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Post by wantan on Feb 7, 2005 2:46:52 GMT 1
Keep the good work... ;D This one is an excellent emulator... at last I will not be shamed by my counterparts PPC friends... Does anybody test the emulator with the Palm Ultra-Thin Keyboard? It would be great if so... also, LJP runs on Treo 600 and support the extra keys? Thanx in advice for the help!!!
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Post by faster90 on Feb 7, 2005 3:44:45 GMT 1
I try assigning keys on my wireless keyboard and I can't assigne any keys.
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Post by Tinnus on Feb 7, 2005 13:45:29 GMT 1
And the Treo keyboard keys can't be assigned either. That's because pressing those keys doesn't fire a normal Key Press event as far as I know.
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Post by wantan on Feb 8, 2005 18:07:39 GMT 1
... so the keyboard just replace a graffiti stroke?
But you cannot deny that it would be great to assign a lot of keys from the keyboard.
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Post by Tinnus on Feb 8, 2005 22:03:02 GMT 1
... so the keyboard just replace a graffiti stroke? But you cannot deny that it would be great to assign a lot of keys from the keyboard. Of course.
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Post by handtruck on Feb 9, 2005 22:22:14 GMT 1
I've searched the boards (if I missed it, don't throw that quote in my face ) and was wondering if there was any plans to support the Treo (or other) keyboards for gameplay. It is impossible to map all the buttons for SNES reasonably (the L, R, X, Y, A, B, etc). I know that there may be some type of event triggering problem, but just wondering if it was in the works. Thanks.
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Post by Tinnus on Feb 9, 2005 22:38:26 GMT 1
I think that if that's the case, you could probably capture the grafitti strokes, but this would have a lot of limitations....
- It would slow down the overall emulation because of having to check the strokes - It would hang for a while whenever you press a key - You can't keep the key pressed; there's no way to know if it's up or down - You can't press more than a key at a time
These problems make it useless for an emulator.
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Post by Tinnus on Feb 9, 2005 22:44:55 GMT 1
It is impossible to map all the buttons for SNES reasonably (the L, R, X, Y, A, B, etc). A good configuration would be... the low hard buttons: X, Y, A and B (these can be swapped depending on the game; the Super Mario series play a lot better if you map these like AX BY or something like this). Central button: L/R. Power button (it can be mapped): R/L. LW/LR in screen: Start/Select (since you won't be pressing start/select too often). The UL and UR corners can be mapped to the most useful emulation options in your personal preference. Personally, I like to be able to change the frameskip with just one tap, but if we only have 2 corners at our disposal, it would be best to map them to QSAVE/QLOAD. You can also prefer QSAVE/QLOAD to be below and Start/Select in the upper area.
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Post by handtruck on Feb 9, 2005 23:15:05 GMT 1
Thanks for your reply, Tinnus!
I appreciate the help.
The only thing is that I have a Treo 650 which has the "Power" button the same as the "bottom right" button you speak of. Basically, I lose a button (unless you can think of a way otherwise - or use the screen in a weird way), but I will have to choose on a per-game basis. With the Super Mario series, it has to be really hard to use one hand to control both the movement and the buttons to the left, IMHO. I don't want to say the N-word, but that program allows the keyboard to be used as buttons, and I haven't notice any speed difference (for NES games, since that's all they do)
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Post by Tinnus on Feb 10, 2005 0:09:09 GMT 1
Thanks for your reply, Tinnus! I appreciate the help. The only thing is that I have a Treo 650 which has the "Power" button the same as the "bottom right" button you speak of. Basically, I lose a button (unless you can think of a way otherwise - or use the screen in a weird way), but I will have to choose on a per-game basis. With the Super Mario series, it has to be really hard to use one hand to control both the movement and the buttons to the left, IMHO. I don't want to say the N-word, but that program allows the keyboard to be used as buttons, and I haven't notice any speed difference (for NES games, since that's all they do) Hm... Well, I don't know about the Treo or T|C keys, but what I said applies to the Ultra Thin and Wireless keyboards. Maybe there IS a way to handle the treo/c keys as normal hard keys... I'd need to have e treo/c to know.
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Post by handtruck on Feb 10, 2005 0:37:48 GMT 1
I'd need to have e treo/c to know. I'll send you one Anyway, just wanted to bring up the topic of using the Treo keyboard as game buttons. I've seen it done, so I know it can work
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rick
New Member
Posts: 35
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Post by rick on Feb 10, 2005 1:33:41 GMT 1
It would be ideal if the home and menu buttons on the 650 were mapable. That would allow for the 6 buttons needed for snes. I even tried the 3 side buttons with no luck.
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Post by Tinnus on Feb 10, 2005 12:48:53 GMT 1
Maybe there is another function to check keystates besides the one yoyo is using... You know, sometimes in PalmOS you have 2 or 3 functions that do apparently the same thing but one does it better than the other ;D
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Post by Mauritus on Feb 10, 2005 20:07:36 GMT 1
it would de interesting to see the idea work (and i am refereing to the built-in keyboard, for palms. like T|C, Treo 650, Sony Clie NX, TG, UX series)
as somebody else said, it would be a perfect emultor!!! jajajaj
i am just to anxiously waiting for Beta0.8 to come out!!!
God Bless this emulator
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