Comments (1)
- Automatically reload read within MapleBus
- Don't force B back high - just let pullup slowly bring it back high (buys an extra millisecond or two)
- Allow in.start() to transition to input rather than doing that in out.stop() - make that an option in out.stop() or define something like out.pause()
- The screen memory info doesn't match that of real VMU which seems to lock up the game
- Screen still displayed garbled mess after this was fixed
- Something else is going on with memory which the game doesn't like and marks memory same as "full"
- I can almost get things working at this point by swapping a OEM controller after moving past initial screen in Maximum Pool, but the game locks up after selecting game mode settings (surprisingly though, the settings were successfully loaded into memory)
from dreamcastcontrollerusbpico.
Related Issues (20)
- Client: slight Dualshock4 joystick drift affects some games
- Maple Driver: Tweak handoff between output and input
- Client: Implement passive buzzer
- Host: Something done after 0.12 release affected communication HOT 1
- All controller enabled controls be changed during runtime
- Add a suggestion for the 2-bit Bus Transceiver chip (isolation circuitry) HOT 7
- cant compile it im not good at this lol HOT 2
- L trigger gets stuck held when playing Soul Calibur with Redream + Demul HOT 8
- Client: Light gun support
- printf error
- Potential for collaboration? HOT 1
- Client: Allow for DreamcastStorage component to flip bytes before writing and after reading
- Client: Fix bugs in DreamcastScreen made by #83
- Client: Minor tweaks to DreamcastMainPeripheral
- Move create_maple_bus to cpp
- Client: Add player index changed callback to main peripheral
- Client: Allow enabled controls to be set
- Client: Call player index changed callback with arg of -1 in DreamcastMainPeripheral on reset
- Update Schematics for DIR pin
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