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Integrated Video Game Emulators - Printable Version +- Kodi Community Forum (https://forum.kodi.tv) +-- Forum: Development (https://forum.kodi.tv/forumdisplay.php?fid=32) +--- Forum: Kodi Application (https://forum.kodi.tv/forumdisplay.php?fid=93) +---- Forum: RetroPlayer Development (https://forum.kodi.tv/forumdisplay.php?fid=194) +---- Thread: Integrated Video Game Emulators (/showthread.php?tid=146711) |
RE: Integrated Video Game Emulators - garbear - 2013-02-14 (2013-02-14, 19:28)Eldorado Wrote: Done, updated my link! haha, <date> was a placeholder. it's supposed to be the date you compiled RE: Integrated Video Game Emulators - Eldorado - 2013-02-14 Edit - ah... haha just noticed what it was you were talking about.. one of those days... ![]() Updated my link.. again! RE: Integrated Video Game Emulators - garbear - 2013-02-15 cool, thx for building and hosting btw RE: Integrated Video Game Emulators - N3MIS15 - 2013-02-15 Is axis kepmapping not yet implimented? I couldnt get my retro usb SNES controller directional controls working. Working great with 360 controller though. RE: Integrated Video Game Emulators - garbear - 2013-02-15 snes controllers have axes? i did the 360 d-pad code blind, it was pure dumb luck that the ~120 line of code only had 1 or 2 minor bugs when a friend tried it ![]() if you're compiling, send me a PM with a link to your debug log and we'll see if we can back-and-forth our way to working axis code. RE: Integrated Video Game Emulators - N3MIS15 - 2013-02-15 Yea its dumb but for some reason retrousb use axis for directional controls. The SNES controller is recognised as Retr. All buttons work except directional axis (they work in the ui but way too fast to be useful). Here is the keymap i used for testing: http://pastebin.com/rEfa3rRz And here is the debug log: http://pastebin.com/YR0USdvU I used Eldorado's windows build as a test but plan on compiling for linux later today. RE: Integrated Video Game Emulators - Dondi - 2013-02-15 (2013-02-13, 15:46)garbear Wrote: feedback I wouldn't exactly call this an "implemented first" request, but something I'd like to see XBMC do once the addition of RetroPlayer hits the main branch... ...having the music player continue playing a playlist or party mode or whatever, while using the XBMC RetroPlayer. RE: Integrated Video Game Emulators - garbear - 2013-02-15 Most retro roms don't have separate sliders for sound/music. However, playing at 1.5x speed disables sound so it'd be nice to play some music in the background RE: Integrated Video Game Emulators - spiff - 2013-02-15 that has my +20. it's really the main crap i hated back from the xbox days; no music (except in the emus that had support) during my dr mario sessions. i mean, those tunes are awesome, but after 20 years, the 2 tune selection starts to show its limitations ![]() with ae it's luckily quite trivial. you can toss any number of streams at it with no effort. RE: Integrated Video Game Emulators - Bstrdsmkr - 2013-02-15 I know this depends near entirely on the emu, but while it's on topic, can I wishlist separate volume controls for effects and BGM? =D RE: Integrated Video Game Emulators - Dondi - 2013-02-15 Is this something that the devs for the main branch need to work out? I am assuming the retro player would be treated like a sibling to the movie player and the music player where launching one would take precedence and quit anything already playing. I guess my request is more in line with letting the music player continue to do its thing when retro player gets launched. Hopefully the AE can handle it. I would think its possible; my ancient arcade cabinet with 3darcade as the front-end plays no less than 3 simultaneous audio streams when in an EMU; the emu audio, a global FE ambient arcade sound file (arcade noises and such) and music playlists that I assign to each arcade when you enter them. All 3 play simultaneously, even in screensaver mode I'm glad to see that there are others who like to listen to music while playing the classics RE: Integrated Video Game Emulators - garbear - 2013-02-16 (2013-02-15, 19:18)Bstrdsmkr Wrote: I know this depends near entirely on the emu, but while it's on topic, can I wishlist separate volume controls for effects and BGM? =D wish all you want ![]() @N3MIS15 thanks for the keymap. When I get my hands on my friend's gamepad I'll finish the input code for linux and windows @Dondi, cptspiff, Bstrdsmkr, how should we do background music in the GUI? I'm thinking build a playlist, hit enter on a rom, and have xbmc start playing both at the same time RE: Integrated Video Game Emulators - xceph - 2013-02-16 (2013-02-16, 18:29)garbear Wrote:(2013-02-15, 19:18)Bstrdsmkr Wrote: I know this depends near entirely on the emu, but while it's on topic, can I wishlist separate volume controls for effects and BGM? =D garbear, since it seems like you don't own a 360 controller I'll buy you one if you'd like. They are abour 35$ on amazon, I can paypal you that money, or donate it to XBMC if thats the preferred method? Let me know! Its easier to send you the money and have you order it yourself, as Im not in USA. PM me if you want to follow up. RE: Integrated Video Game Emulators - Bstrdsmkr - 2013-02-16 I think an icon on the osd just like subtitles would do well. Pop up let's you choose a playlist. Seems like there would need to be new key actions though to distinguish between for example, fast forward the song and fast forward the Rom RE: Integrated Video Game Emulators - garbear - 2013-02-16 no need for key actions. when you're kicking ass and killing bads XBMC will play Damn It Feels Good to Be a Gangsta. when you hit the boss level The Final Countdown will fade in slowly and start blasting when the boss looses all his armor. but then you loose all your lives and Johnny Cash, Hurt is the song you hear, as you stare blankly and the words "no more continues" comes onto the screen |