diff options
Diffstat (limited to 'docs/source/plugins')
-rw-r--r-- | docs/source/plugins/autofire.rst | 18 | ||||
-rw-r--r-- | docs/source/plugins/inputmacro.rst | 14 |
2 files changed, 16 insertions, 16 deletions
diff --git a/docs/source/plugins/autofire.rst b/docs/source/plugins/autofire.rst index 56adef9b66f..3b22a9021e7 100644 --- a/docs/source/plugins/autofire.rst +++ b/docs/source/plugins/autofire.rst @@ -50,9 +50,9 @@ Button 1* or the equivalent for another player, but it might have have a different name. On Konami’s Gradius games, *P1 Button 2* is the primary fire button. -Select **Hotkey** to set the input combination you’ll use to activate the -autofire button. This can be any combination that MAME supports for activating -a digital input. +Select **Hotkey** to set the control (or combination of controls) you’ll use to +activate the autofire button. This can be any combination that MAME supports +for activating a digital input. **On frames** and **Off frames** are the number of consecutive emulated video frames that the emulated button will be held and released for, respectively. @@ -81,10 +81,10 @@ immediately. Notes and potential pitfalls ---------------------------- -Autofire buttons act as if they’re wired in parallel with MAME’s regular inputs. -This means that if you set the activation hotkey for an autofire button to a -button or key that’s also assigned to one of the emulated inputs directly, you -may get unexpected results. Using Gradius as an example: +Autofire buttons act as if they’re wired in parallel with MAME’s regular +controls. This means that if you set the activation hotkey for an autofire +button to a button or key that’s also assigned to one of the emulated inputs +directly, you may get unexpected results. Using Gradius as an example: * Suppose you set button 1 on your controller to fire, and set an autofire hotkey to button 1 as well. Holding the button down to shoot will not trigger @@ -97,8 +97,8 @@ may get unexpected results. Using Gradius as an example: powerup because the powerup button is also being held down along with the autofire button. -It is suggested you choose input combinations for autofire hotkeys that are not -assigned to any other emulated inputs in the system. +It is recommended that you choose control combinations for autofire hotkeys that +are not assigned to any other emulated inputs in the system. Autofire is not necessarily desirable in all situations. For example using autofire in Super-X with the blue “lightning” weapon equipped at high power diff --git a/docs/source/plugins/inputmacro.rst b/docs/source/plugins/inputmacro.rst index 99f8a3448fc..dd66fef205e 100644 --- a/docs/source/plugins/inputmacro.rst +++ b/docs/source/plugins/inputmacro.rst @@ -57,10 +57,10 @@ whole: press the UI Clear key to type a new name. Press the UI Select key before moving to another menu item to save the new name; press the UI Cancel key (Escape/Esc on the keyboard by default) to change discard the new name. -* Select **Activation sequence** to set the key or button combination you want - to use to activate the macro. Keep in mind that regular input settings still - apply, so you probably want to use a combination that isn’t being used for any - other emulated input in the system. +* Select **Activation combination** to set the control (or combination of + controls) you want to use to activate the macro. Keep in mind that regular + input assignments still apply, so you will probably want to use a combination + that isn’t being used for any other emulated input in the system. * Set **On release** to specify what should happen if the activation sequence is released before the macro completes. When set to *Stop immediately*, any emulated inputs activated by the macro will be released immediately, and no @@ -133,7 +133,7 @@ thing could be achieved using the :ref:`plugins-autofire`, but this demonstrates a simple looping macro: * **Name**: P1 Autofire -* **Activation sequence**: Kbd Space +* **Activation combination**: Kbd Space * **On release**: Stop immediately * **When held**: Loop to step 2 * **Step 1**: @@ -159,7 +159,7 @@ This allows you to run in Konami Track & Field by holding a single button. This takes most of the skill (and fun) out of the game: * **Name**: P1 Sprint -* **Activation sequence**: Kbd Shift +* **Activation combination**: Kbd Shift * **On release**: Stop immediately * **When held**: Loop to step 2 * **Step 1**: @@ -188,7 +188,7 @@ This macro allows you to perform a right-facing Shōryūken (Dragon Punch) by pressing a single key: * **Name**: 1P Shoryuken LP -* **Activation sequence**: Kbd M +* **Activation combination**: Kbd M * **On release**: Complete macro * **When held**: Prolong step 6 * **Step 1**: |