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03 07 Config maps
This page explains input mapping (input.maps) in Sprint Boost.
Input maps let you remap controls without changing the game ROM.
Common uses:
- controller remaps for comfort
- alternate control schemes per game
- blocking specific inputs
Input mapping is relevant for:
boost_mode = "enhanced"
In current Sprint Boost behavior, mapping is part of the enhanced input path.
[input]
mapping = "default"
[input.maps.default]
C1_1 = "C2_1"
C1_2 = "C2_2"
C1_3 = "C2_3"
C0_RESET = falseSet which map is active with:
[input]
mapping = "default"Map entries are key/value pairs under:
input.maps.<map_name>
Common value meanings:
- string value: remap to another token
-
false: block/drop input forwarding -
true: explicit passthrough/no remap
A shared map can be defined at folder level, then turned on by specific games.
Example idea:
- folder-level defines
run_and_gunmap - game-level sets
input.mapping = "run_and_gun"
This keeps map definitions reusable.
Mapping follows normal config precedence:
- Folder-level map definitions can be shared
- Game-level config can change active map or override entries
If the active map name does not exist, mapping behavior will not apply as intended.
Maps support a few token styles:
- Keycode tokens (example:
K1073741914) - Joystick button tokens (example:
J03) - Controller aliases (example:
C1_5,C2_ENTER,C0_RESET)
For Sprint-focused config, aliases are usually easiest to read and maintain.
Sprint controllers physically send 8 directional inputs.
The emulator uses those inputs to produce Intellivision movement behavior, including full 16 direction diagonal combinations.
Practical mapping implication:
- Sprint Boost mappings can only remap the directional inputs that are physically sent (the 8 directions).
kbdhackfile via jzintv_flags is still a valid approach and can be used together with Sprint Boost maps.
Input flow guidance:
- Sprint Boost mapping is applied before forwarding input events to the emulator.
- Emulator-side keyboard hack behavior then applies within emulator processing.
So if both are configured, they may both affect final control behavior.
Setting a map entry to false is the standard way to stop that input from being forwarded to the game.
Example:
[input.maps.default]
C0_RESET = falseThis is useful when you want Sprint Boost hotkeys/menu behavior to own that input instead of gameplay forwarding.
- Keep map names simple (
default,run_and_gun,alt_controls). - Change only the inputs you need.
- Test one map change at a time.
- Use game-level map activation for game-specific control styles.
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