bsnes/ruby/input/udev.cpp

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#include <unistd.h>
#include <errno.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <sys/poll.h>
#include <fcntl.h>
#include <libudev.h>
#include <linux/types.h>
#include <linux/input.h>
#include "keyboard/xlib.cpp"
#include "mouse/xlib.cpp"
#include "joypad/udev.cpp"
struct InputUdev : Input {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
InputUdev() : _keyboard(*this), _mouse(*this), _joypad(*this) { initialize(); }
~InputUdev() { terminate(); }
auto driver() -> string override { return "udev"; }
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto ready() -> bool { return _ready; }
auto hasContext() -> bool override { return true; }
auto setContext(uintptr context) -> bool override {
if(context == Input::context()) return true;
if(!Input::setContext(context)) return false;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
return initialize();
}
auto acquired() -> bool override {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
return _mouse.acquired();
}
auto acquire() -> bool override {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
return _mouse.acquire();
}
auto release() -> bool override {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
return _mouse.release();
}
auto poll() -> vector<shared_pointer<HID::Device>> override {
vector<shared_pointer<HID::Device>> devices;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
_keyboard.poll(devices);
_mouse.poll(devices);
_joypad.poll(devices);
Update to v093r12 release. byuu says: I've completely redone the ethos InputManager and ruby to work on HID::Device objects instead of one giant scancode pool. Currently only the udev driver supports the changes to ruby, so only Linux users will be able to compile and run this WIP build. The nice thing about the new system is that it's now possible to uniquely identify controllers, so if you swap out gamepads, you won't end up with it working but with all the mappings all screwed up. Since higan lets you map multiple physical inputs to one emulated input, you can now configure your keyboard and multiple gamepads to the same emulated input, and then just use whatever controller you want. Because USB gamepad makers failed to provide unique serial#s with each controller, we have to limit the mapping to specific USB ports. Otherwise, we couldn't distinguish two otherwise identical gamepads. So basically your computer USB ports act like real game console input port numbers. Which is kind of neat, I guess. And the really nice thing about the new system is that we now have the capability to support hotplugging input devices. I haven't yet added this to any drivers, but I'm definitely going to add it to udev for v094 official. Finally, with the device ID (vendor ID + product ID) exposed, we gain one last really cool feature that we may be able to develop more in the future. Say we created a joypad.bml file to include with higan. In it, we'd store the Xbox 360 controller, and pre-defined button mappings for each emulated system. So if higan detects you have an Xbox 360 controller, you can just plug it in and use it. Even better, we can clearly specify the difference between triggers and analog axes, and name each individual input. So you'd see "Xbox 360 Gamepad #1: Left Trigger" instead of higan v093's "JP0::Axis2.Hi" Note: for right now, ethos' input manager isn't filtering the device IDs to look pretty. So you're going to see a 64-bit hex value for a device ID right now instead of something like Joypad#N for now.
2013-12-23 11:43:51 +00:00
return devices;
}
auto rumble(uint64_t id, bool enable) -> bool override {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
return _joypad.rumble(id, enable);
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
private:
Update to v103r23 release. byuu says: Changelog: - gb: added accelerometer X-axis, Y-Axis inputs¹ - gb: added rumble input¹ - gb/mbc5: added rumble support² - gb/mbc6: added skeleton driver, but it doesn't boot Net de Get - gb/mbc7: added mostly complete driver (only missing EEPROM), but it doesn't boot Kirby Tilt 'n' Tumble - gb/tama: added leap year assignment - tomoko: fixed macOS compilation [MerryMage] - hiro/cocoa: fix table cell redrawing on updates and automatic column resizing [ncbncb] - hiro/cocoa: fix some weird issue with clicking table view checkboxes on Retina displays [ncbncb] - icarus: enhance Game Boy heuristics³ - nall: fix three missing return statements [Jonas Quinn] - ruby: hopefully fixed all compilation errors reported by Screwtape et al⁴ ¹: because there's no concept of a controller for cartridge inputs, I'm attaching to the base platform for now. An idea I had was to make separate ports for each cartridge type ... but this would duplicate the rumble input between MBC5 and MBC7. And would also be less discoverable. But it would be more clean in that users wouldn't think the Game Boy hardware had this functionality. I'll think about it. ²: it probably won't work yet. Rumble isn't documented anywhere, but I dug through an emulator named GEST and discovered that it seems to use bit 3 of the RAM bank select to be rumble. I don't know if it sets the bit for rumbling, then clears when finished, or if it sets it and then after a few milliseconds it stops rumbling. I couldn't test on my FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist on FreeBSD, and nobody has ever posted any working code for how to use evdev (or whatever it's called) on FreeBSD. ³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since it's not really static RAM. ⁴: if possible, please test all drivers if you can. I want to ensure they're all working. Especially let me know if the following work: macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao) If I can confirm these are working, I'm going to then remove them from being included with stock higan builds. I'm also considering dropping SDL video on Linux/BSD. XShm is much faster and supports blurring. I may also drop SDL input on Linux, since udev works better. That will free a dependency on SDL 1.2 for building higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 13:00:31 +00:00
auto initialize() -> bool {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
terminate();
if(!_context) return false;
if(!_keyboard.initialize()) return false;
if(!_mouse.initialize(_context)) return false;
if(!_joypad.initialize()) return false;
return _ready = true;
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto terminate() -> void {
_ready = false;
_keyboard.terminate();
_mouse.terminate();
_joypad.terminate();
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
bool _ready = false;
InputKeyboardXlib _keyboard;
InputMouseXlib _mouse;
InputJoypadUdev _joypad;
};