Search found 4 matches

by davejuk
Thu Aug 25, 2011 12:28 am
Forum: Development
Topic: How are keys/buttons stored in zinput.cfg?
Replies: 5
Views: 10613

Re: How are keys/buttons stored in zinput.cfg?

I was listening, I promise :)
<grinvader> read winlink.cpp:2730-2889
I'm struggling to understand what's going on in the source. I understand how the 1-255 corresponds to the ASCII codes but I really can't see where the gamepad button IDs are coming from.
by davejuk
Wed Aug 24, 2011 5:44 pm
Forum: Development
Topic: How are keys/buttons stored in zinput.cfg?
Replies: 5
Views: 10613

Re: How are keys/buttons stored in zinput.cfg?

48 views... can no one help me with this?

Where do I get the button ID's?

Are they generated by DirectX or are they assigned internally?
by davejuk
Thu Aug 18, 2011 6:45 pm
Forum: Development
Topic: How are keys/buttons stored in zinput.cfg?
Replies: 5
Views: 10613

Re: How are keys/buttons stored in zinput.cfg?

OK so I think I understand the formula now...

256 + (joypad_id * 32) + button_value

I can get the joypad_id from Joystick.Properties.JoystickId() but where do I get the button value?
by davejuk
Thu Aug 18, 2011 5:00 pm
Forum: Development
Topic: How are keys/buttons stored in zinput.cfg?
Replies: 5
Views: 10613

How are keys/buttons stored in zinput.cfg?

Hi I am writing a little application to modify the controller configuration of ZSNES by manipulating the zinput.cfg However I am struggling to understand how the values are stored. This is what I think I have figured out so far. 0 = Unassigned 1-255 = Keyboard keys (ASCII codes?) 256+ = DirectX Joys...