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-This lists the available commands, excluding the ones you get back from
-S9xGetAllSnes9xCommands(). The various meta-characters are:
- # - A number. The range is detemined by the context
- ## - A two-digit number (i.e. with leading zeros)
- [...] - Something optional
- (...) - For grouping with |
- | - "or", choose one of the options.
- <...> - A named field
- {...} - A list of possible values. Multiple values may be used, but they
- must be in the order listed and joined with +-signs.
- "" - 'ditto', used to indicate the same list as the above line.
-
-Speeds are: Var, Slow, Med, and Fast. 'Var' starts slow and speeds up as the
-button is held.
-
-Axes are: Left/Right, Right/Left, Up/Down, Down/Up, Y/A, A/Y, X/B, B/X, L/R,
-and R/L. Negative is listed first (i.e. "Y/A" means negative deflection is
-towards Y, while "A/Y" means negative deflection is towards A).
-
-AxisToPointer, ButtonToPointer, and AxisToButtons allow for translating
-between different input types. There are 8 'pointers' with IDs
-PseudoPointerBase+0 to PseudoPointerBase+7, and 256 'buttons' with IDs
-PseudoButtonBase+0 to PseudoButtonBase+255. So for example,
-"AxisToButtons 0/255 T=50%" would take the axis data, and do
-S9xReportButton(PseudoButtonBase+0,1) when said axis goes past 50% in the
-negative direction and S9xReportButton(PseudoButtonBase+255,1) when it goes
-over 50% deflection in the positive direction. Similarly, it will do
-S9xReportButton(...,0) when the deflection drops under 50% in either
-direction. "ButtonToPointer 1u Slow" would move the pointer with ID
-PseudoPointerBase+0 up one pixel per frame as long as the button is pressed
-(reporting this change at the end of each frame).
-
----------------
-Button Commands
----------------
-
-Joypad# {Up, Down, Left, Right, A, B, X, Y, L, R, Start, Select}
-Joypad# Turbo ""
-Joypad# Sticky ""
-Joypad# StickyTurbo ""
-Joypad# ToggleTurbo ""
-Joypad# ToggleSticky ""
-Joypad# ToggleStickyTurbo ""
-
-Mouse# (L|R|LR)
-
-Superscope AimOffscreen
-Superscope {Fire, Cursor, ToggleTurbo, Pause}
-Superscope AimOffscreen ""
-
-Justifier# AimOffscreen
-Justifier# {Trigger, Start}
-Justifier# AimOffscreen ""
-
-ButtonToPointer #[u|d][l|r] <speed> ; NOTE: "# <speed>" is invalid
-
--------------
-Axis Commands
--------------
-
-Joypad# Axis <axis> T=#% ; T = 0.1 to 100 by tenths
-AxisToButtons #/# T=#% ; neg then pos, range 0-255, T as above
-AxisToPointer #(h|v) [-]<speed> ; NOTE: '-' inverts the axis
-
-----------------
-Pointer Commands
-----------------
-
-Pointer {Mouse1, Mouse2, Superscope, Justifier1, Justifier2}
-
-------
-Multis
-------
-
-Multis are a type of button command. The basic format of a multi is "{...}",
-where the '...' consists of 1 or more valid non-multi button command
-strings. The braces are literal, not metacharacters. Subcommands separated
-by commas are executed one after the next. Semicolons skip one frame before
-continuing subcommand execution. Semicolons may be repeated. When the multi
-button is pressed, each subcommand is 'pressed', and when the multi button
-is released each subcommand is 'released'.
-
-There are also press-only multis, defined as "+{...}". These act just like
-regular multis, with two differences: the multi is only run when you press
-the button (release isignored), and each subcommand must be prefixed with
-'+' or '-' to indicate whether the the subcommand should be pressed or
-released.
-
-For example: {Joypad1 A,Joypad2 A;Joypad3 A;;;;;QuickSave000}
- This presses (or releases) A on pads 1 and 2, then waits one frame, then
- presses A on pad 3, then waits 5 frames, then saves to snapshot 0 (on press
- only).
-
-You may access the multi number in the returned s9xcommand_t structure as
-cmd.button.multi_idx. This may be used to assign the same multi to multiple
-buttons:
- MULTI#<num> ; NOTE: that's a literal octothorpe