;;; Calculate ZSNES buttons for Dualshock controllers ;; From: http://blog.brokenfunction.com/2009/07/zsnes-and-a-sixaxis-controller/#comment-56667 ;; Run zsnes and quit. ;; Look for the lines (something like) ;; Device 0 Sony PLAYSTATION(R)3 Controller ;; 27 axis, 19 buttons, 0 hats, 0 balls ;; Device 1 Sony PLAYSTATION(R)3 Controller ;; 27 axis, 19 buttons, 0 hats, 0 balls ;; Note the number of axes and buttons for controller 1 (first) and second (2). ;; e.g. axes1, buttons1, axes2, buttons2 ;; Controller 1′s select button (base) will be 256 + (axes1*2) ;; Controller 2′s select button (base) will be 256 + (axes1*2) + buttons1 + (axes2*2) ;; Equivalently, it’s Controller 1′s base + buttons1 + (axes2*2) ;; Unfortunately, you can’t use 3 controllers this way, because it has ;; a hardcoded max offset of 448 (not sure why). It would have to be ;; recompiled at least to get around this but that might be based on a ;; dependency. ;; You can see the logic for this in zsnes’s source code, in src/linux/sdllink.c in ;; BOOL InitJoystickInput(void){} (define axis-count 29) (define button-count 17) (define (base-button) (+ 256 (* 2 axis-count))) (define (base-button-2) (+ (base-button) button-count (* 2 axis-count))) (define (zsnes-buttons js-button) (values (+ (base-button) js-button) (+ (base-button-2) js-button)))