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Joined: May 2007
Posts: 95
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Joined: May 2007
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And this is why nobody makes games for Linux, my friends. Since when? All the game I play are either emulated video game consoles (eg, NES), or have native ports (eg, Quake 3).
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Joined: Oct 2006
Posts: 10
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Joined: Oct 2006
Posts: 10 |
I've got no key response either. I've got my keyboard, that doesn't respond to anything, including ESC, and keys I've got mapped. I've also got an X-Arcade on USB and that doesn't seem to be doing anything either. Got compiz-fusion installed, otherwise normal everyday Gentoo system.
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Joined: Mar 2001
Posts: 16,923 Likes: 57
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 16,923 Likes: 57 |
Jx: did you get the new nstcontrols file in Release C and copy it to the .nestopia folder in your home directory? (Mapping the controls in the GUI should also work).
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Joined: Sep 2007
Posts: 5
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Joined: Sep 2007
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No input for me either (Hardy). Copied the nstcontrols to .nestopia and edited both files as well as using the GUI.
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Joined: Oct 2006
Posts: 10
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Joined: Oct 2006
Posts: 10 |
I did grab release C, just a few minutes ago. I also mapped controls in the GUI.
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Joined: Mar 2001
Posts: 16,923 Likes: 57
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 16,923 Likes: 57 |
Ok, I expect a non-US keyboard won't respond with the default nstcontrols file, but you're saying the mapper window shows a key being pressed but the same key doesn't respond in-game? And you have focus on the game window?
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Joined: Oct 2006
Posts: 10
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Joined: Oct 2006
Posts: 10 |
My keyboard is USA all around. All of my locales are en_US.utf8. The mapper window shows my changes, and I've verified they're written into the nstcontrols file. Game window shows focus, and I can move the game window. SDLMAME and SDLMESS work fine with the same hardware. I suppose with compiz I might not exactly have focus, but this is the first application that doesn't seem to accept my keypresses.
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Joined: Jun 2008
Posts: 3
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Joined: Jun 2008
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Hey, thanks for the updated release. The new nstcontrols file did the trick!
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Joined: Feb 2008
Posts: 31
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Joined: Feb 2008
Posts: 31 |
hey thanks RB for a great feature rich release finally, using opengl, i can run nestopia without screen tearing on intel integrated  one minor thing tho - when setting functions such as rewinding, pressing a button and seeing the timer run out, the console shows this: 1 joystick(s) detected.
Joystick 1 is 'WiseGroup.,Ltd MP-8866 Dual USB Joypad' has 6 axes and 12 buttons.
invalid event type 'META'
and it doesn't register the button, but i fixed it by manually editing nstcontrols 
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Joined: Mar 2001
Posts: 16,923 Likes: 57
Very Senior Member
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OP
Very Senior Member
Joined: Mar 2001
Posts: 16,923 Likes: 57 |
Ahh, that sounds like a bug!  ETA: Ok, this is an easy typo fix. In source/linux/controlconfig.cpp around line 388, it should look like this: // write the nstcontrols line
sprintf(outline, "%s\t", entry); Change "entry" to "desc" like so: sprintf(outline, "%s\t", desc); Then recompile and you should be able to remap "meta" controls properly. I'll also post a Release D with this fix. Thanks for the clear report, veenom! (And if you have problems with NEStopia, the console output's always a great place to look for clues, like he demonstrated.)
Last edited by R. Belmont; 06/25/08 12:44 AM.
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