mirror of
https://github.com/libretro/FBNeo.git
synced 2024-11-23 17:09:43 +00:00
31 lines
1.3 KiB
HTML
31 lines
1.3 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML//EN">
|
|
<HTML>
|
|
<HEAD>
|
|
<meta name="GENERATOR" content="Microsoft® HTML Help Workshop 4.1">
|
|
<Title>Creating Presets</Title>
|
|
</HEAD>
|
|
<BODY>
|
|
|
|
<FONT FACE="verdana" SIZE="2">
|
|
|
|
<TABLE BORDER="0" WIDTH="100%" CELLSPACING="0" CELLPADDING="6">
|
|
<TR>
|
|
<TD BGCOLOR="#757575" WIDTH="90"><IMG SRC="images/misc.bmp"></TD>
|
|
<TD BGCOLOR="#757575"><FONT COLOR="#FFFFFF" FACE="verdana" SIZE="4"><B>FB Alpha</B></FONT></TD>
|
|
</TR>
|
|
</TABLE>
|
|
|
|
<H3><FONT COLOR="#F98733">Creating Input Presets</FONT></H3>
|
|
|
|
<P>You can create preset controls that can be listed in the <A HREF="dialog_inputs.htm">Inputs Dialog</A> for you to select.</P>
|
|
|
|
<P>To do this you need to create an .INI file in the <I>config\presets</I> folder. An example is included with FB Alpha in the zip file <I>preset-example.zip</I>.</P>
|
|
|
|
<P>In the .INI file it it is possible to use specific names such as <I>"P1 Low Punch"</I> or generic names such as <I>"P1 Fire 1"</I>. When a game is allocating inputs it will look for specific name first, and then the generic ones.</P>
|
|
|
|
<P>A good starting point can be take the .INI file for a game, copy it to the <I>config/presets</I> folder and rename it to what you want your preset to be called and then edit that file.</P>
|
|
|
|
</FONT>
|
|
</BODY>
|
|
</HTML>
|