Post #3434628
2025-11-03 15:02 UTC
Not a lot of progress, but still some.
I moved core descriptor file parsing to libhighscore (unfortunately it involved rewriting it in C but what can you do - at least it has proper tests now), so that I could make a lightweight headless test runner for cores now (at least for the ones that are software rendered).
Gamepad navigation hint bar can now show multiple icons per action, since Sega-style gamepads will use both A and C buttons as the confirm action.
Similarly, keyboard controls overlay can now show multiple mappings for the same control. Not very well, but that leads into the next point.
Replies (1)
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@alice@mk.nyaa.place 2025-11-03 15:09
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.