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Post by JeremySmith on Oct 28, 2005 15:24:13 GMT 1
Screen brightness: I *think* you can do it from inside the in-game GUI. I just tested it and you can adjust the brightness that way. That's pretty cool.
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Post by lukas238 on Nov 14, 2005 5:34:11 GMT 1
What about a virtual joystick (like a nes joystick) with up, down, lefht, right, and the A and B buttons, all of them [glow=red,2,300]in the graffiti area[/glow], like I saw on others emulators (like "Liberty" for GB, gsd1.gambitstudios.com/default.asp)?My model is a Sony Clie TJ37 and this emulator works like a charm... but my hardkey's configuration make any game hard to control. A virtual joystic of the up, down, left an right keys will be a world of difference for me. Thanks for this grate soft!
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Post by beavis on Nov 14, 2005 9:19:51 GMT 1
What about a virtual joystick (like a nes joystick) with up, down, lefht, right, and the A and B buttons, all of them in the graffiti areaInteresting... brings to mind a product I once had from Targus called "PDA mouse". It was a rubber pad that completely covered the silkscreen area and stuck to it. It had raised "buttons" over the four silkscreen buttons, a couple more in the number area, and in the letter area it had a raised circle. There was some software that put a little pointer on the screen that could be moved around with the circle, and "tapped" with one of the buttons. So then you could "throw away your stylus", they said. I think I'd have to dig around and find it if this "graffiti joystick" was ever implemented But seriously, that would be a great idea if different parts of the silkscreen area could be "assigned" to functions in LJP.
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Post by Tinnus on Nov 14, 2005 11:55:59 GMT 1
I'll have to do some experimentation... I assume I can check for silkscreen taps the same way as the screen buttons... That would be if Y > 320 pixels, but I'm not sure if it works.
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Post by Jeffrey on Nov 16, 2005 3:25:17 GMT 1
Hey when can we expect a update to ljp to fix some of the glitches. I am just wondering, cause the site hasnt been updated for a while now
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Post by Tinnus on Nov 16, 2005 16:31:41 GMT 1
Depends on what glitches you're talking about. Some are fixed already, some are not. I think I'll do a release after I finish zipping/unzipping roms, still without TG16 though (probably).
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Post by snempaa on Nov 16, 2005 18:38:45 GMT 1
I hope the nasty debug-popup's when using the 5-way-navigator are gone:) and I'm so curious if some other module will be included;)? thanks in advance for the next release!
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Post by Tinnus on Nov 16, 2005 21:11:02 GMT 1
Yeah they're gone and for now no new modules, sorry.
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Post by snempaa on Nov 16, 2005 21:42:30 GMT 1
no problem ofcourse, but at least now we know it:> thnx
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Post by t0dk0n on Dec 7, 2005 5:13:57 GMT 1
Meh... I might be a bit too late for this suggestion in the next release... But I like how in the NES module of this emulator, that you can make the screen at 1.5 the scale... I was wondering if you guys could implement that into all of them... Its like the ideal scale for the Palm screen ... Less lag on the games, higher looking resolution, and still easy to see (unlike 1 scale)... Sorry if this might have been mentioned prior, but I don't have the time at the moment to look through this whole post . Thanks for this awesome software... Keep up the good work .
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Post by Tinnus on Dec 7, 2005 14:19:26 GMT 1
Uh? The x1.25 scaler is in NES, SNES and Genesis, where it is suitable.
I don't quite understand what you mean.
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Post by t0dk0n on Dec 11, 2005 8:46:22 GMT 1
Uh? The x1.25 scaler is in NES, SNES and Genesis, where it is suitable. I don't quite understand what you mean. Haha oops, sorry, I meant x1.25 scaliing... That or perhaps maybe a feature to set your own scaling? A lot of games look better at smaller scales to me, but I don't like how GB/C only has x1 and x2... It looks kinda fuzzy at x2 and TOO small on x1...
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Post by Tinnus on Dec 11, 2005 18:56:56 GMT 1
Fuzzy? You can use the filters to un-fuzzy 2x (BTW I think 2x is faster than x1.25)
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Post by t0dk0n on Dec 13, 2005 1:45:35 GMT 1
Oh.. hmm, I'll try all the filters then A_A... Thanks.
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Post by vertebra on Dec 19, 2005 4:45:14 GMT 1
Tinnus, I have a two quick questions. 1) Is the forthcoming Turbografx module based on a different emulator than Kalemsoft's? The reason I ask is because I think their's is really buggy. 2) Is the Genesis module considered done? Is it going to receive some love? SNES works much better.
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Post by Tinnus on Dec 19, 2005 12:22:46 GMT 1
1) Of course, their one is closed source and developed by themselves. The LJP one is being based on Hue. 2) Give me some suggestions on how to improve Genesis and maybe I'll consider it
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Post by mrpropre on Dec 31, 2005 1:10:05 GMT 1
Hi Any chance to see the Famicom Disk System support for nes?
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Post by Tinnus on Dec 31, 2005 1:16:40 GMT 1
If you find me an emulator that works with it. I'm not even sure how it worked (please forgive me if anyone already told me an emulator that does support it...)
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Post by mrpropre on Dec 31, 2005 1:25:33 GMT 1
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Post by JeremySmith on Jan 3, 2006 17:11:30 GMT 1
Hey Tinnus. When you have a moment could you change the save routine so you save a copy of the previous save (quick save, save1, etc) before creating the new save. After the new save is created you can then delete the backup save. The reason I'm asking for this is because I have had LJP crash a few times while saving in the last couple of weeks and it corrupts the save (or completely wipes it out.) Thanks for all of your hard work.
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Post by Tinnus on Jan 3, 2006 19:56:25 GMT 1
Makes sense to me. I actually had this problem too. I'll look into it.
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Post by Tinnus on Jan 11, 2006 13:09:54 GMT 1
Just a little FYI. Any new features that somehow relate to the launcher will NOT be worked on until we solve the launcher unstability problems. After all, what good is a bunch of features if you can't get the thing running for 2 minutes?
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semi
Junior Member
Posts: 97
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Post by semi on Feb 2, 2006 15:15:33 GMT 1
I assume you're still nowhere to finding out where the bug is for RC3 eh? Tinnus I am wondering how long do you plan to keep looking for where the bug is until you give up looking and start a complete re-write, I serious don't mean to be annoying or trying to rush you, just want to know about how long you plan to keep looking until you go for re-write instead
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Post by Tinnus on Feb 2, 2006 16:29:50 GMT 1
I'm waiting for yoyo to finish SnesPSP TYL 0.3, and then I'll talk with him about it. If he thinks it's better to re-write, we'll re-write it.
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semi
Junior Member
Posts: 97
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Post by semi on Feb 2, 2006 19:21:04 GMT 1
I guess I should take that answer as "a while" good luck tracking down the bug
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Post by _Em on Feb 2, 2006 20:32:36 GMT 1
I've got another feature request (just finished re-checking the thread to see if it had been covered...) Would you be able to add a config screen for the launcher? I'd like to be able to define what the various hard-buttons do for launcher navigation (up/down, l/r as they currently are, but I'd like to assign RockerCt to Launch, use buttons 1 and 4 for switching emulators, button 2 for load, and button 3 for config). Of course, making the elements smart-browsable would also be nice (the blue highlight thing).
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Post by Tinnus on Feb 2, 2006 20:47:40 GMT 1
RockerCt is Launch AFAIK
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Post by _Em on Feb 2, 2006 21:04:20 GMT 1
Odd... all I get is the following dialog: Infos: 0136 followed by Infos: 013D. When I tap the silkscreen, I get Infos: 0000 followed by Infos 002E. My other hard buttons all work normally, as do the silk buttons. The command stroke works fine as well.
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Post by Tinnus on Feb 2, 2006 22:24:30 GMT 1
Which is your device? Are you using RC2?
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Post by _Em on Feb 2, 2006 22:27:38 GMT 1
I'm using a T|X and RC2... it has always done that no matter how much heap/DBCache I throw at it, and no matter whether UDMH is on or off... I just presumed it was a "feature" of RC2.
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