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UI: Device emulation #1478
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UI: Device emulation #1478
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hw: SBC uses a different endpoint address for output
…mu-project-master
…to device_emulation
…vice_emulation
…emoved the ability to mount XMUs to the Steel Battalion controller's internal hub as it no longer exists.
hw/xbox/xid-steel-battalion.c
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typedef struct XIDSteelBattalionOutputReport { | ||
uint8_t report_id; | ||
uint8_t length; | ||
uint8_t CockpitHatch_EmergencyEject; |
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uint8_t CockpitHatch_EmergencyEject; | |
uint8_t EmergencyEject : 4; | |
uint8_t CockpitHatch : 4; | |
uint8_t Ignition : 4; | |
uint8_t Start : 4; | |
.... |
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I've never seen this syntax before, but it looks like it could be really useful. Thanks!
hw/xbox/xid-steel-battalion.c
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static void print_xid_steel_battalion_output_data(XIDSteelBattalionOutputReport *state) | ||
{ | ||
print_steel_battalion_leds("Cockpit Hatch", "Emergency Eject", state->CockpitHatch_EmergencyEject); |
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print_steel_battalion_leds("Cockpit Hatch", "Emergency Eject", state->CockpitHatch_EmergencyEject); | |
fprintf(stderr, "%s: %d\n", "Emergency Eject", state->EmergencyEject); | |
fprintf(stderr, "%s: %d\n", "Cockpit Hatch", state->CockpitHatch); | |
fprintf(stderr, "%s: %d\n", "Ignition", state->Ignition); | |
fprintf(stderr, "%s: %d\n", "Start", state->Start); | |
.... |
…ld members. This makes accessing individual LED brightness values easier
The emulator could make it easier by having its own frontend, something close to PCSX2, so we can organize the games and put our own covers on them. Have you also thought about creating a compression format for the isos? Something like Dolphin did with RVZ, so that it is supported by Xemu (maybe a compression format called .xe ? Haha 😅) |
build: Update arm64 target, handle target/arch independent pkg names
I'm thinking I should maybe add light gun to this |
ui/xui/main-menu.cc
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DRIVER_LIGHT_GUN_DISPLAY_NAME | ||
}; | ||
bool is_selected = false; | ||
for (int i = 0; i < 5; i++) { |
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for (int i = 0; i < 5; i++) { | |
for (int i = 0; i < ARRAY_SIZE(driver_display_names); i++) { |
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I like this suggestion, but implementing it as-is causes the build to fail because the ARRAY_SIZE macro uses the struct keyword after all is resolved.
I'm going to play around with this and see if I can come up with a good solution
Added functionality to emulate an Xbox Controller S or a Steel Battalion controller in addition to the existing emulated Xbox controller