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So you've told us we can suppress the system pause menu with this:

poke(0x5f30,1)

And that works great. However, I wanted to write something that allows you to access both the game pause and the system pause, by using short presses for game pause and long presses for system pause. Unfortunately, there's a bug/misfeature/oversight that prevents this:

You're still debouncing the button at the system level, even if the system menu is disabled, so if the button is held down, it's only reported down on the first frame. This prevents me from detecting a long press.

I'm guessing this is just because you check the menu-suppression flag after you've recognized and absorbed the button press, rather than wrapping the button check as well.

Any chance of a fix in the next version? :)

P#52014 2018-04-25 14:19 ( Edited 2018-04-26 02:01)

:: Felice

Here's a quick demo of what I was trying to do. I had to write a quickndirty little fake pause menu that runs off of the 🅾️ button instead, just so the button wouldn't auto-debounce, but otherwise it works the same:

Cart [#52042#] | Code | 2018-04-26 | License: CC4-BY-NC-SA | Embed

P#52019 2018-04-25 15:40 ( Edited 2018-04-26 08:19)

So one approach is to first open up a custom pause menu at which point additional ENTER presses bring up the system menu.

P#52020 2018-04-25 15:42 ( Edited 2018-04-25 19:42)
:: Felice

Except additional enter presses are intuitively what the user would use to close the custom pause menu.

P#52022 2018-04-25 15:46 ( Edited 2018-04-25 19:46)

Also @trevorade, I think this is less about HOW to overcome Felice's particular problem and more about the inherent issues with being unable to detect long pause presses in general. One would assume it would work like any other button press, being able to check if the button is being held or has been released should be doable for all buttons, including pause.

P#52034 2018-04-25 22:01 ( Edited 2018-04-26 02:01)

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