Files
goldeneye-pc-port/port/include
James Dansereau 8337a87fb2 D118: implement SDL input layer (kbd/mouse/gamepad -> N64 pad)
port/src/input.c was a stub; input only worked via libultra.c's minimal
contSnapshotFromKeyboard (no C-buttons, mouse, or gamepad).

- input.c: keyboard+mouse + SDL_GameController -> OSContPad. Analog stick
  = move, C-buttons = aim. Mouse-look bridged to digital C-buttons via a
  clamped per-axis accumulator (proportional press dwell). RMB/LT = aim
  mode, LMB/RT = fire. Config: ge007.ini [Input] MouseEnabled /
  MouseAimSpeed / MouseInvertY.
- input.h: add inputConnectedMask() + inputComputePad().
- libultra.c SI section: contSnapshotFromKeyboard() now delegates to the
  input module (single source of controller state); osContGetReadData()
  fills all MAXCONTROLLERS channels, not just controller 0.
- GE_INPUTLOG=1 gates a per-poll OSContPad trace (zero-cost when unset).

Build green (ntsc-final); boots -level_09 crash-free 35s. Live input
untested from headless agent - human playtest owed.
2026-08-29 11:11:08 -04:00
..