Name | Modified | Size | Downloads / Week |
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Past Releases | 2015-10-24 | ||
Input Control a4.zip | 2015-10-24 | 27.4 kB | |
README.txt | 2015-10-24 | 2.3 kB | |
Totals: 3 Items | 29.7 kB | 0 |
INPUT CONTROL Author: Omnigamer version .4 alpha 10/23/15 The point of Input Control is to be able to log and play back inputs from retro consoles. Currently only SNES is supported, but depending on how it works out it can likely expand to other platforms. To get started, you'll need a tap into a SNES controller extension cord. At a minimum, the Data and Clock lines will need to be tapped, but you can improve performance by also making the +5V and Latch lines available as well. Instructions on how to do this can be found on the page for jaburn's NintendoSpy project. You'll also need an Arduino Uno or similar device, and of course a host computer where the inputs will be logged to/played from. You'll find several files in this package: -Input Control binary. The main host software to interact with the Arduino. Comes bundled with an input visualization. -Hardware SPI firmware. This is firmware for the Arduino that utilizes its Hardware SPI. This firmware should be the most accurate, but needs the most wires to be effective -Bit-Banged SPI firmware. This firmware uses software SPI, but may not be as accurate. Playback especially will be hampered. This configuration only needs Clock and Data. -BizHawk Playback Lua Script. This script will open an inputs log recorded from console and attempt to play it back in BizHawk. Performance is currently mixed. It works great on some games, and almost not at all on others. On some games you will have to account for differences in opening splash screens between a reset and a hard power-off. On others you will also have to account for differences due to changes in the save RAM. Basically, don't expect perfect recordings at this point, but I've had reasonable success with input logs of less than 10 minutes. Better accuracy will come as I figure out its shortcomings and change the architecture much later. The code for everything is available on Input Control's SourceForge page. I make no guarantees about the completeness, correctness, or cleanliness of my code. In fact, much of it is probably pretty crappy and inefficient. Just consider it as still very much a Work in Progress. That said, I'm happy to accept help and contributions. Thanks, and enjoy. ~Omnigamer