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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