This concept has been in controller centric emulators since the Xbox v1 days. And by that I dont mean "cycling through all 235 of them", but pick 15, make 1 or 2 user definable and make them cycleable using guidebutton+2 of the shoulder buttons, or guidebutton+up/down. Same concept applies to usefull stuff such as "cycling through filters". In Retropie you are - because quicksave and quickload is a prette definitive thing. The "symbols" are less memorable, and you usually "can try first" in most games, and arent punished. I cant tell you how many times I have quickloaded instead of saved even a month into using Retropie and its just, because its not intuitive at all, that you have to remember a shouder button mapping in a game. Players have been educated that L1 and R1 can be everything and enything, while X is always associated with confirm and triangle is always associated with a secondary action such as a menu. To specify: One of the commercial forks you dont like, has mapped quicksave to (PS buttons used in the description) guide+x and quickload to guide+triangle - which is a much better setup conceptually, because. This frees you up to build configurations for the vast majority of controllers out there that aren't limited by deliberations such as "we cant use select+A as a shortcut, it might be an ingame command". What I mean by this is, that it was only recently, that you implemented the concept of a dedicated "guide button" to do retroarch specific commands. Here are some concept that you should revisit, at one point in the future.įinally acknowledge the existence of 11 button controllers. Retropie has a deep need of being transformed on some pretty basic levels to become anywhere as usable as previous "projects" in the emulation space.
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