Hello guys,
First let me say that because of the vita port version I first heard of openbor and this community and I've done my research and understand that both the switch and vita versions of openbor were not released by the actual author's of openbor and therefore they never saw an actual official release by this community . That being said I simply wanted to know if the openbor vita version ever supported 2 players and if anyone ever tried to play a two player game on it because I was testing that yesterday I never got my second DS4 to actually work. What I'm asking is if the code of the vita version ever included two player support before the gba temp team unofficially released it.
I understand that openbor does not support the vita or switch versions and was also wondering if they will ever be considered one .
Thank you,
Edit: So - Lol I'm trying to do this on my own - I don't know how far I will get - but if anyone has any pointers - I would really appreciate it.
This is not for some public release this is just for my own personal use.
First let me say that because of the vita port version I first heard of openbor and this community and I've done my research and understand that both the switch and vita versions of openbor were not released by the actual author's of openbor and therefore they never saw an actual official release by this community . That being said I simply wanted to know if the openbor vita version ever supported 2 players and if anyone ever tried to play a two player game on it because I was testing that yesterday I never got my second DS4 to actually work. What I'm asking is if the code of the vita version ever included two player support before the gba temp team unofficially released it.
I understand that openbor does not support the vita or switch versions and was also wondering if they will ever be considered one .
Thank you,
Code:
}
static unsigned int getPad(int port)
{
unsigned int btns = 0;
SceCtrlData pad;
memset(&pad, 0, sizeof(pad));
sceCtrlPeekBufferPositive(0, &pad, 1);
if (port != 0) return lastkey[port] = 0;
if (control_getjoyenabled())
{
if (pad.ly >= 0xC0) btns |= VITA_DPAD_DOWN;
if (pad.ly <= 0x30) btns |= VITA_DPAD_UP;
if (pad.lx <= 0x30) btns |= VITA_DPAD_LEFT;
if (pad.lx >= 0xC0) btns |= VITA_DPAD_RIGHT;
}
if (pad.buttons & SCE_CTRL_SELECT) btns |= VITA_SELECT;
if (pad.buttons & SCE_CTRL_START) btns |= VITA_START;
if (pad.buttons & SCE_CTRL_UP) btns |= VITA_DPAD_UP;
if (pad.buttons & SCE_CTRL_RIGHT) btns |= VITA_DPAD_RIGHT;
if (pad.buttons & SCE_CTRL_DOWN) btns |= VITA_DPAD_DOWN;
if (pad.buttons & SCE_CTRL_LEFT) btns |= VITA_DPAD_LEFT;
if (pad.buttons & SCE_CTRL_LTRIGGER) btns |= VITA_LEFT_TRIGGER;
if (pad.buttons & SCE_CTRL_RTRIGGER) btns |= VITA_RIGHT_TRIGGER;
if (pad.buttons & SCE_CTRL_TRIANGLE) btns |= VITA_TRIANGLE;
if (pad.buttons & SCE_CTRL_CIRCLE) btns |= VITA_CIRCLE;
if (pad.buttons & SCE_CTRL_CROSS) btns |= VITA_CROSS;
if (pad.buttons & SCE_CTRL_SQUARE) btns |= VITA_SQUARE;
if (pad.buttons & SCE_CTRL_L1) btns |= VITA_L1;
if (pad.buttons & SCE_CTRL_R1) btns |= VITA_R1;
if (pad.buttons & SCE_CTRL_L3) btns |= VITA_L3;
if (pad.buttons & SCE_CTRL_R3) btns |= VITA_R3;
return lastkey[port] = btns;
}
Code:
#define CONTROL_DEFAULT2_UP (1+18)
#define CONTROL_DEFAULT2_RIGHT (2+18)
#define CONTROL_DEFAULT2_DOWN (3+18)
#define CONTROL_DEFAULT2_LEFT (4+18)
#define CONTROL_DEFAULT2_FIRE1 (7+18)
#define CONTROL_DEFAULT2_FIRE2 (6+18)
#define CONTROL_DEFAULT2_FIRE3 (9+18)
#define CONTROL_DEFAULT2_FIRE4 (10+18)
#define CONTROL_DEFAULT2_FIRE5 (5+18)
#define CONTROL_DEFAULT2_FIRE6 (8+18)
#define CONTROL_DEFAULT2_START (11+18)
#define CONTROL_DEFAULT2_SCREENSHOT (12+18)
Edit: So - Lol I'm trying to do this on my own - I don't know how far I will get - but if anyone has any pointers - I would really appreciate it.
This is not for some public release this is just for my own personal use.