teeemcee
2022-05-19 22:04:13 -0700 (Thu, 19 May 2022)
73
gfx_sdl2: log extra gamepad info: game controller type and mapping string
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U wip/gfx_sdl_common.bas
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teeemcee
2022-05-19 21:57:39 -0700 (Thu, 19 May 2022)
46
Update SDL2.dll to 2.0.22, released 25/04/2022
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U wip/SDL2.dll
U wip/win32/libSDL2.dll.a
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Hey James,
I'm currently cleaning up licence files.
LICENSE-binary.txt links to http://HamsterRepublic.com/ohrrpgce/source.php
but that link no longer works, which is surprising because
http://HamsterRepublic.com/ohrrpgce/buglist.php (which is in
README-custom.txt) is a working redirect. I think it
Any amount of information we can collect is helpful. For those that want to
inform but not necessarily create graphics, knowing the buttons is kind of
a big deal since game pad I think is becoming a bigger and bigger deal. I
don't have an immediate need for this, it was just something I felt was
im
There really isn't anything we can do on backends other than gfx_sdl2 and
possible gfx_directx (which uses DirectInput which might sometimes provide
useful button metadata, but probably not) but I would not spend any time on
DirectInput.
On Fri, 20 May 2022 at 02:31, James Paige wrote:
> I like
I like this idea.
I think we could reasonably use SDL's detected controller names to provide
real button names whenever possible, and then fall back to some reasonable
best-effort default for SDL_CONTROLLER_TYPE_UNKNOWN and for other backends
that don't support this. I don't think we should stress
There is currently no way to get the actual label of a button on the
player's controller. The "get scancode name" command can be used for
joystick buttons but returns a fixed name. There's also a separate system
in Custom for defining OS-specific button names which can be embedded in
strings with $
Wobbler said he hasn't seen it since, and there doesn't seem to be any clue in
this report as to what the root cause was, so closing "works for me".
(Amusing: I noticed I marked this "works for me" back in March but didn't close
it, so I went looking for and found an open tab where I'd written b
Closed #25.
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Closed #1210 via 941799a41b6c24d25a6338a1a73f7a713e5d026a.
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teeemcee
2022-05-19 05:53:36 -0700 (Thu, 19 May 2022)
62
Fix #1210 Sequential Projectile attacks misposition the weapon
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U wip/bmod.rbas
U wip/whatsnew.txt
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In battles, the state of heroes, enemies, attack graphics and the weapon are
stored in the bslot() array, which is an array of BattleSprites. bslot 0-3 are
heroes, 4-11 enemies, 12-23 attack sprites (just 12 is used for most attacks),
and bslot(24) is the weapon. (BattleSprite has a huge amount
Confirmed this issue myself. Took a stab at trying to fix it, but I'll need a
walkthrough of bmod.rbas to identify weapon placement.
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-- Forwarded message -
From: Ethan Talladino
Date: Wed., May 18, 2022, 11:16 p.m.
Subject: Franken Bug report
To:
[image: Screen Shot 2022-05-18 at 10.07.47 PM.png]
Got this after connecting a ps4 controller to my mac (OS 10.14 if that
helps). It worked fine at first, and then q
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