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I somehow integrate this to work with my 2 screen setup (1 is for the marquees).

I have to ask though, could there be a way to make this work with other systems? Gameboy, game gear, master system, megadrive, ...?

I'm sure there's no one size fits all but I'd like to see this as a feature, if at all possible, at some point because it's really cool.

Anyway, thanks and thanks to the whole team as well.

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It should be possible to do this for any system because the input system works in the same way.

so for instance, looking at genesis, to get the list of ports:

function printt(t) for i,j in pairs(t) do print (i,j) end end
printt(manager.machine.ioport.ports)

:RESET sol.ioport_port*: 0x564f7ec6e7d8
:ctrl1:mdpad:PAD sol.ioport_port*: 0x564f7ec202c8
:ctrl2:mdpad:PAD sol.ioport_port*: 0x564f7ecfc988

then get the fields:

printt(manager.machine.ioport.ports[":ctrl1:mdpad:PAD"].fields)
P1 B sol.ioport_field*: 0x564f7ec3fff8
%p B sol.ioport_field*: 0x564f7ec46198
%p A sol.ioport_field*: 0x564f7ec56848
P1 Right sol.ioport_field*: 0x564f7ec2b2b8
P1 Up sol.ioport_field*: 0x564f7ecfc988
P1 A sol.ioport_field*: 0x564f7ec202c8
P1 Start sol.ioport_field*: 0x564f7ec41338
%p C sol.ioport_field*: 0x564f7ec567f8
P1 C sol.ioport_field*: 0x564f7ec5a1d8
P1 Down sol.ioport_field*: 0x564f7f703e88
P1 Left sol.ioport_field*: 0x564f7ec60e08


and then look at the mask:

for i,j in pairs(manager.machine.ioport.ports[":ctrl1:mdpad:PAD"].fields) do print(i, j.mask) end
P1 Down 2
P1 C 32
P1 Left 4
P1 Up 1
P1 B 16
%p A 64
%p C 32
%p B 16
P1 Start 128
P1 Right 8
P1 A 64

Last edited by Golden Child; 11/01/23 06:41 PM.
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EDIT:
Corrected 1 problem, got another smile
Turns out it was a misplaced /n
No more errors but I can't see the text on the buttons, still.

/edit


I'm probably doing something stupid as it is my 1st time looking at LUA but I have trouble making this work for the genesis. I can see the layout but the boxes are not filled with the text. They change to red in the correct positions when I press the buttons too, so I'm assuming the pad is detected correctly.

The error is in line 13 on this .lua script

The error is: "attempt to index a nil value (field ':screen')" and line 13 would be "manager.machine.screens[":screen"]:draw_box(buttonpos[i][1],buttonpos[i][2],buttonpos[i][1]+20,buttonpos[i][2]+20,"
For the sake of debug I removed the "manager.machine.screens[":screen"]" and then the error moves to draw_box

Quote
function iifnot0(a,b,c) if a~=0 then return b else return c end end

displayoverlay=true
originx,originy=50,170
alphavalue=0.5

function drawoverlay()
dpadx,dpady = 50,originy padx,pady = 30,30 cposx,cposy = 120,originy rposx,rposy = 190,originy
buttons = {up = 1, down = 2, left = 4, right = 8, b = 16, c = 32, a = 64, start = 128}
buttonpos = {up = {dpadx, dpady-pady}, down = {dpadx,dpady+pady}, right = {dpadx+padx, dpady}, left={dpadx-padx, dpady}, c={cposx, cposy}, start={cposx+padx, cposy}, b={rposx,rposy}, a={rposx+padx, rposy}}
if displayoverlay==true then
for i,j in pairs(buttons) do
manager.machine.screens[":screen"]:draw_box(buttonpos[i][1],buttonpos[i][2],buttonpos[i][1]+20,buttonpos[i][2]+20,
0x00ffffff | math.floor(alphavalue*255)<<24,
iifnot0(manager.machine.ioport.ports[":ctrl1:mdpad:PAD"]:read() & buttons[i],
0x00ff0000 | math.floor(alphavalue*255)<<24,
0x00000000 | math.floor(alphavalue*255)<<24))
manager.machine.screens[":screen"]:draw_text(buttonpos[i][1]+2, buttonpos[i][2]+4, i,
0xffffff | math.floor(alphavalue*255)<<24)
end
end
input=manager.machine.input
if input:code_pressed(input:code_from_token("KEYCODE_OPENBRACE")) then displayoverlay = false end
if input:code_pressed(input:code_from_token("KEYCODE_CLOSEBRACE")) then displayoverlay = true end
if input:code_pressed(input:code_from_token("KEYCODE_8PAD")) then originy = originy - 1 end
if input:code_pressed(input:code_from_token("KEYCODE_2PAD")) then originy = originy + 1 end
if input:code_pressed(input:code_from_token("KEYCODE_4PAD")) then alphavalue = alphavalue-0.01 if alphavalue<0 then alphavalue=0 end end
if input:code_pressed(input:code_from_token("KEYCODE_6PAD")) then alphavalue = alphavalue+0.01 if alphavalue>1.0 then alphavalue=1.0 end end
end

emu.register_frame_done(drawoverlay)

So, if this is something quick and you have a spare 5m I'll like your help on this.
Thanks in advance.

Last edited by RomKnight; 11/02/23 01:35 PM.
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Each driver is free to name its screens differently, so in this case the screen is named ":megadriv"

Run a search and replace from ":screen" to ":megadriv" and it should work

function printt(t) for i,j in pairs(t) do print (i,j) end end printt(manager.machine.screens)
:megadriv sol.screen_device*: 0x557f97832d78


Code
function iifnot0(a,b,c) if a~=0 then return b else return c end end

displayoverlay=true
originx,originy=50,170
alphavalue=0.5

function calcalpha() return math.floor(alphavalue*255)<<24 end
function pressed(token) input=manager.machine.input return input:code_pressed(input:code_from_token(token)) end

function drawoverlay()
dpadx,dpady = 50,originy padx,pady = 30,30 cposx,cposy = 120,originy rposx,rposy = 190,originy
buttons = {up = 1, down = 2, left = 4, right = 8, b = 16, c = 32, a = 64, start = 128}
buttonpos = {up = {dpadx, dpady-pady}, down = {dpadx,dpady+pady}, right = {dpadx+padx, dpady}, left={dpadx-padx, dpady}, c={cposx, cposy}, start={cposx+padx, cposy}, b={rposx,rposy}, a={rposx+padx, rposy}}
if displayoverlay==true then
screenname = ":screen"
screenname = ":megadriv"
screen = manager.machine.screens[screenname]
for i,j in pairs(buttons) do
screen:draw_box(buttonpos[i][1],buttonpos[i][2],buttonpos[i][1]+20,buttonpos[i][2]+20,
0x00ffffff | calcalpha(),
iifnot0(manager.machine.ioport.ports[":ctrl1:mdpad:PAD"]:read() & buttons[i],
0x00ff0000 | calcalpha(),
0x00000000 | calcalpha()))
screen:draw_text(buttonpos[i][1]+2, buttonpos[i][2]+4, i, 0xffffff | calcalpha())
end
end
if pressed("KEYCODE_OPENBRACE") then displayoverlay = false end
if pressed("KEYCODE_CLOSEBRACE") then displayoverlay = true end
if pressed("KEYCODE_8PAD") then originy = originy - 1 end
if pressed("KEYCODE_2PAD") then originy = originy + 1 end
if pressed("KEYCODE_4PAD") then alphavalue = alphavalue-0.01 if alphavalue<0 then alphavalue=0 end end
if pressed("KEYCODE_6PAD") then alphavalue = alphavalue+0.01 if alphavalue>1.0 then alphavalue=1.0 end end
end

emu.register_frame_done(drawoverlay)

Last edited by Golden Child; 11/02/23 04:02 PM.
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Perfect.
Thanks for the time explaining it.

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For fun, I wanted to see if I could get lua to generate some xml. So this makes a list of elements from drawing boxes and text, then prints some xml.

Code
elementlist = {} 
 
function iifnot0(a,b,c) if a~=0 then return b else return c end end

function mydrawbox(x,y,x1,y1,portname,mask,bordercolor,inside1,inside0)
 manager.machine.screens[":screen"]:draw_box(x,y,x1,y1,bordercolor, iifnot0(manager.machine.ioport.ports[portname]:read() & mask, inside1, inside0))
table.insert(elementlist, {type="box",x=x,y=y,x1=x1,y1=y1,portname=portname,mask=mask,bordercolor=bordercolor,inside1=inside1,inside0=inside0})
 end
 
 
function mydrawtext(x,y,text,col)
manager.machine.screens[":screen"]:draw_text(x,y,text,col) 
table.insert(elementlist, {type="text",x=x,y=y,text=text,col=col})
end

function otag(t,attrs,inside) attrs=attrs or "" return "<"..t.." "..attrs..">\n" end -- open tag
function ctag(t) return "</"..t..">\n" end -- close tag
function tag(t,attrs,inside) attrs=attrs or "" inside = inside or "" return "<"..t.." "..attrs..">\n"..inside.."</"..t..">\n" end -- complete tag
function stag(t,attrs) attrs=attrs or "" return "<"..t.." "..attrs.."/>\n"end -- singleton tag
function attr(a,v) return a.."=\""..v.."\"".." " end  -- attribute


function makelayout()
print(otag("mamelayout",attr("version",2)))
print(tag("element",attr("name","button"),
tag("rect","",stag("color",attr("red",1.0)..attr("green",1.0)..attr("blue",1.0)))..
tag("rect",attr("state",1),stag("color",attr("red",1.0)..attr("green",0.0)..attr("blue",0.0))..
stag("bounds",attr("x",0.05)..attr("y",0.05)..attr("width",0.90)..attr("height",0.90)))..
tag("rect",attr("state",0),stag("color",attr("red",0.0)..attr("green",0.0)..attr("blue",0.0))..
stag("bounds",attr("x",0.05)..attr("y",0.05)..attr("width",0.90)..attr("height",0.90))) ))
for i,j in pairs(elementlist) do
if j.type=="text" then print(tag("element",attr("name","text"..j.text),stag("text",attr("string",j.text)))) end
end
print(otag("view",attr("name","Overlay")))
print([[<screen index="0">
<bounds x="0" y="0" width="256" height="240" />
</screen>]])
for i,j in pairs(elementlist) do
if j.type=="text" then print(tag("element",attr("ref","text"..j.text),stag("bounds",attr("top",j.y)..attr("left",j.x)..attr("bottom",j.y+10)..attr("right",j.x+4*j.text:len())))) end
if j.type=="box" then print(tag("element",attr("ref","button")..attr("inputtag",j.portname)..attr("inputmask",j.mask),stag("bounds",attr("top",j.y)..attr("left",j.x)..attr("bottom",j.y1)..attr("right",j.x1)))) end
end
print(ctag("view"))
print(ctag("mamelayout"))
end


function drawoverlay()
elementlist = {} 
dpadx,dpady = 50, 170 padx,pady = 30, 30 cposx,cposy = 120, 170 rposx, rposy = 190,170
buttons = {up = 16, down = 32, left = 64, right = 128, a=1, b=2, select=4, start=8} 
buttonpos = {up = {dpadx, dpady-pady},  down = {dpadx,dpady + pady}, right = {dpadx+padx, dpady}, left={dpadx-padx, dpady}, select={cposx, cposy}, start={cposx+padx,cposy}, b={rposx,rposy},a={rposx+padx,rposy}}
for i,j in pairs(buttons) do 
 mydrawbox(buttonpos[i][1],buttonpos[i][2],buttonpos[i][1]+20,buttonpos[i][2]+20, 
 ":ctrl1:joypad:JOYPAD",buttons[i], 0x88ffffff, 0x88ff0000, 0x88000000) 
mydrawtext(buttonpos[i][1]+2,buttonpos[i][2]+4,i,0x88ffffff)
end
end

emu.register_frame_done(drawoverlay)

makelayout()


and the xml it generates:

Code
<mamelayout version="2" >

<element name="button" >
<rect >
<color red="1.0" green="1.0" blue="1.0" />
</rect>
<rect state="1" >
<color red="1.0" green="0.0" blue="0.0" />
<bounds x="0.05" y="0.05" width="0.9" height="0.9" />
</rect>
<rect state="0" >
<color red="0.0" green="0.0" blue="0.0" />
<bounds x="0.05" y="0.05" width="0.9" height="0.9" />
</rect>
</element>

<element name="textright" >
<text string="right" />
</element>

<element name="textup" >
<text string="up" />
</element>

<element name="texta" >
<text string="a" />
</element>

<element name="textdown" >
<text string="down" />
</element>

<element name="textleft" >
<text string="left" />
</element>

<element name="textb" >
<text string="b" />
</element>

<element name="textstart" >
<text string="start" />
</element>

<element name="textselect" >
<text string="select" />
</element>

<view name="Overlay" >

<screen index="0">
<bounds x="0" y="0" width="256" height="240" />
</screen>
<element ref="button" inputtag=":ctrl1:joypad:JOYPAD" inputmask="128" >
<bounds top="170" left="80" bottom="190" right="100" />
</element>

<element ref="textright" >
<bounds top="174" left="82" bottom="184" right="102" />
</element>

<element ref="button" inputtag=":ctrl1:joypad:JOYPAD" inputmask="16" >
<bounds top="140" left="50" bottom="160" right="70" />
</element>

<element ref="textup" >
<bounds top="144" left="52" bottom="154" right="60" />
</element>

<element ref="button" inputtag=":ctrl1:joypad:JOYPAD" inputmask="1" >
<bounds top="170" left="220" bottom="190" right="240" />
</element>

<element ref="texta" >
<bounds top="174" left="222" bottom="184" right="226" />
</element>

<element ref="button" inputtag=":ctrl1:joypad:JOYPAD" inputmask="32" >
<bounds top="200" left="50" bottom="220" right="70" />
</element>

<element ref="textdown" >
<bounds top="204" left="52" bottom="214" right="68" />
</element>

<element ref="button" inputtag=":ctrl1:joypad:JOYPAD" inputmask="64" >
<bounds top="170" left="20" bottom="190" right="40" />
</element>

<element ref="textleft" >
<bounds top="174" left="22" bottom="184" right="38" />
</element>

<element ref="button" inputtag=":ctrl1:joypad:JOYPAD" inputmask="2" >
<bounds top="170" left="190" bottom="190" right="210" />
</element>

<element ref="textb" >
<bounds top="174" left="192" bottom="184" right="196" />
</element>

<element ref="button" inputtag=":ctrl1:joypad:JOYPAD" inputmask="8" >
<bounds top="170" left="150" bottom="190" right="170" />
</element>

<element ref="textstart" >
<bounds top="174" left="152" bottom="184" right="172" />
</element>

<element ref="button" inputtag=":ctrl1:joypad:JOYPAD" inputmask="4" >
<bounds top="170" left="120" bottom="190" right="140" />
</element>

<element ref="textselect" >
<bounds top="174" left="122" bottom="184" right="146" />
</element>

</view>

</mamelayout>



[Linked Image from i.imgur.com]

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This is cool and useful.
thanks.

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I had an idea of having a set of "macro buttons" that you could click on to help you control a system.

For example, on the apple II you could have a button that would do "CTRL+RESET" or would type a system command like "CATALOG" or "CALL -151".

This would be useful for helping navigate unfamiliar systems or to type unusual commands.

For proof of concept, I wanted to make clickable buttons on a layout, which means adding an input port.


So taking the apple2e driver, I added a dummy input port "keyb_dummy"


Code
static INPUT_PORTS_START( apple2e_common )

	PORT_START("keyb_dummy")
	PORT_BIT(0x001, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY0")
	PORT_BIT(0x002, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY1")
	PORT_BIT(0x004, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY2")
	PORT_BIT(0x008, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY3")
	PORT_BIT(0x010, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY4")
	PORT_BIT(0x020, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY5")
	PORT_BIT(0x040, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY6")
	PORT_BIT(0x080, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY7")
	PORT_BIT(0x100, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY8")
	PORT_BIT(0x200, IP_ACTIVE_HIGH, IPT_KEYBOARD) PORT_NAME("DUMMY9")


...
		m_kbspecial(*this, "keyb_special"),
		m_kbdummy(*this, "keyb_dummy"),
		m_sysconfig(*this, "a2_config"),
...
	required_ioport m_kbspecial;
	required_ioport m_kbdummy;
	optional_ioport m_sysconfig;

...


so now I've got some dummy buttons I can hook up to a layout.


So now I can make a layout file:

Taking my layout file from the nes and hacking up on it:


Code
<mamelayout version="2" >

<element name="button" >
<rect >
<color red="1.0" green="1.0" blue="1.0" />
</rect>
<rect state="1" >
<color red="1.0" green="0.0" blue="0.0" />
<bounds x="0.05" y="0.05" width="0.9" height="0.9" />
</rect>
<rect state="0" >
<color red="0.0" green="0.0" blue="0.0" />
<bounds x="0.05" y="0.05" width="0.9" height="0.9" />
</rect>
</element>

<element name="textreset" >
<text string="Reset" />
</element>

<element name="textctrl" >
<text string="Control" />
</element>

<element name="textctrlreset" >
<text string="Control-Reset" />
</element>

<element name="textctrlcenter" >
<text string="^C + CR" />
</element>

<element name="textcall151" >
<text string="CALL -151" />
</element>


<group name="buttons">
<element ref="button" inputtag=":keyb_special" inputmask="8" >
<bounds top="170" left="20" bottom="190" right="40" />
</element>

<element ref="textctrl" >
<bounds top="174" left="22" bottom="184" right="38" />
</element>

<element ref="button" inputtag=":keyb_dummy" inputmask="2" >
<bounds top="170" left="160" bottom="190" right="190" />
</element>

<element ref="textctrlcenter" >
<bounds top="174" left="162" bottom="184" right="182" />
</element>

<element ref="button" inputtag=":keyb_dummy" inputmask="4" >
<bounds top="170" left="120" bottom="190" right="150" />
</element>

<element ref="textctrlreset" >
<bounds top="174" left="122" bottom="184" right="146" />
</element>

<element ref="button" inputtag=":keyb_dummy" inputmask="8" >
<bounds top="170" left="210" bottom="190" right="240" />
</element>

<element ref="textcall151" >
<bounds top="174" left="212" bottom="184" right="236" />
</element>

<element ref="button" inputtag=":keyb_special" inputmask="128" >
<bounds top="170" left="80" bottom="190" right="100" />
</element>

<element ref="textreset" >
<bounds top="174" left="82" bottom="184" right="102" />
</element>


</group>
<view name="Helper" >
<screen index="0">
<bounds x="0" y="0" width="280" height="240" />
</screen>
<group ref="buttons">
<bounds left="-160" right="0" top="0" bottom="20"/>
</group>
</view>

</mamelayout>


and a lua script (executed with dofile) that simply watches the dummy port and executes a command based on the port being pressed.

Code
function press(port,field)
  manager.machine.ioport.ports[port].fields[field]:set_value(1)
end

function release(port,field)
  manager.machine.ioport.ports[port].fields[field]:clear_value()
end
  


function do_reset()
  press(":keyb_special","Control")
  press(":keyb_special","RESET")
  emu.wait(2/60)
  release(":keyb_special","RESET")
  release(":keyb_special","Control")
  emu.wait(1/60)
end


function do_ctrlc()
  press(":keyb_special","Control")
  press(":X3","C  c") -- was aborting because it was looking for "c"
  emu.wait(2/60)
  release(":X3","C  c")
  emu.wait(1/60)
  release(":keyb_special","Control")
  emu.wait(1/60)
  press(":X6","Return")  -- not in X5 it's in X6!!!
  emu.wait(1/60)
  release(":X6","Return")
   emu.wait(1/60)
end





function check_dummy()
  if lastdummyread == nil then lastdummyread=0 end
  dummyread = manager.machine.ioport.ports[":keyb_dummy"]:read()
  if dummyread ~= 0 and lastdummyread==0 then
    if dummyread & 4 ~= 0 then
       co1=coroutine.create(do_reset) coroutine.resume(co1)
    end
    if dummyread & 2 ~= 0 then
       co1=coroutine.create(do_ctrlc) coroutine.resume(co1)
    end
  end
  lastdummyread = dummyread
end


emu.register_frame_done(check_dummy)



It's kind of primitive, but it works.

[Linked Image from i.imgur.com]

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Interesting, Golden Child, but for this to work I have to modify the source code, if I understand it correctly, right?

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Right, that's a source mod. The Franklin clones have F1-F12 keys that are programmable macros but the emulation isn't 100% correct.

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