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Re: The portname project [Re: EoceneMiacid] #114041
10/03/18 04:05 PM
10/03/18 04:05 PM
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R. Belmont Offline
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The new plugin is in MAME top-of-tree.

Re: The portname project [Re: EoceneMiacid] #114046
10/03/18 07:33 PM
10/03/18 07:33 PM
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EoceneMiacid Online content OP
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Gotcha.

Will the plugin look for software clones as well as system clones? If so, that would negate the need to have tens of thousands of symlinks in there smirk

Re: The portname project [Re: EoceneMiacid] #114047
10/03/18 08:56 PM
10/03/18 08:56 PM
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Added

Re: The portname project [Re: EoceneMiacid] #114050
10/05/18 09:40 AM
10/05/18 09:40 AM
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EoceneMiacid Online content OP
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Upgraded to the latest plugin. Clones do not appear to work though.

running 'snes contra3' ignores the presence of snes_sprobot.json
running 'smsj sonic' ignores the presence of sms_sonic.json

Edit: This is not related to the omission of the "romname" and "softname" fields, is it? What are they used for anyway?
As you might have noticed I stripped these from the .json files, the port renaming works fine without them

Last edited by EoceneMiacid; 10/05/18 09:45 AM.
Re: The portname project [Re: EoceneMiacid] #114051
10/05/18 01:23 PM
10/05/18 01:23 PM
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Originally Posted by EoceneMiacid
Upgraded to the latest plugin. Clones do not appear to work though.

running 'snes contra3' ignores the presence of snes_sprobot.json
running 'smsj sonic' ignores the presence of sms_sonic.json

This required a change to luaengine so you'll need an updated build.

Originally Posted by EoceneMiacid
Edit: This is not related to the omission of the "romname" and "softname" fields, is it? What are they used for anyway?
As you might have noticed I stripped these from the .json files, the port renaming works fine without them

Those were just there for informational purposes, they aren't necessary.

Re: The portname project [Re: EoceneMiacid] #114055
10/07/18 12:27 PM
10/07/18 12:27 PM
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EoceneMiacid Online content OP
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Works fine now -

'snes contra3' now reads from snes_sprobot.json
'sfzj' reads from sfa.json

No more symlinks necessary, just purged them, excellent.

Though they can still be useful for optimization. For example, there are 6 Mega Man games on the NES, and they all have identical controls. So why not have just one file (nes_megaman.json) and have all five sequels symlink to that?
The data pack could be made a good chunk smaller that way.

A few issues left though -
Running 'pce gunhed' (a HuCard), the plugin exports to pce.json instead of 'pce_gunhed.json'.
It will also read that file, instead of pce_gunhed.json.

However, PC Engine CD-Rom titles work fine. 'pce ldis' both exports to and reads from pce_ldis.json.
SuperGrafX (sgx) works too.

Similar problem for Amiga CD32. Running 'cd32 kidchaos' exports to cd32.json instead of cd32_kidchaos.json. The 'softname' tag is not present, if that helps.

Softlist games not running on parent machines do not work either (e.g. 'smsj sonic' does not read from sms_sonic.json)

I'll do some more testing.

Re: The portname project [Re: EoceneMiacid] #114056
10/07/18 02:06 PM
10/07/18 02:06 PM
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Originally Posted by EoceneMiacid

A few issues left though -
Running 'pce gunhed' (a HuCard), the plugin exports to pce.json instead of 'pce_gunhed.json'.
It will also read that file, instead of pce_gunhed.json.

I don't see this problem happen here.

Originally Posted by EoceneMiacid

Softlist games not running on parent machines do not work either (e.g. 'smsj sonic' does not read from sms_sonic.json)

This will require some changes.

Re: The portname project [Re: EoceneMiacid] #114057
10/09/18 06:58 AM
10/09/18 06:58 AM
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EoceneMiacid Online content OP
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Don't know if this falls within the scope of the plugin, but here's another idea.

Take for example 'gekiridn' (Gekirindan). The game runs on Taito's F3 hardware, which supports 4 players with 4 buttons each, plus two dials. The game only supports 2 players, with two buttons each. That leaves a lot of redundant controls cluttering up things.

So perhaps we can have it so that ports marked 'n/a' (or something) are either hidden or grayed out in the configuration window?

Re: The portname project [Re: EoceneMiacid] #114058
10/09/18 12:01 PM
10/09/18 12:01 PM
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as I've said before, MAME needs a layer of abstraction between 'cabinet' and 'inputs'

the board supports all those inputs, it's a common platform.

those buttons would not however be present on the cabinet.

Re: The portname project [Re: EoceneMiacid] #114059
10/11/18 04:32 PM
10/11/18 04:32 PM
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EoceneMiacid Online content OP
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An abstraction would be great, and would help me out a lot.

Did a ton of work on the dataset in the meantime as well.

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