<p>Argh! I completely mixed up gfx_sdl with the others! Actually gfx_sdl behaves most like gfx_directx; it doesn't do any remapping of numpad. I'm going to edit my original post for clarity.</p>
<p>So, you think that the numpad should <em>not</em> be usable for movement at all, regardless of numlock?<br>
An old-timer complained that the numpad used to be usable for movement in DOS (it also was in early the gfx_fb-based Windows port).</p>
<p>Maybe we could have a setting to allow the numpad for movement in Custom depending on numlock (currently, except with gfx_fb, it's always for entering numbers only) and also add a per-game setting. Some games will want to script special-purpose separate controls for the numpad or manually check <code>key:numpad 1</code> etc for numeric input, but 99% would have no problem with them being mapped to normal movement.</p>
<p>But... this seems too unimportant to spend time on.</p>
<p>(...Also, I would like to implement 8-directional movement in the OHR anyway. Maybe we could use script constants 0.5 = upright, 1.5 = downright, etc.)</p>

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