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Adding gamepad remapping #3
Replies: 2 comments
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Good call, and you're right that it's hardcoded — the pad mapping is fixed in input.cpp, with Z on the left shoulder and L/R on the triggers. 1.0.1 added a keyboard binding table in snapsettings.json, but the pad never got one, which is an inconsistency worth fixing properly. The plan is a pad binding table in the settings file with the same shape as the keyboard's, so any button or trigger can be any N64 button — that covers your left-trigger Z and everyone else's preference in one go, with an in-game rebinding page after it. 1.0.1 is about to go out with the widescreen culling fix plus Linux and Steam Deck support, so this lands in the release right after. Thanks for the kind words, and for filing it. |
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Thanks for asking for this, it's what 1.0.6 was built around. It's out now: https://github.com/JackandBeans/Snap64Recomp/releases/tag/v1.0.6 Options, Controls, Button Setup. The top row should say Controller. Go down to Z Button: Zoom, press A, pull the left trigger. Done, it saves on its own. Every other button works the same way, Left and Right on the top row switch to the Keyboard and Mouse pages, and Restore Defaults puts a device back. Two more pad rows on the Controls page: Pad Sticks swaps which stick aims, and Dead Zone is for a stick that drifts. The keys table in snapsettings.json still works if you'd rather edit that. Let me know how it goes. |
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Right now the controls are hardcoded, it'd be neat if we could have gamepad remapping. I'd personally prefer Z on the left trigger instead of the left shoulder button.
Great job on the project btw, it works awesome for an initial 1.0 release!
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