Closed ElTioRata closed 1 month ago
Seems they're just using GetAsyncKeyState
to check keypresses, which isn't really a great way to do it, afaik it's very easy for inputs to get missed/eaten with that depending on when you press it in the frame.
Would probably be possible to hook that func and remap the keys they check for to make it check other keys instead, but maybe would be better to just figure out what bytes gets changed based on GetAsyncKeyState result, then work in some better keypress method instead.
Still hoping the dev team that's actually being paid for this port will work on improving KB/M themselves, but not really holding my breath for it.
This issue is now officially addressed on v2.0.0 patch :D
Closing
Someone at Konami thought that it would a good idea to assign some actions to keys that are way too far from WASD. Adding an option to remap these actions to another key would be nice.