1. I have a sega genesis controller adapter ( so it plugs in the GC ports) and use the genesis six button controller for an authentic experience. Every button works on VC titles and other emulators. On retroarch, two of the buttons dont work. I found out that these two buttons are assigned to the analog triggers in GC controller. Is there a way for the emulator to register these two analogue buttons ( even thhough they are digital on the sega genesis controller)?
Well, we just bind Genesis Plus GX controls to the following 'buttons' -
static struct bind_conv binds[] = {
{ RETRO_DEVICE_ID_JOYPAD_B, INPUT_B },
{ RETRO_DEVICE_ID_JOYPAD_A, INPUT_C },
{ RETRO_DEVICE_ID_JOYPAD_X, INPUT_Y },
{ RETRO_DEVICE_ID_JOYPAD_Y, INPUT_A },
{ RETRO_DEVICE_ID_JOYPAD_START, INPUT_START },
{ RETRO_DEVICE_ID_JOYPAD_L, INPUT_X },
{ RETRO_DEVICE_ID_JOYPAD_R, INPUT_Z },
{ RETRO_DEVICE_ID_JOYPAD_UP, INPUT_UP },
{ RETRO_DEVICE_ID_JOYPAD_DOWN, INPUT_DOWN },
{ RETRO_DEVICE_ID_JOYPAD_LEFT, INPUT_LEFT },
{ RETRO_DEVICE_ID_JOYPAD_RIGHT, INPUT_RIGHT },
{ RETRO_DEVICE_ID_JOYPAD_SELECT, INPUT_MODE },
};
What you could try is remapping the controls in Settings so that the buttons correspond correctly.
Anyway, I'll introduce emulator-specific button labels in a next release - so that it becomes easier to map them.
2. There are a couple of bugs in the gba core. In metroid fusion, the pixel blur effect when you kill enemies is not displayed at all, for example.
I really need some good and scrutinizing eyes on VBA Next in general - no doubt there are tons of oversights that happened when I first started speed hacking that one (it's been well over a year and a half by now since I started that project) - it's definitely a delicate process and needs to be closely looked at with a keen eye.
I'll check out this issue for instance.