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@alice@mk.nyaa.place

Post #3434627

2025-11-03 15:09 UTC

So, controls remapping. I took a stab at implementing it for keyboard, but there's a big conceptual issue. For gamepad it's very easy to list controls - there aren't a lot of them, so - just list them and allow to select what each of them does - easy. Keyboard, however? There are way too many keys, so this is not feasible. It's feasible to do it the other way around - list available virtual controls and allow to map them. But this doesn't really work, does it? What if we want to bind the same virtual button twice - once normally, once turbo? And showing it the other way around is not impossible, but it starts looking very confusing. So - back to the drawing board I guess.

Replies (1)

  • @alice@mk.nyaa.place 2025-11-05 03:33

    Fixed the audio issue in the melonDS port. I thought it was related to sample rate and hence assumed it was an upstream issue, but turns out it was just clipping, since melonDS now adjusts volume internally, while the port was doing it too. I also changed labels for dpad/stick/rotary directions (as well as C buttons on N64) to use unicode arrow symbols instead of words, i think this works a lot better both on the controls overlays and the wip remapping ui. Also fixed a bunch of refcycles (and reported a vala bug).

    Open ##3434626