Update to bsnes v041r03? release.
New WIP. This adds support for hats and analog buttons, and fixes the centering code so that it never ends up minimized on Linux at startup. Just went back to putting the window offscreen before centering, as thanks to the delay in propagating window messages in Xorg, you don't even notice the flicker on Linux. You can now have up to 8 hats, 16 axes, 16 analog buttons and 96 digital buttons. Just to future proof things. If your controller has more than that ... then I demand you send it to me before I'll support it. SDL input for Linux should work fully: hats allow four unique inputs, axes two and analog buttons one. It calibrates to tell the difference when you start the emulator. DirectInput doesn't work so well. The DIJOYSTATE2 struct has a ton of analog inputs, but only lX/lY map to the first stick, and lRx/lRy to the analog buttons. But I can't even detect those properly because for some bastardized reason, polling them at startup returns 0, 0. It isn't until the user presses at least one button that the controller 'snaps out of it' and returns the proper +32767,+32767 for the two buttons. On the bright side, DI treats POV hats like POV hats. It allows up to four, so that's what you get. You'll have to deal with that or the first analog stick for Windows. Unless there's a DirectInput expert here, not sure I can fix this. The other inputs are not in DIJOYSTATE2 at all. Yet somehow the control panel applet can sense them. Mapping is fully inclusive, for joypad buttons and UI shortcuts, you can use keyboard buttons, mouse buttons, joypad buttons, joypad axes, joypad hats, joypad analog buttons. For mouse / super scope axes, you can use mouse axes and joypad axes. Buttons aren't bi-directional and lack the precision to support the mouse / SS / Justifier to any usable degree, and analog buttons are uni-directional. > Have you thought about rendering plugins for sound, input, video? Would rather not. Cross-platform dynamic library support is terrible. > Hmm must be "spin the black circle" as far as I can tell. Yeah, here. I posted about it here a while back. Probably should've mentioned the name. > Yeah. That cheating nonsense discourages me from really playing any > online games with top scores like that. It sucks all the fun out of > it. It's usually okay when it's painfully obvious. I cleared every level at least a dozen times, and took advantage of every collision quirk there was to get time there. For there to be a > 30 second leap between #4 and #5 (and #1-4 all from the same person), it's pretty obvious that he was cheating in some way. I consider the best time to be 03:58, and 04:06 (edit: 4:01:97 now) is close enough to make me happy :D [No archive available]
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