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A lot of work that has been done on the FCE code base was been windows only, so some features have not been implemented into the more portable SDL version.
Here is a list of planned features that are currently in the Win32 build but are missing from the SDL build:
I'm going to reiterate that much of the work that has been done of the FCEUX code base has been windows only, so some features will probably never be ported to the SDL version. If you are a casual user that just wants to play old NES games, the SDL build will be sufficient for you. However, if you want to use the extensive TAS and debugging features that FCEUX has to offer, you are better of using the windows build in wine. Here is a list of features that will most likely never be ported to the SDL port.
You can configure the first gamepad by running fceux --inputcfg gamepad1 /any/rom/name/here/it/doesnt/matter/
When you do this, you'll be presented with a small titlebar with a title indicating what button to map. The input configurator will look for two of the same keypress/joystick event. If it doesn't find two of the same keypresses in a row, it will allow you to map the button to four seperate keys.
FCEUX doesn't keep seperate input configurations for serperate games, it simply needs a rom to process on the command line. You can even use /dev/null as your filename in the command.
I'd like to also note that I've started work on a GUI for setting gamepads, but it is current a WIP, but hopefully it will become functional when I get a chance.
More and more of FCEUX is going to work around its lua scripting system. FCEUX's lua scripting system leaves endless possibilities for scripts. An option to compile without lua may be added to a future release.
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punkrockguy318 | Author of this document |