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gerbil

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Combat Commando

Combat Commando (1/9)

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  1. I got it to work by giving the doc/joystick.txt a close reading. It says: So I created the following bindings and it worked: ; Map right controller JS1A_E PD0R_J_E JS1A_ENE PD0R_J_ENE JS1A_NE PD0R_J_NE JS1A_NNE PD0R_J_NNE JS1A_N PD0R_J_N JS1A_NNW PD0R_J_NNW JS1A_NW PD0R_J_NW JS1A_WNW PD0R_J_WNW JS1A_W PD0R_J_W JS1A_WSW PD0R_J_WSW JS1A_SW PD0R_J_SW JS1A_SSW PD0R_J_SSW JS1A_S PD0R_J_S JS1A_SSE PD0R_J_SSE JS1A_SE PD0R_J_SE JS1A_ESE PD0R_J_ESE I was sure I'd tried that, but I must have made a mistake with my previous attempt at mapping the right controller. 😔 Anyway, it works. Yay!
  2. I just bought a second controller so I could play two player games with jzintv (20200712 on Mac). Both controllers are recognized when the emulator starts up: joy: Found 2 joystick(s) joy: Joystick JS0 "Logitech Dual Action" joy: 4 axes, 0 trackball(s), 1 hat(s), 12 button(s) joy: Joystick JS1 "Logitech Dual Action" joy: 4 axes, 0 trackball(s), 1 hat(s), 12 button(s) Both joysticks report events in ‘event_diag' properly. But when I go to play a game, it seems to ignore the second controller. The first controller works as usual, but the second controller does nothing. I’ve created kbdhack files to attempt to map JS1, then also tried removing my kbdhack file and using the defaults. I've tried a few different macs too, no joy, literally.🕹 Any ideas?
  3. FYI, I managed to add a feature to jzintv to enable videogame cheats. I have the code working on my machine (mac). I can post the source if anyone is interested. Here's how it works: You need to enable the debugger (-d). You then provide a cheatcode using a new cmdline parameter (--cheat). The format of the cheat codes is a sequence of poke or enter debugger commands, separated by either a space or a '|' character. For example to give yourself six lives in qbert the code would be: --cheat='p $173 06'. For 255 lives on demon attack you can use: --cheat='p $181 ff' (NOTE: either use single quotes or escape the $ sign if you prefer double quotes.) You then need to map a key or controller button to a new type of event in the kbd hack file. In this case the mapping I used looks like this: TAB CHEAT1 which maps the first cheat provided on the cmdline to the TAB key. If you provide more cheat codes on the cmdline, then they will be mapped to CHEAT2, CHEAT3 ... CHEAT8. (A max of eight codes can be entered.) You then start the game as usual, and type r at the debugger prompt to get it going. Once you get low on lives, you can then just the button you mapped during gameplay and the lives will be added. (The display will not typically update the count till you die, or a full screen refresh is issued by the game.) Like I said, I have this all working and debugged on my machine, and will post the code wherever it's appropriate if people are interested. I'd appreciate someone letting me know what the official way to contribute code back to jzintv should be. Also, I added the required cmake files to get the project to build in the CLion IDE. In this screenshot you can see that I have five lives in QBert before even getting a single point. (I had to kill myself to get the screen to redraw.) Let me know what you guys think.
  4. I downloaded jzinv from here and I was hoping to compile it for mac os x. I'm unsure how to do that. There are three makefiles referring to os x, and I'm not sure which one is current. Could anyone point me in the right direction? Thanks!
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