
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=====================================
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Description: Sets strength of the four DirectInput force feedback
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effects in percent. Default is 100, indicating full
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strength. Values exceeding 100% will distort the effects
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and may damage your controller. Available only on Windows.
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strength. Values exceeding 100% will distort the effects.
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Available only on Windows.
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----------------
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Description: Sets strength of XInput force feedback effects in percent.
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Default is 100, indicating full strength. Values exceeding
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100% will distort the effects and may damage your
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controller. The constant force effect is simulated using
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vibration. Available only on Windows.
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100% will distort the effects. The constant force effect
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is simulated using vibration. Available only on Windows.
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----------------
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@ -1781,6 +1781,7 @@ bool CInputSystem::DetectJoystickAxis(unsigned joyNum, unsigned &axisNum, const
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confirm->Acquire();
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printf("Move axis around and then press Return (or press Esc to cancel): ");
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fflush(stdout); // required on terminals that use buffering
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unsigned maxRange;
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unsigned maxAxisNum;
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break;
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}
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printf("\nPress Return when done (or press Esc to cancel): ");
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fflush(stdout); // required on terminals that use buffering
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// Loop until user confirms or aborts
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for (;;)
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@ -1954,6 +1956,7 @@ Repeat:
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}
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printf("Calibrating... ");
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fflush(stdout); // required on terminals that use buffering
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// Loop until at least three seconds have elapsed or user aborts
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int joyVal = GetJoyAxisValue(joyNum, axisNum);
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@ -2045,6 +2048,7 @@ Repeat:
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printf(" Max Value = %d\n", posVal);
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printf(" Dead Zone = %d %%\n", deadZone);
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printf("\nAccept these settings: y/n? ");
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fflush(stdout); // required on terminals that use buffering
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// Loop until user confirms or declines
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while (ReadMapping(mapping, 50, false, READ_KEYBOARD|READ_MERGE, escapeMapping))
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@ -2071,6 +2075,7 @@ Repeat:
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puts("There was a problem calibrating the axis. This may be because the steps");
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puts("were not followed correctly or the joystick is sending invalid data.");
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printf("\nTry calibrating again: y/n? ");
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fflush(stdout); // required on terminals that use buffering
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// Loop until user confirms or declines
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while (ReadMapping(mapping, 50, false, READ_KEYBOARD|READ_MERGE, escapeMapping))
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