update docs to reflect RLDUTSBA (thanks baxter!)
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@ -48,7 +48,8 @@ SI_GAMEPAD:
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the field consists of eight characters which constitute a bitfield.
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the field consists of eight characters which constitute a bitfield.
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any character other than ' ' or '.' means that the button was pressed.
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any character other than ' ' or '.' means that the button was pressed.
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by convention, the following mnemonics will be used in a column to remind us of which button corresponds to which column:
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by convention, the following mnemonics will be used in a column to remind us of which button corresponds to which column:
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ABSTUDLR (A,B,Select,sTart,Up,Down,Left,Right)
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RLDUTSBA (Right,Left,Down,Up,sTart,Select,B,A)
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This seemingly arbitrary ordering is actually the reverse of the originally-desired order, which was screwed up in the first release of FCEUX. So we have preserved it for compatibility's sake.
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SI_ZAPPER:
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SI_ZAPPER:
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XXX YYY B Q Z
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XXX YYY B Q Z
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XXX: %03d, the x position of the mouse
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XXX: %03d, the x position of the mouse
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@ -68,7 +69,7 @@ C.
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If a fourscore is used, then port0 and port1 are irrelevant and ignored.
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If a fourscore is used, then port0 and port1 are irrelevant and ignored.
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The input types must all be gamepads, and the inputlog will be in the following format:
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The input types must all be gamepads, and the inputlog will be in the following format:
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{player1 player2 player3 player4}
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{player1 player2 player3 player4}
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|c|ABSTUDLR|ABSTUDLR|ABSTUDLR|ABSTUDLR|port2|
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|c|RLDUTSBA|RLDUTSBA|RLDUTSBA|RLDUTSBA|port2|
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If a fourscore is not used, then port0 and port1 are required.
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If a fourscore is not used, then port0 and port1 are required.
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D. The emulator uses these framerate constants
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D. The emulator uses these framerate constants
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