Toot

Written by Alice :neocat_flag_transbian: on 2024-10-28 at 00:23

I started working towards that, but first it needs refactoring. For N64 the R2+face buttons -> C buttons mapping I implemented as a modifier system: you can map a button with modifier. Then the input handler will only activate it when both the button and the modifier button are pressed (and you can have the same button doing different things with other modifiers or no modifeirs too)

Problem is, this is very hard to show in the UI. Instead, I reworked it into a layer system: now C buttons are a layer with 4 button mappings, activated when holding R2.

As a bonus, sticks can be mapped in layers as well.

This is both simpler and is much easier to show in the UI, so that should be a bit closer now ^^

I also watched a video about weird DS games (well ok, I'm like 70% through) and discovered 3 games that used both screens as a single viewport assuming no gap between it. Added all 3 to overrides.

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