Hook up N64 to circular analog constraint, put in config, on by default. Still todo: UI for the user to modify this variable
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@ -97,6 +97,9 @@ namespace BizHawk.Client.Common
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public enum SaveStateTypeE { Default, Binary, Text };
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public enum SaveStateTypeE { Default, Binary, Text };
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public SaveStateTypeE SaveStateType = SaveStateTypeE.Default;
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public SaveStateTypeE SaveStateType = SaveStateTypeE.Default;
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// N64
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public bool N64UseCircularAnalogConstraint = true;
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// Run-Control settings
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// Run-Control settings
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public int FrameProgressDelayMs = 500; // how long until a frame advance hold turns into a frame progress?
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public int FrameProgressDelayMs = 500; // how long until a frame advance hold turns into a frame progress?
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public int FrameSkip = 4;
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public int FrameSkip = 4;
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@ -24,6 +24,7 @@ using BizHawk.Emulation.Cores.Sega.MasterSystem;
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using BizHawk.Emulation.Cores.Sega.Saturn;
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using BizHawk.Emulation.Cores.Sega.Saturn;
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using BizHawk.Emulation.Cores.Sony.PSP;
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using BizHawk.Emulation.Cores.Sony.PSP;
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using BizHawk.Emulation.DiscSystem;
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using BizHawk.Emulation.DiscSystem;
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using BizHawk.Emulation.Cores.Nintendo.N64;
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namespace BizHawk.Client.EmuHawk
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namespace BizHawk.Client.EmuHawk
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{
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{
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@ -430,8 +431,8 @@ namespace BizHawk.Client.EmuHawk
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Global.ActiveController.LatchFromPhysical(Global.ControllerInputCoalescer);
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Global.ActiveController.LatchFromPhysical(Global.ControllerInputCoalescer);
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//TODO - use preferences to apply this
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Global.ActiveController.ApplyAxisConstraints(
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Global.ActiveController.ApplyAxisConstraints("Natural Circle");
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(Global.Emulator is N64 && Global.Config.N64UseCircularAnalogConstraint) ? "Natural Circle" : null);
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Global.ActiveController.OR_FromLogical(Global.ClickyVirtualPadController);
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Global.ActiveController.OR_FromLogical(Global.ClickyVirtualPadController);
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Global.ActiveController.Overrides(Global.LuaAndAdaptor);
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Global.ActiveController.Overrides(Global.LuaAndAdaptor);
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