mirror of https://github.com/bsnes-emu/bsnes.git
Update to bsnes v036r09? release.
I fixed up the SDL and X input drivers to work with the new model, so the Linux port builds again. For the sake of testing, this WIP disables the "mouse acquired" requirement, and raises the divider on motion to 5000 from 5. In other words, this release will work with gamepad thumb sticks, but not with mice. Having a _lot_ of trouble coming up with a way to get both working cleanly. But yeah, you can at least see how it works now. You want to set the X axes to "joypad00.axis00", and Y axes to "joypad00.axis01". Use the config file, input assignment is still screwed. > I can't get bsnes to recognize thumbstick 2. DIJOYSTATE2 has lX and lY, but that's it. I guess making that an array would be too easy. I'll have to dig through and hope one of the 20 other oddly named variables (lHX, lRX, lRLX, etc) refer to the other analog stick. You think that's stupid ... the scroll wheel increments in ticks of 120 per one physical tick of the mouse. Always 120, it's a fixed constant. Using DIPROP_GRANULARITY to get it from the mouse tells you the driver doesn't support that operation, but there's a Windows #define called WHEEL_DELTA for it. Seriously, what's the point of an arbitrary, fixed-value multipler for something, anyway? > An idea that I had that would get these things working for everyone > and every platform, would be to create 4 mappable directions that > could be assigned to a dpad If we could come up with some way to map both analog bi-directional inputs and single push button controls together, then yes we could do something like that. I think it would be too difficult to play like that, but whatever. The flexibility would be nice at any rate. [No archive available]
This commit is contained in:
parent
f0627239bb
commit
233e645772