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FBN Development / Re: Generating input bindings via translation from SDL2
« Last post by digitalwatches on March 01, 2024, 02:56:38 AM »Okay, assuming this works, I have an additional question
The tooling I'm making intends to provide an overlay that remaps inputs. I'm wondering if there's a way to hook into a running FBNeo instance to make it update its configs
Like when you update the config from the GUI menu, the game instantly recognizes the new mappings. Would that happen if the mappings were changed in the config file from an external process? Would the emulator need to reload the game? Restart entirely? Is there a way to induce whatever the minimal necessary reset is by sending signals to the process without killing the process? If not, is there a way to do something like save state, kill the emulator, reload the emulator with the same rom and load that savestate via e.g. command line options or macros that could be scripted?
The tooling I'm making intends to provide an overlay that remaps inputs. I'm wondering if there's a way to hook into a running FBNeo instance to make it update its configs
Like when you update the config from the GUI menu, the game instantly recognizes the new mappings. Would that happen if the mappings were changed in the config file from an external process? Would the emulator need to reload the game? Restart entirely? Is there a way to induce whatever the minimal necessary reset is by sending signals to the process without killing the process? If not, is there a way to do something like save state, kill the emulator, reload the emulator with the same rom and load that savestate via e.g. command line options or macros that could be scripted?