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While snes9x-gtk is, in my opinion, superior to ZSNES in all ways but one
(creating new cheat codes), there is one way in which I think it's inferior
to plain old snes9x:
With Snes9X's configuration file, you specified keybindings by saying "This
button should do that" while with snes9x-gtk, you say "That should be done
by this button".
The problem is that snes9x-gtk's way doesn't let you bind multiple
keys/buttons to the same action. (eg. Putting an "Enable turbo" button on
every joystick or, more importantly, binding joypad one to the keyboard and
joystick one simultaneously)
Original issue reported on code.google.com by [email protected] on 10 Jun 2009 at 11:15
The text was updated successfully, but these errors were encountered:
I can sympathize, but adding unlimited bindings to a specific action crosses a
huge
UI complexity line and would hinder usability for most users. I was thinking
about
adding something similar to Quake's keyboard setup, where there can be two
bindings
attached to a specific action. Adding any more would be of such limited use
that it
wouldn't be worth the huge trouble.
VBA-M did a good solution concerning multiple key assignments.
They created a checkbox to activate the multiple key assignment.
Two bindings to a specific action would be already a benefit.
Due to the modern joypads (e.g. X360 for PC), the ability to assign the SNES
steering cross to the X360 Left Stick and the X360 Steering Cross would be a
great benefit. Also to assign some buttons to the additional shoulder
triggers/buttons would be awesome. This would increase the playability and the
ergonomic model of some games.
Original issue reported on code.google.com by
[email protected]
on 10 Jun 2009 at 11:15The text was updated successfully, but these errors were encountered: