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Added more maps to glfw
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981aa2bdd7
commit
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@ -63,6 +63,7 @@ struct settings
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int save_state_key;
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int load_state_key;
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int toggle_fullscreen_key;
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int exit_emulator_key;
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float axis_threshold;
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} input;
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};
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26
settings.c
26
settings.c
@ -97,6 +97,7 @@ static void set_defaults(void)
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g_settings.input.load_state_key = LOAD_STATE_KEY;
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g_settings.input.toggle_fullscreen_key = TOGGLE_FULLSCREEN;
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g_settings.input.axis_threshold = AXIS_THRESHOLD;
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g_settings.input.exit_emulator_key = GLFW_KEY_ESC;
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}
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void parse_config(void)
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@ -317,7 +318,23 @@ static const struct glfw_map glfw_map[] = {
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{ "down", GLFW_KEY_DOWN },
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{ "enter", GLFW_KEY_ENTER },
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{ "rshift", GLFW_KEY_RSHIFT },
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{ "space", GLFW_KEY_SPACE }
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{ "shift", GLFW_KEY_LSHIFT },
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{ "ctrl", GLFW_KEY_LCTRL },
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{ "alt", GLFW_KEY_LALT },
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{ "space", GLFW_KEY_SPACE },
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{ "escape", GLFW_KEY_ESC },
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{ "f1", GLFW_KEY_F1 },
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{ "f2", GLFW_KEY_F2 },
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{ "f3", GLFW_KEY_F3 },
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{ "f4", GLFW_KEY_F4 },
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{ "f5", GLFW_KEY_F5 },
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{ "f6", GLFW_KEY_F6 },
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{ "f7", GLFW_KEY_F7 },
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{ "f8", GLFW_KEY_F8 },
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{ "f9", GLFW_KEY_F9 },
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{ "f10", GLFW_KEY_F10 },
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{ "f11", GLFW_KEY_F11 },
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{ "f12", GLFW_KEY_F12 },
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};
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static struct snes_keybind *find_snes_bind(unsigned port, int id)
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@ -421,6 +438,13 @@ static void read_keybinds(config_file_t *conf)
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g_settings.input.load_state_key = key;
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free(tmp_str);
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}
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if (config_get_string(conf, "input_exit_emulator", &tmp_str))
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{
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int key = find_glfw_key(tmp_str);
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if (key >= 0)
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g_settings.input.exit_emulator_key = key;
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free(tmp_str);
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}
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}
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179
ssnes.cfg
179
ssnes.cfg
@ -2,63 +2,101 @@
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#### Video
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# video_xscale =
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# video_yscale =
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# video_fullscreen_x =
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# video_fullscreen_y =
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# video_fullscreen =
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# video_vsync =
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# video_smooth =
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# video_force_aspect =
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# video_cg_shader =
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# video_filter =
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# Windowed xscale and yscale (Real x res: 296 * xscale, real y scale: 224 * xscale)
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# video_xscale = 3.0
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# video_yscale = 3.0
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# Fullscreen resolution
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# video_fullscreen_x = 1280
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# video_fullscreen_y = 720
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# Start in fullscreen. Can be changed at runtime.
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# video_fullscreen = false
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# Video vsync.
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# video_vsync = true
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# Smoothens picture with bilinear filtering. Should be disabled if using Cg shaders.
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# video_smooth = true
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# Forces rendering area to stay 4:3.
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# video_force_aspect = true
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# Path to Cg shader. If enabled
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# video_cg_shader = "/path/to/cg/shader.cg"
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# CPU-based filter. Valid ones are: hq2x, hq4x, grayscale, bleed, ntsc.
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# video_filter = ntsc
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#### Audio
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# audio_enable =
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# audio_out_rate =
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# audio_in_rate =
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# audio_driver =
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# Enable audio.
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# audio_enable = true
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# Audio output samplerate.
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# audio_out_rate = 48000
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# Audio input samplerate from libsnes.
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# Lower this (slightly) if you are experiencing frequent audio dropouts while vsync is enabled.
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# Conversely, increase this slightly if you are experiencing good audio,
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# but lots of dropped frames. Reasonable values for this is 32000 +/- 100 Hz.
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# audio_in_rate = 31950
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# Audio driver backend. Depending on configuration possible candidates are: alsa, oss, rsound, roar, openal
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# audio_driver = alsa
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# Override the default audio device the audio_driver uses.
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# audio_device =
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# audio_sync =
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# audio_latency =
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# Will sync (block) on audio. Recommended.
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# audio_sync = true
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# Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
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# audio_latency = 64
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# libsamplerate quality. Valid values are from 1 to 5. These values map to zero_order_hold, linear, sinc_fastest, sinc_medium and sinc_best.
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# audio_src_quality =
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### Input
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# input_axis_threshold =
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# Defines axis threshold. Possible values are [0.0, 1.0]
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# input_axis_threshold = 0.6
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# input_player1_a = t
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# input_player1_b = y
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# input_player1_y =
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# input_player1_x =
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# input_player1_start =
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# input_player1_select =
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# input_player1_l =
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# input_player1_r =
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# input_player1_left =
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# input_player1_right =
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# input_player1_up =
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# input_player1_down =
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# Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on.
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# input_player1_a = x
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# input_player1_b = z
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# input_player1_y = a
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# input_player1_x = s
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# input_player1_start = enter
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# input_player1_select = rshift
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# input_player1_l = q
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# input_player1_r = w
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# input_player1_left = left
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# input_player1_right = right
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# input_player1_up = up
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# input_player1_down = down
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# input_player1_a_btn =
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# input_player1_b_btn =
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# input_player1_y_btn =
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# input_player1_x_btn =
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# input_player1_start_btn =
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# input_player1_select_btn =
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# input_player1_l_btn =
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# input_player1_r_btn =
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# input_player1_left_btn =
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# input_player1_right_btn =
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# input_player1_up_btn =
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# input_player1_down_btn =
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# Joypad buttons. Figure these out by looking at jstest /dev/input/js0 output.
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# input_player1_a_btn = 1
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# input_player1_b_btn = 0
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# input_player1_y_btn = 2
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# input_player1_x_btn = 3
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# input_player1_start_btn = 7
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# input_player1_select_btn = 6
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# input_player1_l_btn = 4
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# input_player1_r_btn = 5
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# input_player1_left_btn = 11
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# input_player1_right_btn = 12
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# input_player1_up_btn = 13
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# input_player1_down_btn = 14
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# input_player1_left_axis =
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# input_player1_right_axis =
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# input_player1_up_axis =
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# input_player1_down_axis =
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# Axis for DPAD. Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number.
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# input_player1_left_axis = -0
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# input_player1_right_axis = +0
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# input_player1_up_axis = +1
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# input_player1_down_axis = -1
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# Same stuff, just for player two.
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# input_player2_a =
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# input_player2_b =
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# input_player2_y =
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@ -72,27 +110,36 @@
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# input_player2_up =
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# input_player2_down =
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# input_player2_a_btn =
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# input_player2_b_btn =
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# input_player2_y_btn =
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# input_player2_x_btn =
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# input_player2_start_btn =
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# input_player2_select_btn =
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# input_player2_l_btn =
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# input_player2_r_btn =
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# input_player2_left_btn =
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# input_player2_right_btn =
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# input_player2_up_btn =
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# input_player2_down_btn =
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# input_player2_a_btn = 1
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# input_player2_b_btn = 0
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# input_player2_y_btn = 2
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# input_player2_x_btn = 3
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# input_player2_start_btn = 7
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# input_player2_select_btn = 6
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# input_player2_l_btn = 4
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# input_player2_r_btn = 5
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# input_player2_left_btn = 11
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# input_player2_right_btn = 12
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# input_player2_up_btn = 13
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# input_player2_down_btn = 14
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# input_player2_left_axis =
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# input_player2_right_axis =
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# input_player2_up_axis =
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# input_player2_down_axis =
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# input_toggle_fullscreen =
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# input_save_state =
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# input_load_state =
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# input_player2_left_axis = -0
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# input_player2_right_axis = +0
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# input_player2_up_axis = +1
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# input_player2_down_axis = -1
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# input_toggle_fast_forward =
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# input_toggle_fast_forward_btn =
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# Toggles fullscreen.
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# input_toggle_fullscreen = f
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# Saves state.
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# input_save_state = f2
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# Loads state.
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# input_load_state = f4
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# Toggles between fast-forwarding and normal speed.
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# input_toggle_fast_forward = space
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# Same, just mapping to a joypad button.
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# input_toggle_fast_forward_btn = 10
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# Key to exit emulator cleanly.
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# input_exit_emulator = escape
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