Post subject: unpushed = pushed, pushed = turbo
Joined: 3/2/2008
Posts: 26
Hello, I searched a lot, tryed a lot but couldn't find a way to do this simple thing: with snes9x (or any other emulators but with zsnex it's obvious that it can't), making a key act like this: when not pushed, it's virtually pushed, when pushed, it's virtually in turbo. I though that auto-push a button then using the turbo key of this button would work but for some reasons when using the turbo key, nothing happen. "Temp turbo" could have been good if only it wasn't turboing jumps etc also. The point is for games like megaman 4-6, megaman X-X3, super metroid, where most likely, if you're not hitting like most of the time, you're charging, and if you're not charging, you're hitting as much as you can. I ask there because you are the ones that edit the more the emulators for your purposes and if this function is not in it, maybe it would help you to put it in.
Joined: 1/22/2008
Posts: 319
Location: Brasil
i know what you are talking about i already played megaman x with this confg. megaman walks while charging his x-buster. so when you press the fire hi release his charged shot. i think snes 9x cant do that. but maybe just maybe, autohold function can help a litle. Have you tryed yet, maybe thats what are you looking for
Run..Run...Run.....
Joined: 3/2/2008
Posts: 26
I'm able to do that, but when I press I don't just want to release but also chain with next little fire so using turbo.
Player (199)
Joined: 12/3/2006
Posts: 151
I tested it in Super Metroid and this Lua script seems to behave the way you described:
previousInput = joypad.read(1)

while true do
	currentInput = joypad.read(1)
	if currentInput["X"] and previousInput["X"] then
		currentInput["X"] = nil
	else 
		currentInput["X"] = true
	end
	
	joypad.set(1, currentInput)
	previousInput = currentInput
	
	snes9x.frameadvance()
end
You can change "X" to whatever button you want.
Joined: 3/2/2008
Posts: 26
Thanks, it's perfect.