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Fixed input glyphs and changed their color.
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@ -107,12 +107,12 @@ It follows the same convention as the screen index explained in @screen.
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table.header(
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[*Bit*],[*Controller Key*], [*Mouse Key*],[*Suggested Mapping*],
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),
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[0],[#emoji.a],[Left],[*Space* / Mouse~Left],
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[1],[#emoji.b],[Right],[*B* / Mouse~Right],
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[0],[#custom_button("A")],[Left],[*Space* / Mouse~Left],
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[1],[#custom_button("B")],[Right],[*B* / Mouse~Right],
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[2],[#emoji.arrow.t],[-],[*Up* / *W*],
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[3],[#emoji.arrow.b],[-],[*Down* / *S*],
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[4],[#emoji.arrow.l],[-],[*Left* / *A*],
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[5],[#emoji.arrow.t],[-],[*Right* / *D*],
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[5],[#emoji.arrow.r],[-],[*Right* / *D*],
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[6],[#custom_button("select")],[-],[*N*],
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[7],[#custom_button("start")],[-],[*M*],
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)
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@ -123,7 +123,7 @@ It follows the same convention as the screen index explained in @screen.
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) <inputs>
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The *key code* uses bitflags.
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The bits in @inputs are supposed to indicate if a key is currently pressed (and not if it was just pressed or released). As an example, if only #emoji.a and #emoji.arrow.b are pressed, the key code is equal to the number $2^0+2^3=9$.
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The bits in @inputs are supposed to indicate if a key is currently pressed (and not if it was just pressed or released). As an example, if only #emoji.arrow.t and #emoji.arrow.r are pressed, the key code is equal to the number $2^2+2^5=36$.
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#not-specified[
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- It is not guaranteed on which frame the virtual machine sees an input activate or deactivate.
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