drhelius / Gearcoleco

ColecoVision emulator and debugger for macOS, Windows, Linux, BSD and RetroArch.
https://x.com/drhelius
GNU General Public License v3.0
81 stars 17 forks source link

Keypad numbers 9 and 0 not implemented #25

Closed NixieLake closed 11 months ago

NixieLake commented 2 years ago

There's no way to map keypad numbers 9 or 0 from the standard controller. This should be a relatively simple matter, since there are already all the other controls available to map. This removes from playable games anything that uses two of the buttons on the main keypad, so I would suggest making this a higher priority.

In particular, I'm trying to play 2010: Graphical Action Game and I can't make the ship take off, because that's done by pressing 0 on the keypad.

NixieLake commented 2 years ago

I'm using the libretro core in RetroArch on Windows 11. 1.10.3 - Gearcoleco 1.0.1

drhelius commented 2 years ago

Thanks for reporting

chomwitt commented 2 years ago

Hi. I tried Gearcoleco (1.0.1) with AmberElec (Sanshiro Tower) . It's working whereas blueMSX cant load anything. But as @NixieLake commented and as i checked in WarGames the keypad doesnt seem to work although the config look sane (they map numbers 1-6 and 8 , # , * to various buttons of my handheld. So congratulation for Gearcoleco but if you have time take a look .

user23498723452 commented 1 year ago

I'm also interested in gaining the ability to control these 2 buttons. In the meantime, I found that pressing '1' on my keyboard entered 0 (zero) and pressing '2' entered 9.
There is some significant lag between multiple presses of these keys for some reason. I'm a noob, so if there is a known fix for the lag I'd love to know.

FYI, as I have a smaller keyboard that lacks the numpad, these are over the letters.

drhelius commented 11 months ago

There is a limitation in RetroArch where only 16 input buttons can be mapped to something you can later remap.

In addition, I'm working into adding blue and purple buttons of the Super Action Controller. So, all in all, you'll have a total of 20 input buttons. Because of this limitation, 4 buttons will need to be hard mapped. This happens in other cores with many buttons like Jaguar.

0 and 9 are currently hard mapped to keyboard keys "1" and "2" for Player 1 and "3" and "4" for Player 2.

A workaround could be mapping these 4 buttons to analog sticks but this would be quite weird.

drhelius commented 11 months ago

I ended up mapping "0", "9", "Purple" and "Blue" buttons to analog sticks by default. Now you can change this mapping inside Retro Arch. I will probably add an option to map this buttons to keyboard too.