Controller Configuration Files

Introduction

Controller configuration files can be used to modify MAME’s default input settings. Controller configuration files may be supplied with an input device to provide more suitable defaults, or used as profiles that can be selected for different situations. MAME includes a few sample controller configuration files in the ctrlr folder, designed to provide useful defaults for certain arcade-style controllers.

Controller configuration files are an XML application, using the .cfg filename extension. MAME searches for controller configuration files in the directories specified using the ctrlrpath option. A controller configuration file is selected by setting the ctrlr option to its filename, excluding the .cfg extension (e.g. set the ctrlr option to scorpionxg to use scorpionxg.cfg). It is an error if the specified controller configuration file does not exist, or if it contains no sections applicable to the emulated system.

Controller configuration files use implementation-dependent input tokens. The values available and their precise meanings depend on the exact version of MAME used, the input devices connected, the selected input provider modules (keyboardprovider, mouseprovider, lightgunprovider and joystickprovider options), and possibly other settings.

Basic structure

Controller configuration files follow a similar format to the system configuration files that MAME uses to save things like input settings and bookkeeping data (created in the folder specified using the cfg_directory option). This example shows the overall structure of a controller configuration file:

<?xml version="1.0"?>
<mameconfig version="10">
    <system name="default">
        <input>
            <!-- settings affecting all emulated systems go here -->
        </input>
    </system>
    <system name="neogeo">
        <input>
            <!-- settings affecting neogeo and clones go here -->
        </input>
    </system>
    <system name="intellec4.cpp">
        <input>
            <!-- settings affecting all systems defined in intellec4.cpp go here -->
        </input>
    </system>
</mameconfig>

The root of a controller configuration file must be a mameconfig element, with a version attribute specifying the configuration format version (currently 10 – MAME will not load a file using a different version). The mameconfig element contains one or more system elements, each of which has a name attribute specifying the system(s) it applies to. Each system element may contain an input element which holds the actual remap and port configuration elements, which will be described later. Each system element may also contain a pointer_input element to set pointer input options for systems with interactive artwork.

When launching an emulated system, MAME will apply configuration from system elements where the value of the name attribute meets one of the following criteria:

  • If the name attribute has the value default, it will always be applied (including for the system/software selection menus).

  • If the value of the name attribute matches the system’s short name, the short name of its parent system, or the short name of its BIOS system (if applicable).

  • If the value of the name attribute matches the name of the source file where the system is defined.

For example, for the game “DaeJeon! SanJeon SuJeon (AJTUE 990412 V1.000)”, system elements will be applied if their name attribute has the value default (applies to all systems), sanjeon (short name of the system itself), sasissu (short name of the parent system), stvbios (short name of the BIOS system), or stv.cpp (source file where the system is defined).

As another example, a system element whose name attribute has the value zac2650.cpp will be applied for the systems “The Invaders”, “Super Invader Attack (bootleg of The Invaders)”, and “Dodgem”.

Applicable system elements are applied in the order they appear in the controller configuration file. Settings from elements that appear later in the file may modify or override settings from elements that appear earlier. Within a system element, remap elements are applied before port elements.

Substituting default controls

You can use a remap element to substitute one host input for another in MAME’s default input configuration. For example, this substitutes keys on the numeric keypad for the cursor direction keys:

<input>
    <remap origcode="KEYCODE_UP" newcode="KEYCODE_8PAD" />
    <remap origcode="KEYCODE_DOWN" newcode="KEYCODE_2PAD" />
    <remap origcode="KEYCODE_LEFT" newcode="KEYCODE_4PAD" />
    <remap origcode="KEYCODE_RIGHT" newcode="KEYCODE_6PAD" />
</input>

The origcode attribute specifies the token for the host input to be substituted, and the newcode attribute specifies the token for the replacement host input. In this case, assignments using the cursor up, down, left and right arrows will be replaced with the numeric 8, 2, 4 and 6 keys on the numeric keypad, respectively.

Note that substitutions specified using remap elements only apply to inputs that use MAME’s default assignment for the input type. That is, they only apply to default assignments for control types set in the “Input Assignments (general)” menus. They do not apply to default control assignments set in driver/device I/O port definitions (using the PORT_CODE macro).

MAME applies remap elements found inside any applicable system element.

Overriding defaults by input type

Use port elements with type attributes but without tag attributes to override the default control assignments for emulated inputs by type:

<input>
    <port type="UI_MENU">
        <newseq type="standard">KEYCODE_TAB OR KEYCODE_1 KEYCODE_5</newseq>
    </port>
    <port type="UI_CANCEL">
        <newseq type="standard">KEYCODE_ESC OR KEYCODE_2 KEYCODE_6</newseq>
    </port>

    <port type="P1_BUTTON1">
        <newseq type="standard">KEYCODE_C OR JOYCODE_1_BUTTON1</newseq>
    </port>
    <port type="P1_BUTTON2">
        <newseq type="standard">KEYCODE_LSHIFT OR JOYCODE_1_BUTTON2</newseq>
    </port>
    <port type="P1_BUTTON3">
        <newseq type="standard">KEYCODE_Z OR JOYCODE_1_BUTTON3</newseq>
    </port>
    <port type="P1_BUTTON4">
        <newseq type="standard">KEYCODE_X OR JOYCODE_1_BUTTON4</newseq>
    </port>
</input>

This sets the following default input assignments:

Show/Hide Menu (User Interface)

Tab key, or 1 and 2 keys pressed simultaneously

UI Cancel (User Interface)

Escape key, or 2 and 6 keys pressed simultaneously

P1 Button 1 (Player 1 Controls)

C key, or joystick 1 button 1

P1 Button 2 (Player 1 Controls)

Left Shift key, or joystick 1 button 2

P1 Button 3 (Player 1 Controls)

Z key, or joystick 1 button 3

P1 Button 4 (Player 1 Controls)

X key, or joystick 1 button 4

Note that this will only apply for inputs that use MAME’s default assignment for the input type. That is, port elements without tag attributes only override default assignments for control types set in the “Input Assignments (general)” menus. They do not override default control assignments set in driver/device I/O port definitions (using the PORT_CODE macro).

MAME applies port elements without tag attributes found inside any applicable system element.

Overriding defaults for specific inputs

Use port elements with tag, type, mask and defvalue attributes to override defaults for specific inputs. These port elements should only occur inside system elements that apply to particular systems or source files (i.e. they should not occur inside system elements where the name attribute has the value default). The default control assignments can be overridden, as well as the toggle setting for digital inputs.

The tag, type, mask and defvalue are used to identify the affected input. You can find out the values to use for a particular input by changing its control assignment, exiting MAME, and checking the values in the system configuration file (created in the folder specified using the cfg_directory option). Note that these values are not guaranteed to be stable, and may change between MAME versions.

Here’s an example that overrides defaults for 280-ZZZAP:

<system name="280zzzap">
    <input>
        <port tag=":IN0" type="P1_BUTTON2" mask="16" defvalue="0" toggle="no" />
        <port tag=":IN1" type="P1_PADDLE" mask="255" defvalue="127">
            <newseq type="increment">KEYCODE_K</newseq>
            <newseq type="decrement">KEYCODE_J</newseq>
        </port>
    </input>
</system>

This sets the controls to steer left and right to the K and J keys, respectively, and disables the toggle setting for the gear shift input.

Assigning input device numbers

Use mapdevice elements with device and controller attributes to assign stable numbers to input devices. Note that all devices explicitly configured in this way must be connected when MAME starts for this to work as expected.

Set the device attribute to the device ID of the input device, and set the controller attribute to the desired input device token (device type and number).

Here’s an example numbering two light guns and two XInput game controllers:

<system name="default">
    <input>
        <mapdevice device="VID_D209&amp;PID_1601" controller="GUNCODE_1" />
        <mapdevice device="VID_D209&amp;PID_1602" controller="GUNCODE_2" />
        <mapdevice device="XInput Player 1" controller="JOYCODE_1" />
        <mapdevice device="XInput Player 2" controller="JOYCODE_2" />
    </input>
</system>

MAME applies mapdevice elements found inside the first applicable system element only. To avoid confusion, it’s simplest to place the system element applying to all systems (name attribute set to default) first in the file, and use it to assign input device numbers.

Setting pointer input options

A pointer_input element may contain target elements to set pointer input options for each output screen or window. Each target element must have an index attribute containing the zero-based index of the screen to which it applies.

Each target element may have an activity_timeout attribute to set the time after which a mouse pointer that has not moved and has no buttons pressed will be considered inactive. The value is specified in seconds, and must be in the range of 0.1 seconds to 10 seconds, inclusive.

Each target element may have a hide_inactive element to set whether inactive pointers may be hidden. If the value is 0 (zero), inactive pointers will not be hidden. If the value is 1, inactive pointers may be hidden, but layout views can still specify that inactive pointers should not be hidden.

Here’s an example demonstrating the use of this feature:

<system name="default">
    <pointer_input>
        <target index="0" activity_timeout="1.5" />
    </pointer_input>
</system>
<system name="intellec4.cpp">
    <pointer_input>
        <target index="0" hide_inactive="0" />
    </pointer_input>
</system>

For all systems, pointers over the first output screen or window will be considered inactive after not moving for 1.5 seconds with no buttons pressed. For systems defined in intellec4.cpp, inactive pointers over the first window will not be hidden.