randyrossi / bmc64

A bare metal Commodore 64 emulator for the Raspberry Pi with true 50hz/60hz smooth scrolling, low input latency and better audio/video sync.
GNU General Public License v3.0
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[FR] Space Bar mapped on USB joystick button #56

Closed foxp4v closed 5 years ago

foxp4v commented 5 years ago

It would be nice to have the possibility to map the space bar key on a button of the usb joystick.

Jumpman64 commented 5 years ago

Mapping keys to buttons in general would be VERY comfortable for sure. :) I took my Raspi, two joysticks and everything with me to my nephew's birthday party but i forgot the wireless keyboard dongle (which i'd temporarily plugged into my U64). Of course no one had a spare USB keyboard so i tried my best to get something running without keys with limited success. :( A virtual keyboard (as requested too) would be the complete solution (but harder to implement and not as quick) so just assigning a few important keys would help a lot, like:

RUN/STOP (ESC): there's no other "back button" in the BMC64 menus and it's used in some releases to skip the instructions

SPACE (see this [FR]) : could be done by button port 1 but having the space bar on the same controller would be sweet (e.g. for Commando)

Y/N, RETURN : for trainer menus

F-keys , 0-9 : in-game options

I guess if you can enable these few keys you can probably make all keys freely assignable. :)

Using a modern game controller you can easily game along without the need of a keyboard - perfect for parties and keyboard-free areas.

randyrossi commented 5 years ago

RUNSTOP/ESC for menu back is coming in next release.

I'm adding custom keysets for joysticks so I might as well add custom keys for usb buttons too since the config is very similar. I might put a limit of maybe 6 custom usb -> key mappings.

On Mon, Jun 10, 2019 at 11:48 AM Jumpman64 notifications@github.com wrote:

Mapping keys to buttons in general would be VERY comfortable for sure. :) I took my Raspi, two joysticks and everything with me to my nephew's birthday party but i forgot the wireless keyboard dongle (which i'd temporarily plugged into my U64). Of course no one had a spare USB keyboard so i tried my best to get something running without keys with limited success. :( A virtual keyboard (as requested too) would be the complete solution (but harder to implement and not as quick) so just assigning a few important keys would help a lot, like:

RUN/STOP (ESC): there's no other "back button" in the BMC64 menus and it's used in some releases to skip the instructions

SPACE (see this [FR]) : could be done by button port 1 but having the space bar on the same controller would be sweet (e.g. for Commando)

Y/N, RETURN : for trainer menus

F-keys , 0-9 : in-game options

I guess if you can enable these few keys you can probably make all keys freely assignable. :)

Using a modern game controller you can easily game along without the need of a keyboard - perfect for parties and keyboard-free areas.

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Jumpman64 commented 5 years ago

Sounds great. A limit wouldn't hurt if you can assign different functions to additional gamepads.

I've built a joystick adapter out of a small digital USB gampad just soldering a D-Sub9 to it. The joy of playing with a CX40/CompetitionPro/QuickshotII and still having extra buttons on the pad if needed. :)

randyrossi commented 5 years ago

2.0 has the custom key mapping feature and Menu Back is available too now. Closing this.