Comments (13)
Anybody?
from beetle-wswan-libretro.
Could be hooked up, are these actual physical buttons on the device itself?
from beetle-wswan-libretro.
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...
from beetle-wswan-libretro.
So essentially, without connecting them to input mailing functions, the core is unusable fully. I'd be thrilled to see them connnected
from beetle-wswan-libretro.
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
from beetle-wswan-libretro.
These seem like emulator turbo buttons, they have nothing to do with the WonderSwan hardware. Use RetroArch's turbo button implementation instead.
from beetle-wswan-libretro.
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!
from beetle-wswan-libretro.
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".
from beetle-wswan-libretro.
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.
from beetle-wswan-libretro.
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.
from beetle-wswan-libretro.
With the 90 degree logic in mind, could you post your regular, non-vertical, mapping for this system then?
from beetle-wswan-libretro.
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).
from beetle-wswan-libretro.
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.
from beetle-wswan-libretro.
Related Issues (20)
- [Wii] Using Gamecube controller results in turbo controls bug HOT 10
- [Feature Request]Separate control setting for WSC core two srceen modes HOT 22
- Update Core Options API HOT 1
- Update core to 1.23.0 HOT 2
- X-left isn't being assigned to any button. HOT 3
- [Request] Added Beetle WSwan - libretro Core On RetroArch PSP HOT 2
- [Switch] Double speed in-game
- Versioning scheme HOT 1
- Fix title screen : Digimon games HOT 1
- Option to select the type of console: Wonderswan Mono, Wonderswan Color , Wonderswan Crystal or WonderWitch
- Rotate screen direction is wrong on 3DS HOT 1
- Judgement Silversword - Rebirth Edition doesn't load HOT 1
- Dicing Knight. not working HOT 4
- [Q] Colorization of mono games hack HOT 4
- [WIIU] Loading an existing save file in Kaze no Klonoa freezes the console
- Add cheat support
- [Feature Request] Different device type or default control labels for pc2 games HOT 1
- core missing on macOS arm64
- Makefile possibly can't build for OSX.
- Clock Tower stuck on black screen.
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from beetle-wswan-libretro.