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newoski avatar newoski commented on June 20, 2024

Anybody?

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inactive123 avatar inactive123 commented on June 20, 2024

Could be hooked up, are these actual physical buttons on the device itself?

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newoski avatar newoski commented on June 20, 2024

Not exactly. From what I can, they make things easier/more logical for mapping.

As an example, Rockman on WonderSwan uses the 2 extra buttons as Turbo buttons. Other games, like Silversword, are completely unplayable without them...

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newoski avatar newoski commented on June 20, 2024

So essentially, without connecting them to input mailing functions, the core is unusable fully. I'd be thrilled to see them connnected

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newoski avatar newoski commented on June 20, 2024

Is this an easy fix? Any idea how long it will take? I love this system and can't wait to have it fully working in RetroArch

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vaguerant avatar vaguerant commented on June 20, 2024

These seem like emulator turbo buttons, they have nothing to do with the WonderSwan hardware. Use RetroArch's turbo button implementation instead.

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newoski avatar newoski commented on June 20, 2024

Sorta, kinda, not really. They function as turbo buttons for horizontal games, but they are part of the regular controls for vertical games. As a trial, test Judgement Silversword on WonderSwan Color. It is completely unplayable without using these buttons. Test and report back. If there's a workaround that doesn't require code change, I'd be giddy!

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vaguerant avatar vaguerant commented on June 20, 2024

I think you must be confused in some way. Here's the layout of the buttons on the WonderSwan line when viewed horizontally:

|    Y1                            |
|  Y4  Y2                          |
|    Y3                            |
|              (screen)            |
|    X1                            |
|  X4  X2                       A  |
|    X3                       B    |

In horizontal games, you play using the X buttons (like a D-Pad) and the A/B buttons. The Y buttons are occasionally still used in this mode, but mostly not.

And when viewed vertically:

|                 A    |
|                   B  |
|                      |
|                      |
|       (screen)       |
|                      |
|                      |
|    Y2          X2    |
|  Y1  Y3      X1  X3  |
|    Y4          X4    |

In vertical games, the console is rotated 90 degrees to the left, and you play using the Y buttons (like a D-Pad) and the X buttons. I'm not aware of any games where A/B are still used in this mode, but they probably exist.

All of these buttons (Y1-4, X1-4, A and B) are mappable in RetroArch currently. You will need to substantially remap the buttons on any standard controller since they don't share the odd layout of the WonderSwan, but I was just playing Judgement Silversword a few minutes ago in RetroArch, there's no need at all for "turbo buttons".

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newoski avatar newoski commented on June 20, 2024

Thanks so much for the quick reply. I'll test again tonight... any chance you could post a pastebin with your current WonderSwan core config (so I can look at your input mapping)? I'll test using that tonight on my system and report back.

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vaguerant avatar vaguerant commented on June 20, 2024

I actually use the "Core Input Remapping" function in the Quick Menu and set a Game Remap for any vertical titles I wish to play. Here's my remap:

input_player1_b = "10"
input_player1_y = "1"
input_player1_select = "2"
input_player1_start = "3"
input_player1_up = "9"
input_player1_down = "0"
input_player1_left = "1"
input_player1_right = "8"
input_player1_a = "11"
input_player1_x = "9"
input_player1_l = "6"
input_player1_r = "7"
input_player1_l2 = "5"
input_player1_r2 = "4"
input_player1_l3 = "14"
input_player1_r3 = "15"
input_player1_l_x = "0"
input_player1_l_y = "1"
input_player1_r_x = "2"
input_player1_r_y = "3"

If you use Settings > Configuration > Load Remap Files Automatically you can save Game Remaps in the Core Input Remapping menu for any vertically-oriented games to have RetroArch switch to your vertical layout automatically whenever you start one of them up. My remap, however, is set up for use without rotating the display in RetroArch (i.e. it is intended for rotating the real-world, physical display instead), so the buttons will all be 90 degrees off correct for a user rotating using RetroArch. It should get you on the right track, though. This layout puts the Y buttons on the left D-Pad and the X buttons on the right face buttons in RetroArch. The "A/B" buttons are placed on the L/R shoulder buttons.

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newoski avatar newoski commented on June 20, 2024

With the 90 degree logic in mind, could you post your regular, non-vertical, mapping for this system then?

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vaguerant avatar vaguerant commented on June 20, 2024

Hahaha, I was specifically trying to avoid doing that because it's so damn confusing. ;) No problem, though, I'll give it a shot. What I believe should be correct (can't test it currently) for playing vertical games rotated by RetroArch is the following remap:

input_player1_b = "10"
input_player1_y = "1"
input_player1_select = "2"
input_player1_start = "3"
input_player1_up = "1"
input_player1_down = "8"
input_player1_left = "0"
input_player1_right = "9"
input_player1_a = "11"
input_player1_x = "9"
input_player1_l = "5"
input_player1_r = "4"
input_player1_l2 = "7"
input_player1_r2 = "6"
input_player1_l3 = "14"
input_player1_r3 = "15"
input_player1_l_x = "0"
input_player1_l_y = "1"
input_player1_r_x = "2"
input_player1_r_y = "3"

This puts the Y buttons on the D-Pad (but rotated 90 degrees left), the X buttons on the face buttons (but rotated 90 degrees left) and B/A are still on L/R (not changed at all).

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 avatar commented on June 20, 2024

back to main topic:

this should be an invalid report, since its talking about mednafen's turbo A/B buttons. original Wonderswan hardware just have normal A and B buttons, the X/Y cursors are not even remapped to be turbo buttons in rotated games.

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