• src/doors/syncretro/GAMES_INI.md M2_INPUT.md M3_MULTICORE.md README.md

    From Rob Swindell (on Windows 11)@VERT to Git commit to main/sbbs/master on Tue Jul 28 17:21:06 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/05237f8fddd1f43142ca531b
    Modified Files:
    src/doors/syncretro/GAMES_INI.md M2_INPUT.md M3_MULTICORE.md README.md main.c syncretro.h syncretro_binds.c syncretro_input.c test_axis.c test_binds.c
    Log Message:
    syncretro: a second player at the same keyboard

    A cabinet's coin and start buttons are per-player inputs: MAME 2003-Plus
    reads coin n and n-player start off port n-1's SELECT and START. The
    arcade profile bound port 0 only (3a9fb3c143, 2026-07-21), so it could
    start one player and no more -- two coins and there was still no key that started a two-player game.

    Both ports are now bound, on the gamepad profile as well as the arcade
    one, and with the same keys: I J K L is player 2's stick, M , . / and
    U O his six buttons. On a cabinet 6 is his coin slot and 2 his start; on
    a console ; and ' are his Start and Select. The number row otherwise
    spells MAME's own convention -- 5 and 6 the coins, 1 and 2 the starts -- alongside the Bksp and Enter the help screen could already name.

    Player 1 keeps every key he had, the arrows included. Most cabinets
    alternate turns on one set of controls and read port 0 for both players,
    so those play exactly as they did whether one person or two are at the keyboard.

    That leaves the second stick of a twin-stick cabinet (da866ee25b,
    2026-07-24) sharing keys with player 2's first, so it moves from I / K to
    P / ; -- the far right, clear of the second panel.

    Pause moves from Space to Ctrl-P on every profile, and on a cabinet Space
    now fires button 1. MAME's default keyboard map makes Space player 1's
    button 3: a player reaching for it means to shoot, not to stop the game,
    and a bare key driving a door action is the one exception to this table's
    own rule that bare keys play the game and Ctrl keys drive the door. It
    was bound to pause when the table was written (d3024daa0a, 2026-07-09).
    Space stays unbound on the two cartridge profiles, where nothing on the
    console corresponds and an unbound key raises the key legend.

    The help screen is generated from the same table and so lists all of it.
    Player 2's buttons render as one row, trimmed on a labelled cabinet to
    the ids that cabinet uses: they are player 1's six ids under different
    keys, and twelve named button lines do not fit an 80x24 screen.

    Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>

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