My hope/goal is to find a pre-made xbox controller setup that takes care of most setups (the above ctrlr file, they made custom configs for NEO GEO games vs CPS). But when I plug in the ctrlr file in mame.ini I don't see those changes when I open MAME and look at the Input's in either the General or Machine Input menus. All it shows is keyboard setups.

I tried that "kinks" ctrlr file you referenced in the link (I hadn't realized could remap multiple ways in one file by machine type so that was cool). I use a XBOX One wireless as well so our setups are similar. It seems to remap with keyboard and joystick as expected (see screen snap of 1944 CP1 controller maps vs Neogeo game where can see the buttons are remapped based on machine type) when tab in using the "kinks" ctrlr file. So you might double check a couple areas to verify pulling in correct file. It sounds like you placed the downloaded cfg file into the ..\mame\ctrlr directory so that is first item. Then in your mame.ini file check that the file name is the same but don't include the CFG extension in name. I had an existing cfg I had made called "xbox2player" so I just renamed the downloaded one to what I had for testing. As long as the mame.ini reference and cfg file match it should be golden. I don't necessarily like all the mappings of buttons with XBOX controller but may borrow some of them items they I had in their file. I had a much more simpler one (just two player only) \ which like Neil9000 and Lordmonkus stated above, typically works for bulk of the games. Either way, you will want to get the ctrlr mapping issue figured out so whatever mapping choose is fixed so MAME doesn't have issues of resetting controller maps if forget to turn on controller before launch MAME.


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Edit: As I was messing around noted (at least) the following problems with the "kinks" file. 1) Don't map the right stick at all, so problem with games like Robotron where just run around but cannot shoot...death results quickly! 2) there are extra spaces in the select and coin commands which seemed to cause funky results when starting games (stopped when deleted them). The Neogeo machine also had some extra spaces in the button commands. 3) they used a "remap" set of commands to map the UI arrow keys to the number pad in start of file. Don't see why since arrow keys not used anywhere else, plus they use the incorrect command for number pad key binding so number pad up/down don't work anyway because have extra "_" in them. 4) pedal/paddles don't look quite right but didn't try them. 5) the player 1 keyboard bindings were removed so would have issues if using for say Apple II emulator game with keyboard (i.e, Castle Wolfenstein).

Anyone find a resolution ? Im having similar issues. Im using 2 wireless xbox one controllers and 2 xbox 360 controlllers (via wireless dongle) with mame64 181 and i can map all 4 controllers in general input perfectly. As soon as i exit, no mapped inputs for any player are there. Always deletes what i have mapped. I tries making default config file read only before closing mame......no change. I live any advise. Its driving me nuts. I use the exact same thing with my 4player cabinet and have zero issues.

What works for me is creating or downloading the ctrlr file I want, and putting it in the ctrlr folder. Then, in Launchbox, I add to the MAME emulator the parameters -ctrlr MAME (that's the name of my ctrl file, could be whatever you call it). This loads the ctrl file with the emulator, and it works consistently for me.

Early in its lifespan, the Xbox had an unusually active modding scene compared to the other consoles (often vindicated by the incredibly short warranty). Upon the first jailbreak by Andrew Huang, the scene ultimately delivered no comprehensive emulation until the mid-2010s[N2 3], as Xbox homebrew typically relied on stolen XDKs rather than true reverse engineering work. Although developers have continued to have issues because, alongside the poorly documented hardware and repeated uses of the simpler but largely failed HLE approach, there has been little motivation to develop an emulator because many of the Xbox's games either came from Windows or were then released for Windows afterward (though it does retain a few exclusives). However, the Xbox emulation scene has been resurging with two emulators at the forefront since mid-2017. Their developers continue to say there's no competition between them, as they're both open-source and have different goals and methods.[2][3]

The HoloLens Emulator lets you test holographic applications on your PC without a physical HoloLens, including the HoloLens development toolset. The emulator uses a Hyper-V virtual machine, which means human and environmental inputs being read by HoloLens sensors are simulated from your keyboard, mouse, or Xbox controller. You don't even need to modify your projects to run on the emulator, the app doesn't know it isn't running on a real HoloLens.

The HoloLens Emulator uses Hyper-V with RemoteFx (first Gen Emulator) or GPU-PV (HoloLens 2 Emulator) for hardware accelerated graphics. To use the emulator, make sure your PC meets the following hardware requirements:

The emulator may take a minute or more to boot when you first start it. We recommend that you keep the emulator open during your debugging session, so that you can quickly deploy applications to the emulator.

Controlling the emulator is similar to many common 3D video games. Input options are available for using the keyboard, mouse, or Xbox controller. You control the emulator by directing the actions of a simulated user by wearing a HoloLens. Your actions move the simulated user around the environment. Applications running in the emulator respond like they would on a real device.

The Account tab lets you configure the emulator to sign in with a Microsoft Account. This is useful for testing APIs that require the user to be signed in with an account. Toggling this option requires that you completely close and restart the HoloLens Emulator for the setting to take effect. If this option is enabled, later launches of the emulator will ask you to sign in, just like a user would the first-time HoloLens is started. To enter your credentials using your PC's keyboard, first turn off Use keyboard for simulation in the Simulation Control Panel or press F4 on your keyboard to toggle the keyboard setting on or off.

The Network tab shows the network adapter details for the emulator, as well as network adapter details for the host machine. For the HoloLens 2 Emulator, this tab will only appear when running the emulator on the Windows 10 May 2019 Update or newer.

The emulator uses your PC's network connection and sits behind a NAT. This tab allows you to map ports from your host PC to the emulator, which enables remote devices to connect to applications and services running in the emulator.

Also note that if you add a port mapping for Device Portal, you can control the emulator remotely using the Perception Simulation Control tool included in the emulator installation or with the Perception Simulation APIs by connecting to the host PC's IP address and Device Portal external port, such as 8080 in the example above. When using Perception Simulation Control to connect to and control the emulator remotely, only specify the PC's IP address and the configured port. Don't include 'https://'.

On startup, the emulator will check for new versions. If a new version is available, the emulator will display a prompt showing the version you have, along with the available version and asking if you want to update. If you select 'Yes', the installer for the new version is downloaded.

The Updates tab allows you control whether or not the emulator checks for new versions by toggling the "Automatically check for updates" check box on this tab. It also allows you to see and download other available emulator versions, starting with the September 2019 Update. For versions other than the one currently running, a download link is provided. Clicking this link will download the installer for that version.

Starting with the HoloLens 2 Emulator (Windows Holographic, version 2004), you can use a Windows Mixed Reality headset and motion controllers to view and interact with the HoloLens 2 Emulator in stereo. This allows you to make faster, more natural movements with your head and hands without a HoloLens 2 device. It isn't a complete replacement for a HoloLens 2 device, but is intended to give an improved experience beyond interacting with the emulator using keyboard, mouse and gamepad in a 2D desktop window. To enable this feature:

If you have saved a configuration and want to remove it, you can delete the value named "DisplayConfiguration" at HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\PerceptionSimulation. If you are currently using the headset with the emulator, you will need to turn off "Use HMD for simulation" and turn it back on to see this change take effect.

The Simulation tab shows the current state of the simulated sensors used to drive the HoloLens OS within the emulator. Hovering over any value in the Simulation tab provides a tooltip describing how to control that value.

The Account tab allows you to configure the emulator to sign in with a Microsoft Account. This is useful for testing APIs that require the user to be signed-in with an account. After checking the box on this page, later launches of the emulator will ask you to sign in, just like a user would the first time the HoloLens is started.

Simulated rooms are useful for testing your application in multiple environments. Several rooms are shipped with the emulator. Once you install the emulation, you'll find them in %ProgramFiles(x86)%\Windows Kits\10\Microsoft XDE\(version)\Plugins\Rooms. All of these rooms were captured in real environments using a HoloLens: 0852c4b9a8

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