Comments (5)
It would be nice to confirm the issue on real hardware. The code was wrote a long time ago by Chilly Willy and as far i remember he validated against real hardware. Still maybe some devices has not been fully tested.
from sgdk.
If it worked before, it could be a regression. If I had to guess, maybe ram isn't being properly allocated, making it bleed into other controller ram data?
I own a multitap I can test this with; team player with "ExtrA" mode. Might test SGDKs implementation later, have other controllers I need to test anyway
from sgdk.
Mmmmh that issue does rings a bell to me.
see my joy -> player mapping in my code
if (JOY_getPortType(PORT_1) == PORT_TYPE_EA4WAYPLAY || JOY_getPortType(PORT_1) == PORT_TYPE_TEAMPLAYER) {
portMapping[0] = JOY_1;
portMapping[1] = JOY_3;
portMapping[2] = JOY_4;
portMapping[3] = JOY_5;
} else if (JOY_getPortType(PORT_2) == PORT_TYPE_TEAMPLAYER) {
portMapping[0] = JOY_2;
portMapping[1] = JOY_6;
portMapping[2] = JOY_7;
portMapping[3] = JOY_8;
} else {
portMapping[0] = JOY_1;
portMapping[1] = JOY_2;
portMapping[2] = JOY_7;
portMapping[3] = JOY_8;
}
this code assumes, that all players (4 max in my game) joypad are connected to same the teamplayer,
one player in first PORT and other player on TEAMPLAYER is not supported
fallback else
if for two player game,
actually I should set portMapping[2]
and portMapping[3]
to -1 (or something) and don't try to read from these joy
from sgdk.
i checked your code.... maybe it is all hw limitation...
or bad emulation.
i just want to count the number of connected gamepads.. and i cannot do it
from sgdk.
Would be cool ti SGDK release had updated sample joy-test rom.bin
It shows current gamepad activity and the detected names of the devices on the screen.
At my side... I added a hacky solution - i listen to all JOY inputs and mark those gamepads which use MODE, X, Y or Z buttons at least once. This hacky solution let me use at least 4 inputs
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