OK, clear. Thanks for pointing that out. Thought that OK and Cancel did the same, but that's not true.Jimbo wrote:This was by design - the Cancel button just cancels/reverts any edits to the command line. So basically if you type some changes, then change your mind, you press cancel to run the game with the original un-edited command line. Perhaps there should also be an "abort script" button on there.If you specify a Edit_CLP command in a Gemus script, you have an OK and a Cancel button.
OK should launch the game and Cancel should return to the frontend without launching the game, but the Cancel button also starts the game.
Could be, but the Auto syntax check changes LightPen automatically to Lightpen.Jimbo wrote:Looking at the source, it seems its looking for "LightPen" (case sensitive), so I don't *think* it's a bug. I suppose I could change the source to make case-insensitive comparisons though - I don't think that'd screw up any existing GEMUS scripts.The control type Light Pen is parsed incorrectly by GEMUS.
If you set the control type to Light Pen for a certain game, you can not test it.
So you need to correct that in either the GEMUS script language, or in the syntax check routines.
However, after changing Lightpen to LightPen with notepad, the script above still returns Something else. So a lightpen cannot be activated in the launched emulator using the standard GEMUS script function. In my opinion, making GEMUS commands and functions case insensitive will be the best option for this.
(BTW the sidebar looks great!)