automapping for Para
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@@ -336,20 +336,37 @@ const AutoJoyMapping g_AutoJoyMappings[] =
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END_MARKER
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}
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},
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{
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"para",
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"ParaParaParadise Controller",
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"ParaParaParadise Controller",
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{
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{ 0, JOY_BUTTON_5, PARA_BUTTON_LEFT, false },
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{ 0, JOY_BUTTON_4, PARA_BUTTON_UPLEFT, false },
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{ 0, JOY_BUTTON_3, PARA_BUTTON_UP, false },
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{ 0, JOY_BUTTON_2, PARA_BUTTON_UPRIGHT, false },
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{ 0, JOY_BUTTON_1, PARA_BUTTON_RIGHT, false },
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{ 0, JOY_BUTTON_10, PARA_BUTTON_START, false },
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{ 0, JOY_BUTTON_11, PARA_BUTTON_BACK, false },
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{ 0, JOY_BUTTON_12, PARA_BUTTON_MENULEFT, false },
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{ 0, JOY_BUTTON_9, PARA_BUTTON_MENURIGHT, false },
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END_MARKER
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}
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},
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{
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"techno",
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"Dance ", //Notice the extra space at end
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"LevelSix USB Pad (DDR638)", // "DDR638" is the model number of the pad
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{
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{ 0, JOY_BUTTON_1, TECHNO_BUTTON_UP, false },
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{ 0, JOY_BUTTON_2, TECHNO_BUTTON_DOWN, false },
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{ 0, JOY_BUTTON_3, TECHNO_BUTTON_LEFT, false },
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{ 0, JOY_BUTTON_4, TECHNO_BUTTON_RIGHT, false },
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{ 0, JOY_BUTTON_5, TECHNO_BUTTON_DOWNRIGHT,false },
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{ 0, JOY_BUTTON_6, TECHNO_BUTTON_DOWNLEFT, false },
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{ 0, JOY_BUTTON_7, TECHNO_BUTTON_UPRIGHT, false },
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{ 0, JOY_BUTTON_8, TECHNO_BUTTON_UPLEFT, false },
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{ 0, JOY_BUTTON_9, TECHNO_BUTTON_BACK, false },
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{ 0, JOY_BUTTON_1, TECHNO_BUTTON_UP, false },
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{ 0, JOY_BUTTON_2, TECHNO_BUTTON_DOWN, false },
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{ 0, JOY_BUTTON_3, TECHNO_BUTTON_LEFT, false },
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{ 0, JOY_BUTTON_4, TECHNO_BUTTON_RIGHT, false },
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{ 0, JOY_BUTTON_5, TECHNO_BUTTON_DOWNRIGHT,false },
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{ 0, JOY_BUTTON_6, TECHNO_BUTTON_DOWNLEFT, false },
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{ 0, JOY_BUTTON_7, TECHNO_BUTTON_UPRIGHT, false },
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{ 0, JOY_BUTTON_8, TECHNO_BUTTON_UPLEFT, false },
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{ 0, JOY_BUTTON_9, TECHNO_BUTTON_BACK, false },
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{ 0, JOY_BUTTON_10, TECHNO_BUTTON_START, false },
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END_MARKER
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}
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@@ -481,10 +498,12 @@ void InputMapper::SaveMappingsToDisk()
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CString sNameString = GameI.toString( pGame );
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vector<CString> asValues;
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for( int button = 0; button < NUM_GAME_TO_DEVICE_SLOTS; ++button )
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asValues.push_back( m_GItoDI[i][j][button].toString() );
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for( int slot = 0; slot < NUM_GAME_TO_DEVICE_SLOTS; ++slot )
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asValues.push_back( m_GItoDI[i][j][slot].toString() );
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while( asValues.size() && asValues.back() == "" )
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asValues.erase( asValues.begin()+asValues.size()-1 );
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CString sValueString = join( ",", asValues );
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ini.SetValue( pGame->m_szName, sNameString, sValueString );
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