For Windows, you can use AutoHotkey to do all the custom behavior you want. I have used it to program a custom rate of turbo, to alter the behavior of the POV hat (D-pad) to be more fluid, and to send custom commands (hotkeys and mouse clicks) to the emulator. For example, you could push a button on the controller that engages a slower speed mode on the emulator, as opposed to repeatedly pausing the game. It's a rabbit hole, but the joystick support is pretty well mapped out to the point where you could take the example script in the docs and customize it for your needs.
I've seen a few videos of AutoHotKey, and it seems mostly geared towards keyboard and mouse. How do you specify a gamepad button?
Like, if I wanted to program the Hadouken command to a single button on my controller, how would I go about doing this?
The idea of "just use Xpadder with AutoHotKey" comes to mind, but the Hadouken relies on an 8 way D-Pad, and a keyboard only has a 4 way D-Pad.
This program looks interesting though.
I reckon back in the 90's, designing a game where part of the challenge required you to mash a button as quickly as possible was wholly acceptable, and that sensibilities have since evolved. Can you give an example of a game where turbo fire would be a useful feature, but is not somehow an option?
Metal Gear Solid (torture scene)
Final Fantasy VI (an old trick that involves pressing a button over and over again to level up quickly in a river somewhere)
(pretty much any shmup)
...to name a few.
With the FF6 one, I remember setting my controller to auto-fire, putting the corner of a heavy book on the button of interest, and walking away to study for my college mid-terms or prepare and eat a grilled cheese sandwich while my characters leveled up.
I thought at least part of the problem was the rising costs of controllers themselves.
I recall back in the day, new in box official SNES controllers were like $15.
Even on just the N64, the cost of the OEM controller rose to $30.
Now controllers that cost as much or more than a new AAA game are typical.
I recall seeing some sort of XBOX "Elite" controller that cost around $150. The controller had all these fancy weight adjustments and adjustable heights for the analog stick. But STILL no auto-fire and programmable buttons. What the fuck?
I've been hearing about this thing called the "All Controller" but if its lacking a simple auto-fire function then it's not worth throwing them my cash.
Is it true that modern controllers like the PS2 controller and beyond actually have analog (pressure sensitive) buttons? I remember the GameCube having pressure sensitive L and R triggers that you would need to manipulate for Super Mario Sunshine.
Could these analog buttons functioning differently from classic digital buttons result in some reason for not having auto-fire and programmable buttons?