TASEmulators / TASEmulators/BizHawk
Autofire controls override joypad.set
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App: EmuHawk
Repro: Affects 2.11.1
- Dominant language
- C#
- Stars
- 2.8k
- Forks
- 468
- PR merge metrics
- No merged PRs in 30d
Description
Summary
Autofire inputs override buttons being unheld by Lua's joypad.set.
Repro
- Open a ROM
- In Config -> Controllers... -> Autofire Controls, bind a button to a keyboard key. For example, bind the "A" button to the "D" key.
- Open the Lua Console
- Ensure the game is paused
- In the Lua Console's input box, set the button to false with joypad.set. For example,
joypad.set({A = false}) - Select the main form
- Ensure input display is turned on (View -> Display Input)
- Press the key configured for autofire. ("D" in this example)
Output
Observe that the autofire button is held.
Host env.
Bizhawk 2.11.1 and master branch, Windows 11
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the Lua console's joypad.set handling alongside the Config → Controllers → Autofire Controls input path, using the reported reproduction steps. The fix is complete when setting A to false through joypad.set prevents the configured autofire key from holding A, including with the input display enabled.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- desktop
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 52/100