mirror of https://github.com/bsnes-emu/bsnes.git
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. [No archive available]
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