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Author Topic: defining specific keys in SSF  (Read 2759 times)

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Hubble

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defining specific keys in SSF
« on: June 20, 2013, 02:06:03 pm »
Greetings, all.

I'm trying to set up several emulators under the umbrella of Hyperspin.

SSF is one of the last ones I'm setting up. It works fine, but when I went to set up the keys I'm using in my console, the "1" key, which I use as my universal "START" button a-la MAME, would not register in SSF. In fact, none of the number keys worked. It seems to only like letters and ENTER.

Has anyone else noticed this? Is there a way to manually define a number key in the INI file? I'd prefer not to mess around with reprogramming my i-pac on the fly just for one emulator . . . any solutions?

Many thanks in advance!

TheSlim

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Re: defining specific keys in SSF
« Reply #1 on: June 26, 2013, 10:48:57 pm »
As far as I know, you cannot do it.  A few years ago, I even posted this on the official Japanese SSF forum but they confirmed it could not be done.  I was hoping the author would have changed the code but it does not appear the emulator has been updated in years.

05SRT4

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Re: defining specific keys in SSF
« Reply #2 on: June 27, 2013, 07:41:39 am »
To get super complicated and technical, could you have a AHK script change the numbers to what ever keys are needed then add that to the start up commands in hyperspin? Not sure how it would stop when you quit the game though.

Connorsdad

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Re: Re: defining specific keys in SSF
« Reply #3 on: June 27, 2013, 01:33:44 pm »
To get super complicated and technical, could you have a AHK script change the numbers to what ever keys are needed then add that to the start up commands in hyperspin? Not sure how it would stop when you quit the game though.

Create a loop in ahk which listens for the emulator.exe to start then finishes when the process is killed.
    

keilmillerjr

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Re: Re: defining specific keys in SSF
« Reply #4 on: June 28, 2013, 02:38:50 am »
To get super complicated and technical, could you have a AHK script change the numbers to what ever keys are needed then add that to the start up commands in hyperspin? Not sure how it would stop when you quit the game though.

Create a loop in ahk which listens for the emulator.exe to start then finishes when the process is killed.

What ^^^^ said. If you are not a programmer and can't figure it out, just ask for help.

marioxb

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Re: defining specific keys in SSF
« Reply #5 on: June 29, 2013, 02:40:24 pm »
Super Street Fighter?

bigster

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Re: defining specific keys in SSF
« Reply #6 on: August 03, 2013, 04:37:42 pm »
There is a new version out.  You should try it out.  It looks like you can now redefine keys.