Merge 237f4daaa0
into 0d0f64e32f
This commit is contained in:
commit
1718b9329e
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@ -20,7 +20,7 @@ chmod a+x linuxdeploy*
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mkdir -p AppDir/usr/bin
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cp Zelda64Recompiled AppDir/usr/bin/
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cp -r assets/ AppDir/usr/bin/
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cp gamecontrollerdb.txt AppDir/usr/bin/
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cp recompcontrollerdb.txt AppDir/usr/bin/
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cp icons/512.png AppDir/Zelda64Recompiled.png
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cp .github/linux/Zelda64Recompiled.desktop AppDir/
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@ -93,7 +93,7 @@ jobs:
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run: |
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mv cmake-build/Zelda64Recompiled Zelda64Recompiled
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rm -rf assets/scss
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tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/ gamecontrollerdb.txt
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tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/ recompcontrollerdb.txt
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- name: Archive Zelda64Recomp
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uses: actions/upload-artifact@v3
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with:
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@ -182,7 +182,7 @@ jobs:
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run: |
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mv cmake-build/Zelda64Recompiled Zelda64Recompiled
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rm -rf assets/scss
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tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/ gamecontrollerdb.txt
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tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/ recompcontrollerdb.txt
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- name: Archive Zelda64Recomp
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uses: actions/upload-artifact@v4
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with:
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@ -275,4 +275,4 @@ jobs:
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dxil.dll
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SDL2.dll
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assets/
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gamecontrollerdb.txt
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recompcontrollerdb.txt
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@ -12,7 +12,7 @@ RecompiledFuncs/
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RecompiledPatches/
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# Linux build output
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build/
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build*/
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*.o
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# Windows build output
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@ -59,6 +59,3 @@ node_modules/
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N64Recomp
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RSPRecomp
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.DS_Store
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# Controller mappings file
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gamecontrollerdb.txt
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@ -124,19 +124,8 @@ add_custom_command(OUTPUT
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DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.elf
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)
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# Download controller db file for controller support via SDL2
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set(GAMECONTROLLERDB_COMMIT "b1e4090b3d4266e55feb0793efa35792e05faf66")
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set(GAMECONTROLLERDB_URL "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/${GAMECONTROLLERDB_COMMIT}/gamecontrollerdb.txt")
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file(DOWNLOAD ${GAMECONTROLLERDB_URL} ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt
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TLS_VERIFY ON)
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add_custom_target(DownloadGameControllerDB
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DEPENDS ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt)
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# Main executable
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add_executable(Zelda64Recompiled)
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add_dependencies(Zelda64Recompiled DownloadGameControllerDB)
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# Generate mm_shader_cache.c from the MM shader cache if it exists
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if (EXISTS ${CMAKE_SOURCE_DIR}/shadercache/mm_shader_cache.bin)
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@ -0,0 +1,6 @@
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# Game Controller DB for SDL in 2.0.16 format
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# Used for Zelda64Recomp: https://github.com/Zelda64Recomp/Zelda64Recomp
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# Test configs from https://github.com/Zelda64Recomp/Zelda64Recomp/issues/399#issuecomment-2182166615
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030000009b2800006000000000000000,Raphnet GC and N64 Adapter,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,-rightx:b8,+rightx:b9,-righty:b6,+righty:b7,start:b3,platform:Windows,
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03000000242e0000ff0b000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,+righty:a2,-righty:-a2,+rightx:a5,-rightx:-a5,platform:Windows,
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@ -564,7 +564,7 @@ int main(int argc, char** argv) {
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reset_audio(48000);
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// Source controller mappings file
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if (SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt") < 0) {
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if (SDL_GameControllerAddMappingsFromFile("recompcontrollerdb.txt") < 0) {
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fprintf(stderr, "Failed to load controller mappings: %s\n", SDL_GetError());
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}
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