Update to bsnes v036r05? release.

New WIP.

I was really hesitant to even do this much, but ... biggest feature:
Image

Lots of caveats here. The biggest one being that it isn't controlled
via the mouse, as I don't have any mouse driver code written; and I
really have no idea how to bind the mouse to the bsnes window region,
nor do I really want to do that.

I also can't map it to standard on/off keys, as there's no delta
response to them. It would be uncontrollable like that. Instead, I've
mapped it to the analog axis sticks on gamepads. The further you press
the gamepad axis stick, the faster the mouse moves in said direction.
Mouse left+right can be mapped to keyboard or gamepad buttons.

I know, I know, not everyone has analog gamepads. Sorry, this is the
best I can do for now.

Does it work well? Honestly ... not so much. I can clear the first
stage of the fly swatter game in Mario Paint, but that's about it. The
only real advantage is you don't need ManyMouse to emulate two mice at
the same time. It also works pretty good in the text games, like
Tokimeki Memorial.

Also, the documentation out there for the mouse absolutely _sucks_. I
have no idea how the speed bits are supposed to work, so they aren't
emulated at all. Thus, the mouse speed settings in games do nothing.
It also fails the SNES mouse electronics test. But it is usable.

Anyway, how to use it ... run the new WIP, then edit the config file.
You have to manually set it up as there's no GUI for configuring it
yet.

Look for "input.mouse(1, 2).(x, y, l, r)". Here, you want to set x, y
to axes, eg "joypad00.axis_00", and l, r to buttons, eg
"joypad00.button_00". This only maps four axes for now, so limit the
axis range from 0-3. Buttons can be 0-15.

**Please do not bug me to improve this!** This was just a functional
demonstration. It's going to be many months before proper mouse
support is added, it may never even be added, who knows ... I have a
_ton_ of complicated problems that must be overcome before I can get
real mouse support in there. If you want to actually help with the
programming side of things, then we can certainly talk about that.

Also, **please do not bug me to add the Super Scope / Justifier
next!** I can't even do it with the gamepad trick, because these two
are supposed to trip interrupts at exact points, which is really
difficult for me to do at this time. The SS would also require a
software cursor to be drawn on-screen, another technical challenge.

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byuu 2008-10-02 07:28:00 +00:00
parent 30b19613d5
commit 2a2f50a8bc

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