Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
02171 DIP/Input Feature Always Aug 28, 2008, 21:30 Dec 9, 2021, 12:53
Tester urebelscum View Status Public Platform MAME (Self-compiled)
Assigned To Resolution Open OS Windows XP/Vista 32-bit
Status [?] Confirmed Driver
Version 0.127 Fixed in Version Build Normal
Fixed in Git Commit Github Pull Request #
Summary 02171: All sets that remap inputs in the source: Cannot map to "default" in "Input (this game)", so cannot use general inputs or ctrlr file with hardcoded maps
Description It used to be possible to map to "default" to use the input shown in "Input (general)", by enter, esc, enter, esc. The first enter esc still sets the input to "none". The second enter esc now returns the input to the in source mapped keys. However, when you hand edit the cfg file, and set the newseq to "DEFAULT", mame uses the value in "Inputs (general)". Also, you used to be able to see if an input was different from the general map as it was highlighted, but now it is not highlighted when mapped to what the in source remapped to, and highlighted when hand edited to "default" (so is using the same as the general inputs).

By being able to set to "default", remaps in the "Inputs (general)" and ctrlr files can take effect when you want.
Steps To Reproduce Start any game that has a source remapped input (toobin for example). Remap source coded remapped inputs using "Input (general)" (in toobin, any of the buttons 1-5 players 1-2). Go to "Inputs (this game)" and notice none of the in source remapped inputs have changed to what you remapped in inputs general, and none are highlighted to let you know it's not. Try to remap with enter esc (mame should show "none" highlighted). Repeat remap with enter esc (mame will return to the in source remapped inputs). (Repeats will cycle between none and in source remapped keys.)

Set all inputs to none (enter esc), and exit mame. Open cfg file and change all "NONE" to "DEFAULT", and save. Restart mame and go to "Inputs (this game)". The inputs will now be changed to what was mapped to in inputs general. This is what it used to do on the second enter esc.
Additional Information Also tested in 0.126: same error & in 0.125: old method. Regression between 0.125 & 0.126.

IIRC, this is a repeat of an old bug from Before Mantis, that was fixed to the method as seen in 0.125, something about hardcoded remaps.
Github Commit
Flags
Regression Version
Affected Sets / Systems All sets that remap inputs in the source
Attached Files
 
Relationships
related to 01080Resolvedcuavas The \ctrl files don't override driver specific mappings. 
Notes
2
User avatar
No.19527
M.A.S.H.
Senior Tester
Dec 9, 2021, 08:55
Was this bug also fixed like MT#01080 (https://github.com/mamedev/mame/commit/7d1ff26fb32c237aeaca842280829a59f1992dd5) ?
User avatar
No.19528
cuavas
Administrator
Dec 9, 2021, 12:53
Not everything use case brought up in this report has been addressed: there’s no way through the UI to make a control use the default assignment for the type if it has a default supplied in the input port definitions. Given the proliferation of KEYBOARD, KEYPAD and OTHER inputs, it wouldn’t necessarily give much value for a lot of systems, and could potentially cause confusion in some cases. The bug could be closed with “won’t fix” as the new behaviour isn’t likely to change any time soon and the primary motivation (using controller configuration files for inputs that don’t use default assignments for the input type) has already been addressed.