COMMON #-thresh 300 825 300 800 -thresh -16383 16383 -16383 16383 # Now there's xkobo deluxe that uses SDL and supports the joystick # directly, but hey, I wrote joy2key in 1998 :-) START xkobo -X -buttons Shift_L s -axis Left Right Up Down START ines -X # -buttons z a Tab Return -buttons Tab Return z a -axis Left Right Up Down # (The following two entries are pretty obsolete, but kept # for historical interest. Would you believe that we were # still running iD Software's Doom and Quake binaries back then, # because they hadn't released the source code yet?) START quake2 # set the following keybindings in quake2: # bind kp_up +forward # bind kp_down +back # bind kp_leftarrow +left # bind kp_rightarrow +right # bind ctrl +attack # bind shift +movedown # bind alt +strafe # bind space +moveup # bind / weapnext # bind ins +klook # * The same notes for playing sdoom (below) apply to console # quake as well. -rawconsole -axis 75 77 72 80 -buttons 97 42 56 57 53 110 # Since sdoom is a console application, you either # A] must run joy2key on the same virtual console as sdoom # (try joy2key -config doom &) # (don't forget to kill joy2key when you are done, or # moving the joystick will continue to send keys to # the console) # or # B] run joy2key as root (so it can send keypresses to virtual # consoles it doesn't own) # (again, remeber to kill it when you are done) START doom # send keyup codes -rawconsole # Control (fire) : LShift (run) : Alt (strafe) : Space (open/push) -buttons 97 42 56 57 # Left Arrow : Right Arrow : Up Arrow : Down Arrow -axis 75 77 72 80