update docs to reflect RLDUTSBA (thanks baxter!)

This commit is contained in:
zeromus 2008-08-13 20:28:08 +00:00
parent c8e44d6d3b
commit 9583bc1735
1 changed files with 3 additions and 2 deletions

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@ -48,7 +48,8 @@ SI_GAMEPAD:
the field consists of eight characters which constitute a bitfield. the field consists of eight characters which constitute a bitfield.
any character other than ' ' or '.' means that the button was pressed. any character other than ' ' or '.' means that the button was pressed.
by convention, the following mnemonics will be used in a column to remind us of which button corresponds to which column: by convention, the following mnemonics will be used in a column to remind us of which button corresponds to which column:
ABSTUDLR (A,B,Select,sTart,Up,Down,Left,Right) RLDUTSBA (Right,Left,Down,Up,sTart,Select,B,A)
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.
SI_ZAPPER: SI_ZAPPER:
XXX YYY B Q Z XXX YYY B Q Z
XXX: %03d, the x position of the mouse XXX: %03d, the x position of the mouse
@ -68,7 +69,7 @@ C.
If a fourscore is used, then port0 and port1 are irrelevant and ignored. If a fourscore is used, then port0 and port1 are irrelevant and ignored.
The input types must all be gamepads, and the inputlog will be in the following format: The input types must all be gamepads, and the inputlog will be in the following format:
{player1 player2 player3 player4} {player1 player2 player3 player4}
|c|ABSTUDLR|ABSTUDLR|ABSTUDLR|ABSTUDLR|port2| |c|RLDUTSBA|RLDUTSBA|RLDUTSBA|RLDUTSBA|port2|
If a fourscore is not used, then port0 and port1 are required. If a fourscore is not used, then port0 and port1 are required.
D. The emulator uses these framerate constants D. The emulator uses these framerate constants