Similar to Method 1, another alternative to the setup īutton_a="joystick:0,button:0,engine:sdl"īutton_b="joystick:0,button:1,engine:sdl"īutton_x="joystick:0,button:2,engine:sdl"īutton_y="joystick:0,button:3,engine:sdl"īutton_up="hat:0,direction:up,joystick:0,engine:sdl"īutton_down="hat:0,direction:down,joystick:0,engine:sdl"īutton_left="hat:0,direction:left,joystick:0,engine:sdl"īutton_right="hat:0,direction:right,joystick:0,engine:sdl"īutton_l="joystick:0,button:4,engine:sdl"īutton_r="joystick:0,button:5,engine:sdl"īutton_start="joystick:0,button:7,engine:sdl"īutton_select="joystick:0,button:6,engine:sdl"Ĭircle_pad="axis_x:0,joystick:0,engine:sdl,axis_y:1"Ĭ_stick="axis_x:3,joystick:0,engine:sdl,axis_y:4"* Side note, e.g. As such, make that code adjustment to your needs, or disassemble your gamepad buttons to the layout of your preference - whichever you find more convenient. My Logitec layout is (clockwise) Y-B-A-X, other might be X-A-B-Y, or maybe even Y-A-B-X. Since it might differ from 1 brand to the next. pad_a=SDL/0/Gamepad/ 1 the number I colored red can be reassign to other button depending on how your gamepad layout is. Similar to Method 1, this is another version of the setup button_a="engine:sdl,joystick:0,button: 1" the number I colored red can be reassign to other button depending on how your gamepad layout is. Touch_device=engine:emu_window* Side note, e.g. Motion_device="engine:motion_emu,update_period:100,sensitivity:0.01" Now THAT would be some awesome improvement.Button_a="engine:sdl,joystick:0,button:0"īutton_b="engine:sdl,joystick:0,button:1"īutton_x="engine:sdl,joystick:0,button:2"īutton_y="engine:sdl,joystick:0,button:3"īutton_up="direction:up,hat:0,engine:sdl,joystick:0"īutton_down="direction:down,hat:0,engine:sdl,joystick:0"īutton_left="direction:left,hat:0,engine:sdl,joystick:0"īutton_right="direction:right,hat:0,engine:sdl,joystick:0"īutton_l="engine:sdl,joystick:0,button:4"īutton_r="engine:sdl,joystick:0,button:5"īutton_start="engine:sdl,joystick:0,button:7"īutton_select="engine:sdl,joystick:0,button:6"Ĭircle_pad="joystick:0,axis_x:0,axis_y:1,engine:sdl"Ĭ_stick="joystick:0,axis_x:3,axis_y:4,engine:sdl" Then one can have two windows "side-by-side" without needing to mess about with layouts, and both running the same ROM and both windows drawn from same parent application. Now, if you somehow have a way to have CITRA render TWO SEPERATE WINDOWS IN A SINGLE MONITOR. the builds that usually say "dirty" in the title bar of the main citra window these builds are not as fast but allow custom layouts. The mingw/msvc/bleeding edge/nightly/gcc/gccku builds however, i.e. the JIT and SSE/AVX+JIT optmized builds, which are currently lightning fast but only allow default screen layout. What the fans REALLY want is for the currently best/fastest builds to actually support custom window layouts!!!!! i.e. These games that people "show off" running in citra in "fullscreen" are almost always just ports of games that were originally from a single-screen non-hand-held console(s), and/or a simplistic game that doesn't require the 2nd screen of the 3ds/citra. the eternal problem is still there: YOU HAVE TO MANUALLY SWAP BETWEEN SCREENS.Īll/most of the games on 3ds that are worth playing utilize the 2nd screen for something real, and thus it is required to have both screens side-by-side when playing the game.
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