implement lightgun reload (dc, naomi)
kcode[] set to 32 bits
revamped mapping for naomi keys
remapped btns for some naomi games
display game button/axes names in UI
fix aw lightgun trigger virtual key with new lightgun map
delay maple dma int when maple bus occupy is set for a lightgun.
raise maple int at vblank in if off screen
nudge reported position to avoid registering as off screen
A new function was introduced to abstract the setup of input devices for each os: os_SetupInput().
I hope I implemented this everywhere correctly and the behaviour is identical to before.
The new function mcfg_CreateNAOMIJamma() creates the NAOMI Jamma interface and is hidden behind a compile flag (same as before).
The previous function mcfg_CreateDevices() was renamed to mcfg_CreateDevicesFromConfig() because it creates the devices based on the configuration (``nb`` setting).
Don't expose mcfg_Create() directly, but use a proxy method mcfg_CreateController() to create the complete controller.
Using evdev the ``nb``-setting in the ``emu.cfg`` is no longer necessary (see #970) as the devices get created while initializing the controllers.
Moved the ``switch`` to it's own function.
- Import naomi code from nullDC, modify and cleanup
- Only unprotected dimm-board support, custom lst files
- Still a compile option
- Boots naomi bios and some games, no input yet
This adds the ability to simply close the emulator when launched
externally and prevents changes designed for linux from generating
conflicting controller configurations on Android (and may be needed for
iOS as well).
Reverted changes in maple_cfg.cpp except a minor memory leak
Fixed an issue with the Xbox 360 controller support, that the first
press of the DPAD would not get handled
Lots of improvments on multi-controller support