It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
panteric: As far as I know you can use any controller with the DOS version. As for Windows version the Xinput has issues. I am using a Gravis or other controllers that don't use axis for the L2 - R2 or Trigger. The game can't detect axis for trigger use cause there was nothing like that back then. Maybe there's a fix but I am not quite sure you'll find one.
Yep, DOS version has the highest compatibility due to not using any of the original game's controller support. The newest release's xinput option allows all buttons to be mapped (LT/RT to run/block by default). For maximum compatibility (mainly issues with DS4/DS5 pads), it maps all inputs to the keyboard. You can adjust the mapping in xidi.ini.

The release also includes a new DirectInput wrapper that maps the dpad to the analog stick if no stick input is detected. If the player uses the stick, it is treated more like an arcade stick with a pretty long throw. If anyone uses the analog stick to play and finds it harder to play, I can decrease this built-in dead zone. It does not take care of mapping analog buttons yet. I plan on open sourcing this as a lot of games have issues with modern pads.

avatar
PowergloveNinja: As great as the bug fixes are, why do you use " TCP/IP Netplay"? It just plain doesn't work at all. Always crashes the game upon connection. Is there a single person who can get that working? I have yet to find any info on that. Can't even find info on the guy who created it. No posts, no videos, nada. I've been trying to get that working for over a year no with the same crashes repeatedly and no progress.
I first relesed this patch in 2004 and the TCP/IP specific patch was written in 2008. So, not a lot of info around from back then. In 2012, I removed all networking due to desync issues with it. While trying to make the DOS internet play work, I noticed that TCP/IP networking was fine with Windows 10. That is when I added it back.

I suspect you were experiencing an immediate desync and the game was not waiting for the other player to connect to the host. Once the client tried, the game crashed. The self-adjusting framerate control code was probably at odds with networking support. I've reverted the framerate control code and TCP/IP patch to the last versions that were known to be working together. I just played a bit here without issue. Let me know if that fixes it for you.

As Metalmucil alluded to, there have been some other recent changes to the patch:

*Custom wrapper to map dpad to analog stick
*Added deadzone for analog sticks
*Rolled back Windows framerate patch to version 3.33
*Rolled back Windows TCP/IP patch to version 3.33
*Added error if no DirectDraw wrapper is detected
*Fixed Xinput defaults
*Made Xinput optional
*Map Left & Right trigger in DOS version
*Windows fullscreen mode launcher
*Option to copy additional files from GOG install
*Tweaked default DOSBox options
*Fixed keyboard config for DOS version

Thanks to everyone that tested!
Post edited August 22, 2022 by CheesusWept
Post edited August 23, 2022 by Apples90
avatar
Apples90: Amazing work.
This might be a dumb question, but I just moved from console to PC about a year ago, how do I work the http://cubanraul.altervista.org/mkt/ gimmick in to the MKT GOG files to make it run better?
avatar
CallMeNighthawk: This might be a dumb question, but I just moved from console to PC about a year ago, how do I work the http://cubanraul.altervista.org/mkt/ gimmick in to the MKT GOG files to make it run better?
Just run the installer and it will find the GOG files automatically.
The GOG version is a mess. Even though I remapped the controls, it's giving me a bunch of unwanted inputs. I'll hit LP to confirm and it'll just keep firing the button like it's on Turbo. This doesn't happen when testing the controller in Control Panel, any emulators, or in any Steam games, so it's not the fightstick.

The Kommunity Patch is mimicking the GOG version and giving me unwanted, repeated inputs. I even tried using Joy2Key to bypass the controller, but it still doesn't work.

The closest I got it to running is with the Kommunity Patch's included DOS version. It's responding to the Joy2Key remaps I made, but also the default 360 controls, so it's two controllers laid on top of each other. My character will do a High Kick before running, or Sweep when I try to do a low Block.

Is there a way to disable the controller inputs and have it ONLY read the Joy2Key/keyboard ones? These old PC games are so cumbersome. lol Life long console gaming and modern games have me spoiled!
avatar
bigescustoms: The GOG version is a mess. Even though I remapped the controls, it's giving me a bunch of unwanted inputs. I'll hit LP to confirm and it'll just keep firing the button like it's on Turbo. This doesn't happen when testing the controller in Control Panel, any emulators, or in any Steam games, so it's not the fightstick.

The Kommunity Patch is mimicking the GOG version and giving me unwanted, repeated inputs. I even tried using Joy2Key to bypass the controller, but it still doesn't work.

The closest I got it to running is with the Kommunity Patch's included DOS version. It's responding to the Joy2Key remaps I made, but also the default 360 controls, so it's two controllers laid on top of each other. My character will do a High Kick before running, or Sweep when I try to do a low Block.

Is there a way to disable the controller inputs and have it ONLY read the Joy2Key/keyboard ones? These old PC games are so cumbersome. lol Life long console gaming and modern games have me spoiled!
Have you tried the xinput option in the kommunity patch?

For the DOS release, you have to delete all references to stick_0 in "MKTRIL.MAP" to completely disable the controller support.

Here is a modified DOS keymap with no controller support built-in: http://cubanraul.altervista.org/mkt/mkt_keyboard_only.zip
avatar
CheesusWept: Have you tried the xinput option in the kommunity patch?

For the DOS release, you have to delete all references to stick_0 in "MKTRIL.MAP" to completely disable the controller support.

Here is a modified DOS keymap with no controller support built-in: http://cubanraul.altervista.org/mkt/mkt_keyboard_only.zip
I think the Xinput worked for a bit with the Kommunity Patch, but I wasn’t able to remap the buttons. I play on fightstick, so it’s a very specific orientation.

I’ll try what you left here this evening after work. Thanks!
@CheesusWept thanks! I did end up trying the DOS version and the while I loved skipping the 750 splash screens before the game, the version was very laggy in it's current state, so I'll just stick with the OG GOG version for now. Plus the OG GOG version is super easy to set up a kontroller, I've been playing with a Saturn kontroller and it's super comfy.
avatar
bigescustoms: The GOG version is a mess. Even though I remapped the controls, it's giving me a bunch of unwanted inputs. I'll hit LP to confirm and it'll just keep firing the button like it's on Turbo. This doesn't happen when testing the controller in Control Panel, any emulators, or in any Steam games, so it's not the fightstick.

The Kommunity Patch is mimicking the GOG version and giving me unwanted, repeated inputs. I even tried using Joy2Key to bypass the controller, but it still doesn't work.

The closest I got it to running is with the Kommunity Patch's included DOS version. It's responding to the Joy2Key remaps I made, but also the default 360 controls, so it's two controllers laid on top of each other. My character will do a High Kick before running, or Sweep when I try to do a low Block.

Is there a way to disable the controller inputs and have it ONLY read the Joy2Key/keyboard ones? These old PC games are so cumbersome. lol Life long console gaming and modern games have me spoiled!
avatar
CheesusWept: Have you tried the xinput option in the kommunity patch?

For the DOS release, you have to delete all references to stick_0 in "MKTRIL.MAP" to completely disable the controller support.

Here is a modified DOS keymap with no controller support built-in: http://cubanraul.altervista.org/mkt/mkt_keyboard_only.zip
Does this patch actually modify the DOS executable, or does it run it with a wrapper around it handling input and everything? I ask because I'd like to take the modified DOS build and run it in dosbox on systems that aren't running windows. (Linux and perhaps a native DOS install)
Outstanding!
avatar
MrDowntempo: Does this patch actually modify the DOS executable, or does it run it with a wrapper around it handling input and everything? I ask because I'd like to take the modified DOS build and run it in dosbox on systems that aren't running windows. (Linux and perhaps a native DOS install)
For DOS, the changes were made directly to the executable. Modern controller support is definitely DOSbox doing the work. It should be fine on Linux and even the correct DOS config. I did strip out some unnecessary (for Dosbox) DOS drivers. Make sure to adapt MKTRIL.CFG to your Linux setup.
avatar
MrDowntempo: Does this patch actually modify the DOS executable, or does it run it with a wrapper around it handling input and everything? I ask because I'd like to take the modified DOS build and run it in dosbox on systems that aren't running windows. (Linux and perhaps a native DOS install)
avatar
CheesusWept: For DOS, the changes were made directly to the executable. Modern controller support is definitely DOSbox doing the work. It should be fine on Linux and even the correct DOS config. I did strip out some unnecessary (for Dosbox) DOS drivers. Make sure to adapt MKTRIL.CFG to your Linux setup.
Oh that's fantastic!
First, thanks for this patch. I tend to like the DOS version. So much better but I have a controller issue. I use a keyboard2Xinput program to change my arcade stick using an IPAC to 2 xbox controllers. This works with your patch except that controller 1 is player 2 and controller 2 is player 1. Anyway to flip these? I don't seem to have any devorder issues with any other programs or games. Also, the controls for diagnal jump aren't always as smooth but maybe thats a different issue. Appreciate any help. Keep up the good work.
avatar
Xul666: First, thanks for this patch. I tend to like the DOS version. So much better but I have a controller issue. I use a keyboard2Xinput program to change my arcade stick using an IPAC to 2 xbox controllers. This works with your patch except that controller 1 is player 2 and controller 2 is player 1. Anyway to flip these? I don't seem to have any devorder issues with any other programs or games. Also, the controls for diagnal jump aren't always as smooth but maybe thats a different issue. Appreciate any help. Keep up the good work.
You might be able to adjust this within Windows by going to Start-->Run-->joy.cpl

Click advanced and make sure the controller you want as player 1 is the preferred device. I have only had this issue with the Windows version but it is worth a try.

You can also manually swap the inputs around in "MKTRIL.MAP"

This file is mapping the controllers to the keyboard keys. I'd definitely try joy.cpl first.
avatar
Xul666: First, thanks for this patch. I tend to like the DOS version. So much better but I have a controller issue. I use a keyboard2Xinput program to change my arcade stick using an IPAC to 2 xbox controllers. This works with your patch except that controller 1 is player 2 and controller 2 is player 1. Anyway to flip these? I don't seem to have any devorder issues with any other programs or games. Also, the controls for diagnal jump aren't always as smooth but maybe thats a different issue. Appreciate any help. Keep up the good work.
avatar
CheesusWept: You might be able to adjust this within Windows by going to Start-->Run-->joy.cpl

Click advanced and make sure the controller you want as player 1 is the preferred device. I have only had this issue with the Windows version but it is worth a try.

You can also manually swap the inputs around in "MKTRIL.MAP"

This file is mapping the controllers to the keyboard keys. I'd definitely try joy.cpl first.
Thanks for the info. I just discovered the MKSETUP.CMD. I'm fine using the keyboard raw mappings. One challenge i'm now having is that the mappings dont cover player 1 or 2 start and select. I've mapped everything out but my z botton is now also a duplicate with player 2 start button. Any ideas welcomed. Thanks