Difference between revisions of "Zinc"
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This utility can be downloaded from http://www.oscarcontrols.com/lazarus/files/zincconfig1.5.zip. | This utility can be downloaded from http://www.oscarcontrols.com/lazarus/files/zincconfig1.5.zip. | ||
+ | |||
+ | There is also a great guide for those who are using the "default" settings for MAME on their cabinet. The tutorial can also be used for custom control configurations. | ||
+ | |||
+ | Zinc Tutorial - by DeLuSioNaL | ||
+ | |||
+ | [b]** UPDATED FOR ZN1 and S11 GAME SUPPORT! **[/b] | ||
+ | |||
+ | This is a detailed guide (step by step) on how to get Zinc configured (command line version for use in any Frontend). Once you get Zinc itself configured, you can simply set up your favorite frontend to point to the zinc.exe and roms, etc. | ||
+ | |||
+ | [b][u]Download Zinc 1.1 and the plug-ins here:[/u][/b] | ||
+ | http://www.emulator-zone.com/doc.php/arcade/zinc.html | ||
+ | |||
+ | [b][u]Grab the following plug-ins at the bottom of the page:[/u][/b] | ||
+ | - OpenGL and D3D renderers 1.2 | ||
+ | - Winterblast's Input Plugin 1.6 | ||
+ | |||
+ | [b][u]Installation:[/u][/b] | ||
+ | - Unzip Zinc 1.1 into a directory called "Zinc" | ||
+ | - Unzip the Winterblast Input Plugin into the Zinc directory (if it asks, overwrite any files) | ||
+ | - Unzip the OpenGL and D3D renderers in toe Zinc directory. It should make it's own folders within Zinc.(if it asks, overwrite any files) | ||
+ | - Copy the renderer.znc file from the OpenGL or D3D folder to the main Zinc folder (you need to choose whichever one you would like to use for your system. I chose the OpenGL one for mine.) | ||
+ | - Place your roms and bios files (zipped) in the "roms" directory. | ||
+ | |||
+ | [b][u]Roms:[/u][/b] | ||
+ | Can't post links for that here.. sorry! | ||
+ | However, you can use the same roms that you use for MAME (they don't work well in MAME but work great in Zinc). See the link above for games that are compatible with Zinc and what filenames you need to look for (and bioses for each system). | ||
+ | |||
+ | [b][u]Important! Bios Files:[/u][/b] | ||
+ | Each rom needs it's own BIOS file for the system that it emulates. For example: Plasma Sword (US) requires the plsmaswd.zip (rom file) along with the cpzn2.zip (bios file). Coolboarders need it's rom along with the tps.zip bios, etc. Many games use the same bioses. For example Street Fighter EX 2 also uses the cpzn2 bios that the Plasma Sword game uses. Games will not run without their bios files! | ||
+ | |||
+ | [b][u]Setting up the Controls:[/u][/b] | ||
+ | This is the toughest part of Zinc! Be prepared! It is a tedious process of manually editing text files with the proper key assignment codes. | ||
+ | |||
+ | However, for those who want to use the standard MAME keys (player 1 - up, down, left, right, CTRL, ALT, SPACE, LSHIFT, Z, X and player 2 - R, F, D, G, A, S, Q, W, I, K) I've included the controller.cfg file below already assigned for the standard MAME key layout. Simply copy it to your Zinc directory overwriting the default one from Winterblast's plugin. :) | ||
+ | |||
+ | [b]***************************************************************************************************** | ||
+ | This section is only for those wanting to assign their own custom keys to inputs. | ||
+ | *****************************************************************************************************[/b] | ||
+ | Basically, there are two files you will be working with. The controller.cfg file and the dik_codes.txt file. The controller.cfg file is what Zinc looks at to map each keyboard/joystick inputs to the buttons. This is where you will be assigning the keys. The dik_codes.txt file is the reference file which tells you what hex digits corresponds to the keyboard key you are looking to assign. You simply look up the key you want to assign and you will see a hex value next to it. The hex value is then entered into the controller.cfg file. Follow me so far? | ||
+ | |||
+ | For example: Let's say you want to assign the button # 1 for player 1 to the letter "F". | ||
+ | |||
+ | You would look in the dik_codes.txt file for the following line: | ||
+ | [code] | ||
+ | #define DIK_F 0x21 | ||
+ | [/code] | ||
+ | |||
+ | This line tells you that for the keyboard letter F, hex value is 0x21. So in the controller.cfg file you would input: | ||
+ | [code] | ||
+ | btn1=k21 | ||
+ | [/code] | ||
+ | |||
+ | In this example above, next to button # 1 (btn1) you would put a value of k21 next to it. The "k" stands for the keyboard input and the "0x" portion from the dik_codes.txt file is ignored. | ||
+ | |||
+ | Note: If you are assigning a joystick it would have a "j" instead followed by the joystick number and button number. For Joystick # 1 button # 1 you would assign is as: | ||
+ | [code] | ||
+ | btn1=j1b1 | ||
+ | [/code] | ||
+ | |||
+ | Note: The majority of the games work with the ZN1 controller layout. That is what I have assigned below in the sample controller.cfg file. It is the 6 button layout found on most control panels. | ||
+ | |||
+ | [b]******************************************************************** | ||
+ | End of custom key input section | ||
+ | ********************************************************************[/b] | ||
+ | |||
+ | [b][u]Config Files:[/u][/b] | ||
+ | **Renderer.cfg** (cut and paste the following over your existing code in the file - Make sure FullScreen is set to 1 and ShowFPS is set to 0) | ||
+ | [code] | ||
+ | ; ogl/d3d renderer settings | ||
+ | |||
+ | XSize = 640 ; Window/fullscreen X size | ||
+ | YSize = 480 ; Window/fullscreen Y size | ||
+ | FullScreen = 1 ; Fullscreen mode: 0/1 | ||
+ | ColorDepth = 32 ; Fullscreen color depth: 16/32 | ||
+ | ScanLines = 0 ; Scanlines: 0=none, 1=black, 2=bright | ||
+ | Filtering = 0 ; Texture filtering: 0-3 (filtering causes glitches!) | ||
+ | Blending = 1 ; Enhanced color blend: ogl: 0/1; D3D: 0-2 | ||
+ | Dithering = 0 ; Dithering: 0/1 (only needed in 16 bit color depths) | ||
+ | ShowFPS = 0 ; FPS display on startup: 0/1 | ||
+ | FrameLimitation = 1 ; Frame limit: 0/1 | ||
+ | FrameSkipping = 0 ; Frame skip: 0/1 | ||
+ | FramerateDetection = 1 ; Auto framerate detection: 0/1 | ||
+ | FramerateManual = 100 ; Manual framerate: 0-1000 | ||
+ | TextureType = 3 ; Textures: 0=card's default, 1=4 bit, 2=5bit, 3=8bit | ||
+ | TextureCaching = 2 ; Caching type: 0-3, def=2, mode 3 is not available on most cards | ||
+ | EnableKeys = 1 ; Enable renderer keys: 0/1, def=1 (enables keys for the fps menu/pause) | ||
+ | FastExcel = 0 ; Speed hack for SF 'excel' modes. Will cause glitches if enabled! | ||
+ | [/code] | ||
+ | |||
+ | [b][u]**Controller.cfg DEFAULTED for MAME standard input settings** (cut and paste the following over your existing code in the file)[/u][/b] | ||
+ | [code] | ||
+ | [general] | ||
+ | ;file to output controller messages and errors | ||
+ | output="c:\wbout.txt" | ||
+ | ;indicate if controller will fail or not if a config error occured | ||
+ | noerror=1 | ||
+ | |||
+ | ;the order of controls : | ||
+ | |||
+ | ; ZN1 : 6 btns | ||
+ | ; S11 : 11 btns + 2 special btn (see below) | ||
+ | ; KN1 : 2 btns | ||
+ | ; RZ : 3 btns | ||
+ | |||
+ | ; codes are : | ||
+ | ; k'hexcode' for keyboard (see dik_code.txt for a list of keys) | ||
+ | ; j'joystick number' followed by b'button number' for button or 'up', 'down', 'left, 'right' for pad | ||
+ | ; examples : | ||
+ | ; k1f for key S | ||
+ | ; j2b3 for joy 2 button 3 | ||
+ | ; k0 for no key | ||
+ | |||
+ | |||
+ | ; combos : | ||
+ | ; you can define up to 32 combos | ||
+ | ; combos are available for every player | ||
+ | ; syntax is : | ||
+ | ; d down | ||
+ | ; u up | ||
+ | ; r right | ||
+ | ; l left | ||
+ | ; s start | ||
+ | ; b1 button 1 | ||
+ | ; .... | ||
+ | ; bn button n | ||
+ | ; , is the separator for each frame | ||
+ | ; | ||
+ | ; to map an input key for a combo, put | ||
+ | ;c'combo number in combo list'=code | ||
+ | ; see below for examples | ||
+ | [combos] | ||
+ | ;hadoken from left | ||
+ | 1=d,,dr,,rb3 | ||
+ | ;hadoken from right | ||
+ | 2=d,,dl,,lb3 | ||
+ | |||
+ | |||
+ | [all] | ||
+ | ;F3 | ||
+ | test=k3d | ||
+ | ;F2 | ||
+ | services=k3c | ||
+ | |||
+ | |||
+ | ; for S11 works well with tekken2, souledge | ||
+ | ; seems btn1 to btn8 do nothing | ||
+ | ;[player1] | ||
+ | ;coin=k02 | ||
+ | ;start=k06 | ||
+ | ;right=kcd | ||
+ | ;left=kcb | ||
+ | ;down=kd0 | ||
+ | ;up=kc8 | ||
+ | ;btn9=k20 | ||
+ | ;btn10=k21 | ||
+ | ;btn11=k22 | ||
+ | ;btn12=k2e | ||
+ | ;btn13=k2f | ||
+ | |||
+ | ; S11 keys are : | ||
+ | ; 1 | ||
+ | ; 5 | ||
+ | ; rightarrow | ||
+ | ; leftarrow | ||
+ | ; downarrow | ||
+ | ; uparrow | ||
+ | ; btn 1 to 8 : none | ||
+ | ; D | ||
+ | ; F | ||
+ | ; G | ||
+ | ; C -> tekken 2 kick 1 | ||
+ | ; V -> tekken 2 kick 2 / souledge block | ||
+ | |||
+ | |||
+ | [player1] | ||
+ | ;example for ZN1 player 1 with keyboard | ||
+ | ;useMM=1 ;allow player 1 to use WinMM joystick instead of DirectX | ||
+ | coin=k06 | ||
+ | start=k02 | ||
+ | right=kCD | ||
+ | left=kCB | ||
+ | down=kD0 | ||
+ | up=kC8 | ||
+ | btn1=k1D | ||
+ | btn2=k38 | ||
+ | btn3=k39 | ||
+ | btn4=k2A | ||
+ | btn5=k2C | ||
+ | btn6=k2D | ||
+ | btn9=k1D | ||
+ | btn10=k38 | ||
+ | btn11=k39 | ||
+ | btn12=k2A | ||
+ | btn13=k2C | ||
+ | c1=k0 | ||
+ | c2=k0 | ||
+ | |||
+ | [player2] | ||
+ | ;example for ZN1 player 2 with keyboard | ||
+ | coin=k07 | ||
+ | start=k03 | ||
+ | right=k22 | ||
+ | left=k20 | ||
+ | down=k21 | ||
+ | up=k13 | ||
+ | btn1=k1E | ||
+ | btn2=k1F | ||
+ | btn3=k10 | ||
+ | btn4=k11 | ||
+ | btn5=k17 | ||
+ | btn6=k25 | ||
+ | btn9=k1E | ||
+ | btn10=k1F | ||
+ | btn11=k10 | ||
+ | btn12=k11 | ||
+ | btn13=k17 | ||
+ | c1=k0 | ||
+ | c2=k0 | ||
+ | |||
+ | |||
+ | ;example for KN1 with joy1 | ||
+ | ;[player1] | ||
+ | ;coin=k02 | ||
+ | ;start=k06 | ||
+ | ;right=j1right | ||
+ | ;left=j1left | ||
+ | ;down=j1down | ||
+ | ;up=j1up | ||
+ | ;btn1=j1b1 | ||
+ | ;btn2=j1b2 | ||
+ | |||
+ | ;example for RZ with joy1 | ||
+ | ;[player1] | ||
+ | ;coin=k02 | ||
+ | ;start=k06 | ||
+ | ;right=j1right | ||
+ | ;left=j1left | ||
+ | ;down=j1down | ||
+ | ;up=j1up | ||
+ | ;btn1=j1b1 | ||
+ | ;btn2=j1b2 | ||
+ | ;btn3=j1b3 | ||
+ | [/code] | ||
+ | |||
+ | [b][u]**dik_codes.txt** (this is where you get the key input values when you are manually editing the controller.cfg file.[/u][/b] | ||
+ | These are codes for keys config: | ||
+ | [code] | ||
+ | #define DIK_ESCAPE 0x01 | ||
+ | #define DIK_1 0x02 | ||
+ | #define DIK_2 0x03 | ||
+ | #define DIK_3 0x04 | ||
+ | #define DIK_4 0x05 | ||
+ | #define DIK_5 0x06 | ||
+ | #define DIK_6 0x07 | ||
+ | #define DIK_7 0x08 | ||
+ | #define DIK_8 0x09 | ||
+ | #define DIK_9 0x0A | ||
+ | #define DIK_0 0x0B | ||
+ | #define DIK_MINUS 0x0C /* - on main keyboard */ | ||
+ | #define DIK_EQUALS 0x0D | ||
+ | #define DIK_BACK 0x0E /* backspace */ | ||
+ | #define DIK_TAB 0x0F | ||
+ | #define DIK_Q 0x10 | ||
+ | #define DIK_W 0x11 | ||
+ | #define DIK_E 0x12 | ||
+ | #define DIK_R 0x13 | ||
+ | #define DIK_T 0x14 | ||
+ | #define DIK_Y 0x15 | ||
+ | #define DIK_U 0x16 | ||
+ | #define DIK_I 0x17 | ||
+ | #define DIK_O 0x18 | ||
+ | #define DIK_P 0x19 | ||
+ | #define DIK_LBRACKET 0x1A | ||
+ | #define DIK_RBRACKET 0x1B | ||
+ | #define DIK_RETURN 0x1C /* Enter on main keyboard */ | ||
+ | #define DIK_LCONTROL 0x1D | ||
+ | #define DIK_A 0x1E | ||
+ | #define DIK_S 0x1F | ||
+ | #define DIK_D 0x20 | ||
+ | #define DIK_F 0x21 | ||
+ | #define DIK_G 0x22 | ||
+ | #define DIK_H 0x23 | ||
+ | #define DIK_J 0x24 | ||
+ | #define DIK_K 0x25 | ||
+ | #define DIK_L 0x26 | ||
+ | #define DIK_SEMICOLON 0x27 | ||
+ | #define DIK_APOSTROPHE 0x28 | ||
+ | #define DIK_GRAVE 0x29 /* accent grave */ | ||
+ | #define DIK_LSHIFT 0x2A | ||
+ | #define DIK_BACKSLASH 0x2B | ||
+ | #define DIK_Z 0x2C | ||
+ | #define DIK_X 0x2D | ||
+ | #define DIK_C 0x2E | ||
+ | #define DIK_V 0x2F | ||
+ | #define DIK_B 0x30 | ||
+ | #define DIK_N 0x31 | ||
+ | #define DIK_M 0x32 | ||
+ | #define DIK_COMMA 0x33 | ||
+ | #define DIK_PERIOD 0x34 /* . on main keyboard */ | ||
+ | #define DIK_SLASH 0x35 /* / on main keyboard */ | ||
+ | #define DIK_RSHIFT 0x36 | ||
+ | #define DIK_MULTIPLY 0x37 /* * on numeric keypad */ | ||
+ | #define DIK_LMENU 0x38 /* left Alt */ | ||
+ | #define DIK_SPACE 0x39 | ||
+ | #define DIK_CAPITAL 0x3A | ||
+ | #define DIK_F1 0x3B | ||
+ | #define DIK_F2 0x3C | ||
+ | #define DIK_F3 0x3D | ||
+ | #define DIK_F4 0x3E | ||
+ | #define DIK_F5 0x3F | ||
+ | #define DIK_F6 0x40 | ||
+ | #define DIK_F7 0x41 | ||
+ | #define DIK_F8 0x42 | ||
+ | #define DIK_F9 0x43 | ||
+ | #define DIK_F10 0x44 | ||
+ | #define DIK_NUMLOCK 0x45 | ||
+ | #define DIK_SCROLL 0x46 /* Scroll Lock */ | ||
+ | #define DIK_NUMPAD7 0x47 | ||
+ | #define DIK_NUMPAD8 0x48 | ||
+ | #define DIK_NUMPAD9 0x49 | ||
+ | #define DIK_SUBTRACT 0x4A /* - on numeric keypad */ | ||
+ | #define DIK_NUMPAD4 0x4B | ||
+ | #define DIK_NUMPAD5 0x4C | ||
+ | #define DIK_NUMPAD6 0x4D | ||
+ | #define DIK_ADD 0x4E /* + on numeric keypad */ | ||
+ | #define DIK_NUMPAD1 0x4F | ||
+ | #define DIK_NUMPAD2 0x50 | ||
+ | #define DIK_NUMPAD3 0x51 | ||
+ | #define DIK_NUMPAD0 0x52 | ||
+ | #define DIK_DECIMAL 0x53 /* . on numeric keypad */ | ||
+ | #define DIK_OEM_102 0x56 /* <> or \| on RT 102-key keyboard (Non-U.S.) */ | ||
+ | #define DIK_F11 0x57 | ||
+ | #define DIK_F12 0x58 | ||
+ | #define DIK_F13 0x64 /* (NEC PC98) */ | ||
+ | #define DIK_F14 0x65 /* (NEC PC98) */ | ||
+ | #define DIK_F15 0x66 /* (NEC PC98) */ | ||
+ | #define DIK_KANA 0x70 /* (Japanese keyboard) */ | ||
+ | #define DIK_ABNT_C1 0x73 /* /? on Brazilian keyboard */ | ||
+ | #define DIK_CONVERT 0x79 /* (Japanese keyboard) */ | ||
+ | #define DIK_NOCONVERT 0x7B /* (Japanese keyboard) */ | ||
+ | #define DIK_YEN 0x7D /* (Japanese keyboard) */ | ||
+ | #define DIK_ABNT_C2 0x7E /* Numpad . on Brazilian keyboard */ | ||
+ | #define DIK_NUMPADEQUALS 0x8D /* = on numeric keypad (NEC PC98) */ | ||
+ | #define DIK_PREVTRACK 0x90 /* Previous Track (DIK_CIRCUMFLEX on Japanese keyboard) */ | ||
+ | #define DIK_AT 0x91 /* (NEC PC98) */ | ||
+ | #define DIK_COLON 0x92 /* (NEC PC98) */ | ||
+ | #define DIK_UNDERLINE 0x93 /* (NEC PC98) */ | ||
+ | #define DIK_KANJI 0x94 /* (Japanese keyboard) */ | ||
+ | #define DIK_STOP 0x95 /* (NEC PC98) */ | ||
+ | #define DIK_AX 0x96 /* (Japan AX) */ | ||
+ | #define DIK_UNLABELED 0x97 /* (J3100) */ | ||
+ | #define DIK_NEXTTRACK 0x99 /* Next Track */ | ||
+ | #define DIK_NUMPADENTER 0x9C /* Enter on numeric keypad */ | ||
+ | #define DIK_RCONTROL 0x9D | ||
+ | #define DIK_MUTE 0xA0 /* Mute */ | ||
+ | #define DIK_CALCULATOR 0xA1 /* Calculator */ | ||
+ | #define DIK_PLAYPAUSE 0xA2 /* Play / Pause */ | ||
+ | #define DIK_MEDIASTOP 0xA4 /* Media Stop */ | ||
+ | #define DIK_VOLUMEDOWN 0xAE /* Volume - */ | ||
+ | #define DIK_VOLUMEUP 0xB0 /* Volume + */ | ||
+ | #define DIK_WEBHOME 0xB2 /* Web home */ | ||
+ | #define DIK_NUMPADCOMMA 0xB3 /* , on numeric keypad (NEC PC98) */ | ||
+ | #define DIK_DIVIDE 0xB5 /* / on numeric keypad */ | ||
+ | #define DIK_SYSRQ 0xB7 | ||
+ | #define DIK_RMENU 0xB8 /* right Alt */ | ||
+ | #define DIK_PAUSE 0xC5 /* Pause */ | ||
+ | #define DIK_HOME 0xC7 /* Home on arrow keypad */ | ||
+ | #define DIK_UP 0xC8 /* UpArrow on arrow keypad */ | ||
+ | #define DIK_PRIOR 0xC9 /* PgUp on arrow keypad */ | ||
+ | #define DIK_LEFT 0xCB /* LeftArrow on arrow keypad */ | ||
+ | #define DIK_RIGHT 0xCD /* RightArrow on arrow keypad */ | ||
+ | #define DIK_END 0xCF /* End on arrow keypad */ | ||
+ | #define DIK_DOWN 0xD0 /* DownArrow on arrow keypad */ | ||
+ | #define DIK_NEXT 0xD1 /* PgDn on arrow keypad */ | ||
+ | #define DIK_INSERT 0xD2 /* Insert on arrow keypad */ | ||
+ | #define DIK_DELETE 0xD3 /* Delete on arrow keypad */ | ||
+ | #define DIK_LWIN 0xDB /* Left Windows key */ | ||
+ | #define DIK_RWIN 0xDC /* Right Windows key */ | ||
+ | #define DIK_APPS 0xDD /* AppMenu key */ | ||
+ | #define DIK_POWER 0xDE /* System Power */ | ||
+ | #define DIK_SLEEP 0xDF /* System Sleep */ | ||
+ | #define DIK_WAKE 0xE3 /* System Wake */ | ||
+ | #define DIK_WEBSEARCH 0xE5 /* Web Search */ | ||
+ | #define DIK_WEBFAVORITES 0xE6 /* Web Favorites */ | ||
+ | #define DIK_WEBREFRESH 0xE7 /* Web Refresh */ | ||
+ | #define DIK_WEBSTOP 0xE8 /* Web Stop */ | ||
+ | #define DIK_WEBFORWARD 0xE9 /* Web Forward */ | ||
+ | #define DIK_WEBBACK 0xEA /* Web Back */ | ||
+ | #define DIK_MYCOMPUTER 0xEB /* My Computer */ | ||
+ | #define DIK_MAIL 0xEC /* Mail */ | ||
+ | #define DIK_MEDIASELECT 0xED /* Media Select */ | ||
+ | [/code] | ||
== Useful applications and resource == | == Useful applications and resource == |
Revision as of 01:06, 5 October 2008
- OS: Windows 98 & XP, Linux
- Cost: Freeware
- Re-mappable keys: Yes
- Monitor orientation(s): Depends on the Game
- Unique games emulated: 51 games
- Emulated System(s): PSX-based arcade hardware
- Additional Requirements: BIOS Roms, Game Roms
- Homepage: Emuhype
What is Zinc?
ZiNc is an emulator for arcade video games based on Sony PlayStation hardware. This includes systems from Capcom, Taito, Konami, Tecmo, and Namco, among others. These games are also supported in MAME, but ZiNc can frequently run them faster and with graphics and sound enhancements (therefore not a full emulator, see also simulators).
R.Belmont, one of the authors of Zinc, says: "ZiNC is intended for people too cheap to buy a machine that runs MAME well. If you own a cabinet, you have that kind of money." [1]
How to install to my frontend?
Zinc uses command lines very similar to mame. Unfortunately, rather than using the rom name to launch a game, you use the rom number (the number as in the order the game was released for zinc).
The command line to run zinc looks something like this:
zinc.exe gamenumber --use-config-file=cfgfilename.cfg --use-render-config-file=rendercfgfilename.cfg [--options]
Notice the odd, double-dashed command line options and the game number rather than a romname. Because of this it can be somewhat difficult to run zinc on some frontends, even if they support custom command line strings. There are Wrappers for zinc available, which will make it possible to launch in nearly any frontend.
How to remap the controls?
The controls can be hard to configure to get it working on a arcadecab.
Howard_Casto of the BYOAC community has developed a utility program to aid in configuring controls for Zinc easier.
This utility can be downloaded from http://www.oscarcontrols.com/lazarus/files/zincconfig1.5.zip.
There is also a great guide for those who are using the "default" settings for MAME on their cabinet. The tutorial can also be used for custom control configurations.
Zinc Tutorial - by DeLuSioNaL
[b]** UPDATED FOR ZN1 and S11 GAME SUPPORT! **[/b]
This is a detailed guide (step by step) on how to get Zinc configured (command line version for use in any Frontend). Once you get Zinc itself configured, you can simply set up your favorite frontend to point to the zinc.exe and roms, etc.
[b][u]Download Zinc 1.1 and the plug-ins here:[/u][/b] http://www.emulator-zone.com/doc.php/arcade/zinc.html
[b][u]Grab the following plug-ins at the bottom of the page:[/u][/b] - OpenGL and D3D renderers 1.2 - Winterblast's Input Plugin 1.6
[b][u]Installation:[/u][/b] - Unzip Zinc 1.1 into a directory called "Zinc" - Unzip the Winterblast Input Plugin into the Zinc directory (if it asks, overwrite any files) - Unzip the OpenGL and D3D renderers in toe Zinc directory. It should make it's own folders within Zinc.(if it asks, overwrite any files) - Copy the renderer.znc file from the OpenGL or D3D folder to the main Zinc folder (you need to choose whichever one you would like to use for your system. I chose the OpenGL one for mine.) - Place your roms and bios files (zipped) in the "roms" directory.
[b][u]Roms:[/u][/b] Can't post links for that here.. sorry! However, you can use the same roms that you use for MAME (they don't work well in MAME but work great in Zinc). See the link above for games that are compatible with Zinc and what filenames you need to look for (and bioses for each system).
[b][u]Important! Bios Files:[/u][/b] Each rom needs it's own BIOS file for the system that it emulates. For example: Plasma Sword (US) requires the plsmaswd.zip (rom file) along with the cpzn2.zip (bios file). Coolboarders need it's rom along with the tps.zip bios, etc. Many games use the same bioses. For example Street Fighter EX 2 also uses the cpzn2 bios that the Plasma Sword game uses. Games will not run without their bios files!
[b][u]Setting up the Controls:[/u][/b] This is the toughest part of Zinc! Be prepared! It is a tedious process of manually editing text files with the proper key assignment codes.
However, for those who want to use the standard MAME keys (player 1 - up, down, left, right, CTRL, ALT, SPACE, LSHIFT, Z, X and player 2 - R, F, D, G, A, S, Q, W, I, K) I've included the controller.cfg file below already assigned for the standard MAME key layout. Simply copy it to your Zinc directory overwriting the default one from Winterblast's plugin. :)
[b]***************************************************************************************************** This section is only for those wanting to assign their own custom keys to inputs.
- [/b]
Basically, there are two files you will be working with. The controller.cfg file and the dik_codes.txt file. The controller.cfg file is what Zinc looks at to map each keyboard/joystick inputs to the buttons. This is where you will be assigning the keys. The dik_codes.txt file is the reference file which tells you what hex digits corresponds to the keyboard key you are looking to assign. You simply look up the key you want to assign and you will see a hex value next to it. The hex value is then entered into the controller.cfg file. Follow me so far?
For example: Let's say you want to assign the button # 1 for player 1 to the letter "F".
You would look in the dik_codes.txt file for the following line: [code]
- define DIK_F 0x21
[/code]
This line tells you that for the keyboard letter F, hex value is 0x21. So in the controller.cfg file you would input: [code] btn1=k21 [/code]
In this example above, next to button # 1 (btn1) you would put a value of k21 next to it. The "k" stands for the keyboard input and the "0x" portion from the dik_codes.txt file is ignored.
Note: If you are assigning a joystick it would have a "j" instead followed by the joystick number and button number. For Joystick # 1 button # 1 you would assign is as: [code] btn1=j1b1 [/code]
Note: The majority of the games work with the ZN1 controller layout. That is what I have assigned below in the sample controller.cfg file. It is the 6 button layout found on most control panels.
[b]******************************************************************** End of custom key input section
- [/b]
[b][u]Config Files:[/u][/b]
- Renderer.cfg** (cut and paste the following over your existing code in the file - Make sure FullScreen is set to 1 and ShowFPS is set to 0)
[code]
- ogl/d3d renderer settings
XSize = 640 ; Window/fullscreen X size YSize = 480 ; Window/fullscreen Y size FullScreen = 1 ; Fullscreen mode: 0/1 ColorDepth = 32 ; Fullscreen color depth: 16/32 ScanLines = 0 ; Scanlines: 0=none, 1=black, 2=bright Filtering = 0 ; Texture filtering: 0-3 (filtering causes glitches!) Blending = 1 ; Enhanced color blend: ogl: 0/1; D3D: 0-2 Dithering = 0 ; Dithering: 0/1 (only needed in 16 bit color depths) ShowFPS = 0 ; FPS display on startup: 0/1 FrameLimitation = 1 ; Frame limit: 0/1 FrameSkipping = 0 ; Frame skip: 0/1 FramerateDetection = 1 ; Auto framerate detection: 0/1 FramerateManual = 100 ; Manual framerate: 0-1000 TextureType = 3 ; Textures: 0=card's default, 1=4 bit, 2=5bit, 3=8bit TextureCaching = 2 ; Caching type: 0-3, def=2, mode 3 is not available on most cards EnableKeys = 1 ; Enable renderer keys: 0/1, def=1 (enables keys for the fps menu/pause) FastExcel = 0 ; Speed hack for SF 'excel' modes. Will cause glitches if enabled! [/code]
[b][u]**Controller.cfg DEFAULTED for MAME standard input settings** (cut and paste the following over your existing code in the file)[/u][/b] [code] [general]
- file to output controller messages and errors
output="c:\wbout.txt"
- indicate if controller will fail or not if a config error occured
noerror=1
- the order of controls
- ZN1
- 6 btns
- S11
- 11 btns + 2 special btn (see below)
- KN1
- 2 btns
- RZ
- 3 btns
- codes are
- k'hexcode' for keyboard (see dik_code.txt for a list of keys)
- j'joystick number' followed by b'button number' for button or 'up', 'down', 'left, 'right' for pad
- examples
- k1f for key S
- j2b3 for joy 2 button 3
- k0 for no key
- combos
- you can define up to 32 combos
- combos are available for every player
- syntax is
- d down
- u up
- r right
- l left
- s start
- b1 button 1
- ....
- bn button n
- , is the separator for each frame
- to map an input key for a combo, put
- c'combo number in combo list'=code
- see below for examples
[combos]
- hadoken from left
1=d,,dr,,rb3
- hadoken from right
2=d,,dl,,lb3
[all]
- F3
test=k3d
- F2
services=k3c
- for S11 works well with tekken2, souledge
- seems btn1 to btn8 do nothing
- [player1]
- coin=k02
- start=k06
- right=kcd
- left=kcb
- down=kd0
- up=kc8
- btn9=k20
- btn10=k21
- btn11=k22
- btn12=k2e
- btn13=k2f
- S11 keys are
- 1
- 5
- rightarrow
- leftarrow
- downarrow
- uparrow
- btn 1 to 8
- none
- D
- F
- G
- C -> tekken 2 kick 1
- V -> tekken 2 kick 2 / souledge block
[player1]
- example for ZN1 player 1 with keyboard
- useMM=1 ;allow player 1 to use WinMM joystick instead of DirectX
coin=k06 start=k02 right=kCD left=kCB down=kD0 up=kC8 btn1=k1D btn2=k38 btn3=k39 btn4=k2A btn5=k2C btn6=k2D btn9=k1D btn10=k38 btn11=k39 btn12=k2A btn13=k2C c1=k0 c2=k0
[player2]
- example for ZN1 player 2 with keyboard
coin=k07 start=k03 right=k22 left=k20 down=k21 up=k13 btn1=k1E btn2=k1F btn3=k10 btn4=k11 btn5=k17 btn6=k25 btn9=k1E btn10=k1F btn11=k10 btn12=k11 btn13=k17 c1=k0 c2=k0
- example for KN1 with joy1
- [player1]
- coin=k02
- start=k06
- right=j1right
- left=j1left
- down=j1down
- up=j1up
- btn1=j1b1
- btn2=j1b2
- example for RZ with joy1
- [player1]
- coin=k02
- start=k06
- right=j1right
- left=j1left
- down=j1down
- up=j1up
- btn1=j1b1
- btn2=j1b2
- btn3=j1b3
[/code]
[b][u]**dik_codes.txt** (this is where you get the key input values when you are manually editing the controller.cfg file.[/u][/b] These are codes for keys config: [code]
- define DIK_ESCAPE 0x01
- define DIK_1 0x02
- define DIK_2 0x03
- define DIK_3 0x04
- define DIK_4 0x05
- define DIK_5 0x06
- define DIK_6 0x07
- define DIK_7 0x08
- define DIK_8 0x09
- define DIK_9 0x0A
- define DIK_0 0x0B
- define DIK_MINUS 0x0C /* - on main keyboard */
- define DIK_EQUALS 0x0D
- define DIK_BACK 0x0E /* backspace */
- define DIK_TAB 0x0F
- define DIK_Q 0x10
- define DIK_W 0x11
- define DIK_E 0x12
- define DIK_R 0x13
- define DIK_T 0x14
- define DIK_Y 0x15
- define DIK_U 0x16
- define DIK_I 0x17
- define DIK_O 0x18
- define DIK_P 0x19
- define DIK_LBRACKET 0x1A
- define DIK_RBRACKET 0x1B
- define DIK_RETURN 0x1C /* Enter on main keyboard */
- define DIK_LCONTROL 0x1D
- define DIK_A 0x1E
- define DIK_S 0x1F
- define DIK_D 0x20
- define DIK_F 0x21
- define DIK_G 0x22
- define DIK_H 0x23
- define DIK_J 0x24
- define DIK_K 0x25
- define DIK_L 0x26
- define DIK_SEMICOLON 0x27
- define DIK_APOSTROPHE 0x28
- define DIK_GRAVE 0x29 /* accent grave */
- define DIK_LSHIFT 0x2A
- define DIK_BACKSLASH 0x2B
- define DIK_Z 0x2C
- define DIK_X 0x2D
- define DIK_C 0x2E
- define DIK_V 0x2F
- define DIK_B 0x30
- define DIK_N 0x31
- define DIK_M 0x32
- define DIK_COMMA 0x33
- define DIK_PERIOD 0x34 /* . on main keyboard */
- define DIK_SLASH 0x35 /* / on main keyboard */
- define DIK_RSHIFT 0x36
- define DIK_MULTIPLY 0x37 /* * on numeric keypad */
- define DIK_LMENU 0x38 /* left Alt */
- define DIK_SPACE 0x39
- define DIK_CAPITAL 0x3A
- define DIK_F1 0x3B
- define DIK_F2 0x3C
- define DIK_F3 0x3D
- define DIK_F4 0x3E
- define DIK_F5 0x3F
- define DIK_F6 0x40
- define DIK_F7 0x41
- define DIK_F8 0x42
- define DIK_F9 0x43
- define DIK_F10 0x44
- define DIK_NUMLOCK 0x45
- define DIK_SCROLL 0x46 /* Scroll Lock */
- define DIK_NUMPAD7 0x47
- define DIK_NUMPAD8 0x48
- define DIK_NUMPAD9 0x49
- define DIK_SUBTRACT 0x4A /* - on numeric keypad */
- define DIK_NUMPAD4 0x4B
- define DIK_NUMPAD5 0x4C
- define DIK_NUMPAD6 0x4D
- define DIK_ADD 0x4E /* + on numeric keypad */
- define DIK_NUMPAD1 0x4F
- define DIK_NUMPAD2 0x50
- define DIK_NUMPAD3 0x51
- define DIK_NUMPAD0 0x52
- define DIK_DECIMAL 0x53 /* . on numeric keypad */
- define DIK_OEM_102 0x56 /* <> or \| on RT 102-key keyboard (Non-U.S.) */
- define DIK_F11 0x57
- define DIK_F12 0x58
- define DIK_F13 0x64 /* (NEC PC98) */
- define DIK_F14 0x65 /* (NEC PC98) */
- define DIK_F15 0x66 /* (NEC PC98) */
- define DIK_KANA 0x70 /* (Japanese keyboard) */
- define DIK_ABNT_C1 0x73 /* /? on Brazilian keyboard */
- define DIK_CONVERT 0x79 /* (Japanese keyboard) */
- define DIK_NOCONVERT 0x7B /* (Japanese keyboard) */
- define DIK_YEN 0x7D /* (Japanese keyboard) */
- define DIK_ABNT_C2 0x7E /* Numpad . on Brazilian keyboard */
- define DIK_NUMPADEQUALS 0x8D /* = on numeric keypad (NEC PC98) */
- define DIK_PREVTRACK 0x90 /* Previous Track (DIK_CIRCUMFLEX on Japanese keyboard) */
- define DIK_AT 0x91 /* (NEC PC98) */
- define DIK_COLON 0x92 /* (NEC PC98) */
- define DIK_UNDERLINE 0x93 /* (NEC PC98) */
- define DIK_KANJI 0x94 /* (Japanese keyboard) */
- define DIK_STOP 0x95 /* (NEC PC98) */
- define DIK_AX 0x96 /* (Japan AX) */
- define DIK_UNLABELED 0x97 /* (J3100) */
- define DIK_NEXTTRACK 0x99 /* Next Track */
- define DIK_NUMPADENTER 0x9C /* Enter on numeric keypad */
- define DIK_RCONTROL 0x9D
- define DIK_MUTE 0xA0 /* Mute */
- define DIK_CALCULATOR 0xA1 /* Calculator */
- define DIK_PLAYPAUSE 0xA2 /* Play / Pause */
- define DIK_MEDIASTOP 0xA4 /* Media Stop */
- define DIK_VOLUMEDOWN 0xAE /* Volume - */
- define DIK_VOLUMEUP 0xB0 /* Volume + */
- define DIK_WEBHOME 0xB2 /* Web home */
- define DIK_NUMPADCOMMA 0xB3 /* , on numeric keypad (NEC PC98) */
- define DIK_DIVIDE 0xB5 /* / on numeric keypad */
- define DIK_SYSRQ 0xB7
- define DIK_RMENU 0xB8 /* right Alt */
- define DIK_PAUSE 0xC5 /* Pause */
- define DIK_HOME 0xC7 /* Home on arrow keypad */
- define DIK_UP 0xC8 /* UpArrow on arrow keypad */
- define DIK_PRIOR 0xC9 /* PgUp on arrow keypad */
- define DIK_LEFT 0xCB /* LeftArrow on arrow keypad */
- define DIK_RIGHT 0xCD /* RightArrow on arrow keypad */
- define DIK_END 0xCF /* End on arrow keypad */
- define DIK_DOWN 0xD0 /* DownArrow on arrow keypad */
- define DIK_NEXT 0xD1 /* PgDn on arrow keypad */
- define DIK_INSERT 0xD2 /* Insert on arrow keypad */
- define DIK_DELETE 0xD3 /* Delete on arrow keypad */
- define DIK_LWIN 0xDB /* Left Windows key */
- define DIK_RWIN 0xDC /* Right Windows key */
- define DIK_APPS 0xDD /* AppMenu key */
- define DIK_POWER 0xDE /* System Power */
- define DIK_SLEEP 0xDF /* System Sleep */
- define DIK_WAKE 0xE3 /* System Wake */
- define DIK_WEBSEARCH 0xE5 /* Web Search */
- define DIK_WEBFAVORITES 0xE6 /* Web Favorites */
- define DIK_WEBREFRESH 0xE7 /* Web Refresh */
- define DIK_WEBSTOP 0xE8 /* Web Stop */
- define DIK_WEBFORWARD 0xE9 /* Web Forward */
- define DIK_WEBBACK 0xEA /* Web Back */
- define DIK_MYCOMPUTER 0xEB /* My Computer */
- define DIK_MAIL 0xEC /* Mail */
- define DIK_MEDIASELECT 0xED /* Media Select */
[/code]