computergui wrote: ↑Thu Apr 22, 2021 1:22 am
I've run it on both EightyOne and ZEsaurux. Yes, there are some key combinations that don't work. We found that out late in the development primarily because both of us used very similar keycodes.
I use J and K for left and right and F and V for up and down and never have had a problem. I'll load it up on my retropie and see if I can replicate what you're seeing.
What I was trying to do in my CSSCGC review was list all the controls that didn't work. 3, W, A, 7 and Y won't respond at all during the redefine-keys process, and that's absolutely consistent every time I loaded the game. I also tried to compile a list of "dodgy controls" that won't respond after they've been defined... and it changes every time. My original draft of the review listed 2, U G and M but when I came to cut it down to an acceptable length I thought it was best to be thorough and test every key defined as left, right, up and down. I never had any problems with up and down, but left and right controls would refuse to work on different keys. What I think is happening is that certain key combinations don't work as they should; Z/X/P/L works fine every time, so I found, but (avoiding A which I couldn't define), 1/Q/O/P sees P disabled as a right-movement key, though other times it would work - it seems to depend also on what's defined for left!
In the end I had to abandon the idea to fathom all the working and non-working controls, and just warn of the keys that couldn't be defined. The upshot of the control bugs is, this is what has spared Zonkey Kong from moving into pole position for Least Crap Game Of The Year and the honour (or should that be punishment?) of running next year's CSSCGC - the leader, Hedge1970's Mono-Rail Simulator, works absolutely fine with no trouble.
And surely, moving up and down ladders while carrying the hammer shouldn't be possible anyway?