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Have to comment out turbo button functionality again for RARCH_CONSOLE
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@ -602,6 +602,10 @@ void rarch_input_poll(void)
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#endif
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#endif
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}
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}
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#ifndef RARCH_CONSOLE
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/* TODO/FIXME - I'd really like to know why this breaks jumping in games like Mario World on consoles - can't
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* jump high with this - binds that need to be initialized? */
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// Turbo scheme: If turbo button is held, all buttons pressed except for D-pad will go into
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// Turbo scheme: If turbo button is held, all buttons pressed except for D-pad will go into
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// a turbo mode. Until the button is released again, the input state will be modulated by a periodic pulse defined
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// a turbo mode. Until the button is released again, the input state will be modulated by a periodic pulse defined
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// by the configured duty cycle.
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// by the configured duty cycle.
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@ -617,6 +621,7 @@ static bool input_apply_turbo(unsigned port, unsigned id, bool res)
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else
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else
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return res;
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return res;
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}
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}
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#endif
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static int16_t input_state(unsigned port, unsigned device, unsigned index, unsigned id)
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static int16_t input_state(unsigned port, unsigned device, unsigned index, unsigned id)
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{
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{
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@ -662,9 +667,13 @@ static int16_t input_state(unsigned port, unsigned device, unsigned index, unsig
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}
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}
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#endif
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#endif
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#ifndef RARCH_CONSOLE
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/* TODO/FIXME - I'd really like to know why this breaks jumping in games like Mario World on consoles - can't
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* jump high with this - binds that need to be initialized? */
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// Don't allow turbo for D-pad.
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// Don't allow turbo for D-pad.
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if (device == RETRO_DEVICE_JOYPAD && (id < RETRO_DEVICE_ID_JOYPAD_UP || id > RETRO_DEVICE_ID_JOYPAD_RIGHT))
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if (device == RETRO_DEVICE_JOYPAD && (id < RETRO_DEVICE_ID_JOYPAD_UP || id > RETRO_DEVICE_ID_JOYPAD_RIGHT))
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res = input_apply_turbo(port, id, res);
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res = input_apply_turbo(port, id, res);
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#endif
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#ifdef HAVE_BSV_MOVIE
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#ifdef HAVE_BSV_MOVIE
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if (g_extern.bsv.movie && !g_extern.bsv.movie_playback)
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if (g_extern.bsv.movie && !g_extern.bsv.movie_playback)
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