N64 - add mnemonics (input display, movie recording). Don't know if it works, don't have a game handy to test
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@ -175,6 +175,14 @@ namespace BizHawk.MultiClient
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{"Key1", "1"}, {"Key2", "2"}, {"Key3", "3"}, {"Key4", "4"}, {"Key5", "5"}, {"Key6", "6"},
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{"Key7", "7"}, {"Key8", "8"}, {"Key9", "9"}, {"Star", "*"}, {"Key0", "0"}, {"Pound", "#"}
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}
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},
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{
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"Nintento 64 Controller", new Dictionary<string, string>()
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{
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{"DPad U", "U"}, {"DPad D", "D"}, {"DPad L", "L"}, {"DPad R", "R"},
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{"A", "A"}, {"B", "B"}, {"Z", "Z"}, {"Start", "S"},
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{"C Up", "u"}, {"C Down", "d"}, {"C Left", "l"}, {"C Right", "r"}
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}
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}
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};
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@ -189,14 +197,15 @@ namespace BizHawk.MultiClient
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{"SNES Controller", new Dictionary<string, string> {{"Power", "P"}, {"Reset", "r"}}},
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{"PC Engine Controller", new Dictionary<string, string> {}},
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{"SMS Controller", new Dictionary<string, string> {{"Pause", "p"}, {"Reset", "r"}}},
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{"TI83 Controller", new Dictionary<string, string> {}}
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{"TI83 Controller", new Dictionary<string, string> {}},
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{"Nintento 64 Controller", new Dictionary<string, string> {{"Pause", "p"}, {"Reset", "r"}}},
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};
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public static readonly Dictionary<string, int> PLAYERS = new Dictionary<string, int>
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{
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{"Gameboy Controller", 1}, {"GBA Controller", 1}, {"Genesis 3-Button Controller", 2}, {"NES Controller", 4},
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{"SNES Controller", 4}, {"PC Engine Controller", 5}, {"SMS Controller", 2}, {"TI83 Controller", 1}, {"Atari 2600 Basic Controller", 2}, {"Atari 7800 ProLine Joystick Controller", 2},
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{"ColecoVision Basic Controller", 2}, {"Commodore 64 Controller", 2}
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{"ColecoVision Basic Controller", 2}, {"Commodore 64 Controller", 2}, {"Nintento 64 Controller", 4}
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};
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// just experimenting with different possibly more painful ways to handle mnemonics
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@ -445,6 +445,8 @@ namespace BizHawk.MultiClient
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return "|.....|.....|..................................................................|";
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case "GBA":
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return "|.|..........|";
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case "N64":
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return "|.|............|............|............|............|";
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}
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}
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}
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@ -559,6 +561,35 @@ namespace BizHawk.MultiClient
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return input.ToString();
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}
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private string GetN64ControllersAsMnemonic()
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{
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StringBuilder input = new StringBuilder("|");
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if (IsBasePressed("Power"))
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{
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input.Append('P');
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}
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else if (IsBasePressed("Reset"))
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{
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input.Append('r');
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}
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else
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{
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input.Append('.');
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}
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input.Append('|');
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for (int player = 1; player <= Global.PLAYERS[ControlType]; player++)
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{
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foreach (string button in Global.BUTTONS[ControlType].Keys)
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{
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input.Append(IsBasePressed("P" + player + " " + button) ? Global.BUTTONS[ControlType][button] : ".");
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}
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input.Append('|');
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}
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return input.ToString();
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}
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public string GetControllersAsMnemonic()
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{
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if (ControlType == "Null Controller")
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@ -583,11 +614,11 @@ namespace BizHawk.MultiClient
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}
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else if (ControlType == "Dual Gameboy Controller")
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{
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return GetDualGameBoyControllerAsMnemonic();
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return GetDualGameBoyControllerAsMnemonic();
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}
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else if (ControlType == "Nintento 64 Controller")
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{
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return ""; // TODO
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return GetN64ControllersAsMnemonic();
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}
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else if (ControlType == "Saturn Controller")
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{
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@ -908,6 +939,42 @@ namespace BizHawk.MultiClient
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}
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}
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private void SetN64ControllersAsMnemonic(string mnemonic)
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{
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MnemonicChecker c = new MnemonicChecker(mnemonic);
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MyBoolButtons.Clear();
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if (mnemonic.Length < 2)
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{
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return;
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}
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if (mnemonic[1] == 'P')
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{
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Force("Power", true);
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}
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else if (mnemonic[1] != '.' && mnemonic[1] != '0')
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{
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Force("Reset", true);
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}
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for (int player = 1; player <= Global.PLAYERS[ControlType]; player++)
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{
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int srcindex = (player - 1) * (Global.BUTTONS[ControlType].Count + 1);
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if (mnemonic.Length < srcindex + 3 + Global.BUTTONS[ControlType].Count - 1)
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{
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return;
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}
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int start = 3;
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foreach (string button in Global.BUTTONS[ControlType].Keys)
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{
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Force("P" + player + " " + button, c[srcindex + start++]);
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}
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}
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}
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private void SetAtari7800AsMnemonic(string mnemonic)
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{
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MnemonicChecker c = new MnemonicChecker(mnemonic);
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@ -1027,7 +1094,7 @@ namespace BizHawk.MultiClient
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}
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else if (ControlType == "Nintento 64 Controller")
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{
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// TODO
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SetN64ControllersAsMnemonic(mnemonic);
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return;
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}
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else if (ControlType == "Saturn Controller")
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