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Showing content with the highest reputation on 11/28/2021 in all areas

  1. Sorry not sure to finish today finally, underestimated the amount of work for that again. The api is quite simple, but it obliges to make big changes to handle it, plus there is a lot of testing to be done, I plugged again my old sidewinder joystick to have something which is not a gamepad, and it was a good idea, some functions like player indexes are not supported with this kind of joystick ! Also I forgot the inputs are recognized by name now, instead of button 0, you have A for xbox pads, etc... Simple changes, but which take time. And there are 3 indexes for joysticks now, the base index which is the order in which they are opened, the player index which is the index of the joystick for raine (which finally allows that a joystick stays in its position and doesn't change if something else is plugged), and the instance index which is the number used to identify it in events, and it changes everytime it's plugged/unplugged. So all that creates quite a mess, but I am starting to see the end of it... Also if you wonder why it wasn't easy to automatically map the cross, or digital pad on the left of a game pad to the left joystick, it's because there are no standard in the way these gamepads are built. For my old ps3 gamepad, this cross is just 4 buttons (!). For the xbox compatible game pad, it's a "hat" + some axis movement which is not related to the left stick ! So it was quite risky to try to map an input to some other input in these conditions. What they did in sdl2 is they added something to map and recognize the controls of all these gamepads, now you know exactly where an input comes from when you receive it, and so you can link it easily to some other input... !
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  2. And forgot something again : the new "game controllers" api as they call it. I thought 1st you got it without doing anything just by linking with sdl2, but no, it's a new api on top of the old joystick api... Meaning I need to test this. Well without it, we have exactly the same joystick handling as with sdl-1.2. With it, it handles joysticks which are added or removed during the emulation, and it's easier to convert dpad to joy movements (because they are standardized to the xbox/playstation model, one dpad, 2 sticks, 4 buttons on the right, plus the triggers and left and right buttons. It doesn't look too complex...
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  3. It's almost over, probably done tonight or tomorrow. It would be nice to test the opengl "anisotropic filtering", some kind of filtering which is supposed to work better, I am not sure it's good for 2d though, that's the kind of thing which is used in 3d games to make things readable in the 3d world. It's worth a try. Now I am starting to get tired, so not sure I'll test it now. And I noticed the display of commands from the command.dat is broken, it's been broken for a few versions actually but nobody noticed. It's probably not very hard to fix, so I'll try to have a look. The most obvious changes are in the gui, clearly, now the game starts as soon as it's loaded behind the main menu (so that you can change options like dipswitches or anything else, but at the same time the game's demo can play). If you start playing and return to the gui, then it's paused, it's a very bad idea not to pause it here, it might be in the middle of a game ! Otherwise if no game is loaded there is now a simple animation running behind the dialogs... A lot of dialogs didn't really need any title, so only needed titles are displayed now, for those that don't need it it makes more room for the background display. Emudx is fixed, it can be improved with the new sdl2 functions, but I'll probably keep this for later, it's enough to know it's working for now.
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