I've been studying the NES emu for the esp32 and I have a few questions. I found the nes inputs files here...
https://github.com/espressif/esp32-nese ... nesinput.h
and the playstation controller stuff here....
https://github.com/espressif/esp32-nese ... ntroller.c
I want to build a console so I can play old nes games but I want to use two featherwing joys (with analog and button cross) as the controls. one on either side of a screen.
So how can I make the inputs draw from the featerwing joys instead of looking for ps controller.
https://www.adafruit.com/product/3632
Editing Nes emu controls for built in game pads
Editing Nes emu controls for built in game pads
Fear is the mind killer.......
GameR the DIY iot gaming device that does more......
https://github.com/Duhjoker/GameR-Iot_ESP
GameR the DIY iot gaming device that does more......
https://github.com/Duhjoker/GameR-Iot_ESP
-
- Posts: 9708
- Joined: Thu Nov 26, 2015 4:08 am
Re: Editing Nes emu controls for built in game pads
The playstation stuff is used here. Suggest you take out the call to psxReadInput and replace that to a call to your own driver, wich should return an 16-bit mask of the buttons/Dpad-directions pressed. You can then change the ev[] structure to map these to events. (Alternatively, entirely rewrite the function; the important thing is that it does the evh=get_event()/evh() thing every time a button is pressed or released).
Who is online
Users browsing this forum: Majestic-12 [Bot] and 52 guests