![]() ![]() Apparently not, the code is well written and is based on what SDL can provide.Ī) The really unfinished part is how the joystick numbers are handled, there was simply a hardcoded 0 for joystick registration with a todo. Secondly, is it hard to add functionality to the input code. Hi since I patched a little bit in the daphne-pi input code recently for a custom joystick build, I think I can give a little bit of deeper explanation regarding the inputs.įirst when I checked the code I had the feeling that the original Daphne dev did a full stop on the emulator for whatever reason and never finished the input code fully. Because of this, I'm beginning to fancy an IPAC just to simplify my Daphne setup. Because it also supports analog sticks that have axis values from 32767 to -32767, a digital axis however will just show the maximum and minimum values for each Although my DragonRise encoders do work fine in most emulators, getting the first one to map to /dev/event0 (as Daphne expects it to my knowledge) gets more and more difficult the more usb controllers I have (latest additions: two AimTrak lightguns and two SpinTrak spinners). As far as I know, it's the way jstest shows digital joystick axes. ![]() The axis values of 32767 and -32767 are normal. Generic USB Joystick ) has 7 axes (X, Y, Z, Rx, Rz, Hat0X, Hat0Y) jstest displays the name of the encoder: $ jstest -event /dev/input/js0 The boards you bought seem to be the typical "DragonRise" encoders. Could you link to the thread you mentioned?ĭid you try to setup your controller in Daphne yet? From your posts, it seems like you only read about other people's problems until now. line in It's hard to say something to such vague information. See your encoder's manual and Daphne's keycode list to get the correct codes and put them as one of the first two values in the resp. by using an Ultimarc IPAC or IPAC2, you'll have to use the resp. by using Bluetooth or a zero delay encoder like the common "DragonRise" encoders. Add +1 and you'll get the number for Daphne: KEY_BUTTON1 = 306 97 2Įdit: This applies if your joystick is connected as a game controller, e.g. Put the result as the third value of a given line in the dainput.ini.Įxample: jstest shows that the button you want to use for your sword ( KEY_BUTTON1) is number 1. So, use jstest with your joystick and add +1 to its button numbers. # Find the button you want to map by running: # Since 0 is reserved for special meaning, joystick button 0 is identified You need to do the research to make sure your 1s and 0s make sense for the version of the game/rom you are This is explained in the dainput.ini: # The third number is the joystick button code (or 0 for "none") I have seen people just copy a command config with DIP switch values and think they can use it on other versions/games. Even different versions of DL treat the DIP settings differently. Be aware of the fact that just because a command config lists DIP switch bank settings for one title does not mean those same values apply to another. You can also use that method to experiment with different DIP switch settings. One big help is to install Daphne on a PC or Mac and actually get familiar with how it works. You will obviously need the roms/media files installed in the proper directory as described in the docs.Īlso, if you search for Daphne in the forums, you may find the long, original thread describing the process back when Daphne was just experimental. I forget what section it's in, but the emulator is definitely there-I just installed it twice this past week. You can install Daphne using the RetroPie configuration script. And every 3 dies, you lose 10 francs / 1 euros.Did you check the Daphne Page in the Docs? So esentially this is just a series of QTE where the game doesn't tell you which button to press and you die if you press the wrong one, without any logical way to guess which is the right one. You have three life and lose a credit each three life. If you don't choose the right one you die and begin again at the beginnning of the sequence. this command can either be one of the four direction, one or two buttons, or a combination of those, and only one of this combination will work and you have no way to guess which one. The version of the 'true' games are pretty different : you watch scenes of an 'interactive' movie and after 4-5s you have to enter a command to avoid beeing killed. The SNES or GB version have absolutely nothing to do with the original game, they are just using the licence for something entirely different.
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