- djdtimeParticipant10/05/2014 at 02:04Post count: 8
I am having problems to map the keys for SNES; MAME works perfectly with the mapping keys, I am using Ipac2, it emulates a keyboard. Does anyone have an idea of why that is not working?, for any system besides MAME?.
input_player1_a = lctrl
input_player1_b = lalt
input_player1_y = space
input_player1_x = 1shift
input_player1_l = z
input_player1_r = x
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
input_player2_a = a
input_player2_b = s
input_player2_y = q
input_player2_x = w
input_player2_l = i
input_player2_r = k
input_player2_left = d
input_player2_right = g
input_player2_up = r
input_player2_down = fyippyyayParticipant11/10/2014 at 20:32Post count: 7
if you read the code above what you just posted it read’s this
# Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_" # is for keypad keys): # # left, right, up, down, enter, kp_enter, tab, insert, del, end, home, # rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus, # f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, # num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown, # keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9, # period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock, # tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket, # backslash, rightbracket, kp_period, kp_equals, rctrl, ralt # # Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, # rather than relying on a default.
it doesn’t reference any “lshift” “lalt” or “lctrl”
it’s only reference is “ralt” or “alt”
so the lines should look like this with no space.
# rather than relying on a default. input_player1_a = ctrl input_player1_b = alt input_player1_y = shift input_player1_x = space input_player1_start = num1 input_player1_select = num5 input_player1_l = z input_player1_r = x input_player1_left = left input_player1_right = right input_player1_up = up input_player1_down = down input_player2_a = a input_player2_b = s input_player2_y = q input_player2_x = w input_player2_start = num2 input_player2_select = num6 input_player2_l = i input_player2_r = k input_player2_left = d input_player2_right = g input_player2_up = r input_player2_down = f # input_player1_l2 = # input_player1_r2 = # input_player1_l3 = # input_player1_r3 =
i included the lines with the “#” in order to help you with placement.
the I-PAC was built for MAME and i think MAME Default controls anywise overwrite Emulation Station. i also included start and slect as palyer and coin buttons for each.
and here is my huge post about the I-PAC.
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