Read the FAQ, and refer users to it if applicable. The simplest is About This Mac, available by choosing About This Mac from the Apple menu in the upper-left corner of your screen. Your Mac provides several tools to help you identify it. If you are asking for advice on games or your system, post the specs of your Mac such as model name, CPU, and GPU. Before asking for help, or installing a game, please visit r/macgaming/wiki/catalina, and check both the compatibility test chart provided by our community and the list of unsupported 32-bit Mac games by Mac Gamer HQ. Please make use of the search and read the FAQ before asking questions, many have been answered already and it will save you time!Ĭan my Mac run it? The MacGameStore App, or Mac Gamer HQ's extensive list of performance results and benchmarks are good ways to check if your Mac will run a certain game.Ĭan macOS Catalina run it? Games that are 32-bit only will no longer run on macOS Catalina. The most common way would be to set the SDL_GAMECONTROLLERCONFIG environmental variable before launching the game so that the game will be able to use the mapping string it is the approach that Steam uses for passing the controller mapping that was created in Big Picture Mode.The home for gaming on Mac machines! Here you will find resources, information, and a great community of gamers. Besides people who might be curious about how the program is mapping the controller, this string can be used with any game that uses SDL 2 in order to add a mapping for an unsupported controller. This is only shown for reference since it is a read-only field. You will then have to either select the Update Joysticks option under Options or you will have to unplug the controller and plug it back in so that the mapping will be active.Īs you add more assignments, you will see the SDL 2 Game Controller Mapping String text box gets updated with the actual string that will later be passed to SDL. When you have finished making the assignments for your controller, press the Save button in order to have AntiMicro save the controller mapping that you just created. Go through that process for each button and axis until you reach the end of the list. The next button will also be highlighted on the example controller. After that, the cell will be updated with the assignment and the next cell will get highlighted automatically. You will then press the button on your controller that corresponds to the placement of the A button on the example controller for people using a version older than 2.1.1, please refer to a picture of the Xbox 360 controller. You will highlight a cell in the table to start the process. In this window, you will create the appropriate mapping for the controller. The Game Controller Mapping window will then open for that controller. After that, open the Options menu in the main menubar and then click on Game Controller Mapping. Firstly, open the tab for the controller that you would like to map. In order to use a controller that is not supported directly by SDL 2, you will have to map your controller in AntiMicro so that you will be able to use and create universal Game Controller profiles. For more technical details, you can check out the header file that contains the mappings for supported controllers. The controllers that are supported will vary depending on the platform that SDL is running on but those controllers have mappings that will work on any major supported platform. The most common controllers that are supported are the Xbox 360, PS3, Logitech F710, and the Logitech F310. There are a number of controllers that are natively supported by the API. AntiMicro uses the API to allow one profile (universal profile) to be usable using many different kinds of controllers. This allows for a more plug and play experience for the end user. The SDL Game Controller API is an XInput-like API that game developers can use to allow sensible default gamepad controls to be implemented in a game without having to worry about how the buttons are mapped on the controller itself. Since AntiMicro version 2.0, the program takes advantage of the SDL Game Controller API that is bundled into SDL 2.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |