Closed jefflunt closed 11 years ago
Just a note...If we didn't use usb controllers, but instead used petrockblogs method of using actual NES sockets on the GPIO mapped to key pressed on a virtual keyboard, then all controllers would be the same...no config necessary....no udev rules...etc
I don't see the benefit in terms of added cost in this case. I have no problem with people wanting to go this route, or customizing what they get to fit their preferences, or adding things on for extra cost because they want to. However, the whole idea behind having basically one or two sets of hardware to support is that (a) is makes the project manageable for a small team, and (b) it keeps the cost for potential kit buyers as low as possible. This is not to mention the added hardware and adapters to make it work, which generally will degrade reliability.
I'd rather support custom controllers and other mods primarily via an online "hacking guide" to the glint-nes project, where we explain what it takes to customize it to your heart's desire.
-Jeff
On Sun, Jan 6, 2013 at 12:45 AM, Brandt Daniels notifications@github.comwrote:
Just a note...If we didn't use usb controllers, but instead used petrockblogs method of using actual NES sockets on the GPIO mapped to key pressed on a virtual keyboard, then all controllers would be the same...no config necessary....no udev rules...etc
— Reply to this email directly or view it on GitHubhttps://github.com/normalocity/glint-nes/issues/31#issuecomment-11925174.
Moved this issue #4 in the glint-es project issues list
After the controls are setup in
glint-es
it says something like, "All done! Press any key to save config."The "pressing a key" thing should be skipped, as it requires a keyboard.