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Post by Xav R on Nov 27, 2007 20:13:10 GMT
Hi all, How could tell me where buttons are managed during the game ? There are a few issues on keyboard-less machines (like the GP2x) which I could try to fix by myself : - when reading cube data, how to scroll ? - can't quit the keyboard/joystick configuration menu - can't enter the name when saving - some other issues which have been reported here : www.gp32x.com/board/index.php?act=ST&f=42&t=39338Thanks for any answer.
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Post by Mindless on Nov 27, 2007 21:54:02 GMT
Unfortunately, everywhere.... input will be simplified and unified in non-reference versions (ie. non-classic). Basically, at this point, any input not currently implemented will be painful to implement. If you pop into the IRC channel, one of the developers can probably assist you with specific code sections. (Though I'll probably be busy this whole week.)
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Post by daid on Nov 28, 2007 19:19:29 GMT
Index: E:/gp2x/tyrian21/src/src/mainint.c =================================================================== --- E:/gp2x/tyrian21/src/src/mainint.c (revision 605) +++ E:/gp2x/tyrian21/src/src/mainint.c (working copy) @@ -2662,6 +2662,10 @@ } } } else if (slot % 11 != 0) { +#ifdef TARGET_GP2X + sprintf(stemp, "Save: %i", slot); + JE_saveGame(slot, stemp); +#else quit = false; strcpy(stemp, " "); memcpy(stemp, saveFiles[slot-1].name, strlen(saveFiles[slot-1].name)); @@ -2770,6 +2774,7 @@ } } while (!quit); +#endif } while (JE_mousePosition(&tempX, &tempY) != 0); /* TODO non-busy wait */
How is this for the savegame issues? (only tested it under windows as my GP2x batteries are empty)
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Post by Xav R on Nov 29, 2007 22:00:29 GMT
Thanks for that patch As you've already seen, I included it in the last OpenTyrian2x release. I hope you're ok with this
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Post by daid on Nov 29, 2007 22:26:20 GMT
Fine with me guess that puts the GP2x version in a reasonable playable form. If you have any more of those showstopers for the GP2x version then shout. I guess disabling the menus that don't work would be the easiest way to go for the GP2x version also some extra menus to select the 'special' game modes would be helpfull.
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Post by daid on Dec 1, 2007 0:56:49 GMT
Index: E:/gp2x/tyrian21/src/src/mainint.c =================================================================== --- E:/gp2x/tyrian21/src/src/mainint.c (revision 605) +++ E:/gp2x/tyrian21/src/src/mainint.c (working copy) @@ -640,8 +640,12 @@ JE_fadeColor(20); quit = false; - sel = 2; - maxSel = 3; + sel = 2; +#ifdef TARGET_GP2X + maxSel = 6; +#else + maxSel = 3; +#endif do { @@ -1611,7 +1615,11 @@ soundActive = true; break; case 3: - if (++processorType > 4) +#ifdef TARGET_GP2X + if (++processorType > 6) +#else + if (++processorType > 4) +#endif { processorType = 1; }
This should allow you to select all difficulty modes and detail levels (if you can open the menu ingame?)
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Post by Xav R on Dec 2, 2007 18:11:55 GMT
Index: E:/gp2x/tyrian21/src/src/mainint.c =================================================================== --- E:/gp2x/tyrian21/src/src/mainint.c (revision 605) +++ E:/gp2x/tyrian21/src/src/mainint.c (working copy) @@ -640,8 +640,12 @@ JE_fadeColor(20); quit = false; - sel = 2; - maxSel = 3; + sel = 2; +#ifdef TARGET_GP2X + maxSel = 6; +#else + maxSel = 3; +#endif
I believe this will increase the number of entries in the "Difficulty level" menu, I'll try this soon. About the second part of the patch you suggest, this is not complete : if you manage the SDLK_RIGHT case (your code), you must also manage the SDLK_LEFT case. But the idea is understood, I'll also integrate this soon. Actually, your post reminded me that there is an "in-game" menu which I never saw on GP2x... It's because the SDLK_ESCAPE key is not associated to any of the GP2x button. So the first issue is to understand how to do this.
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Post by Xav R on Dec 5, 2007 21:37:37 GMT
Catched this inside joystick.c, line 193 :joystickInput = joystickUp | joystickDown | joystickLeft | joystickRight | button[0] | button[1] | button[2] | button[3]; This is a binary OR. Shouldn't it be a boolean one like below ?joystickInput = joystickUp || joystickDown || joystickLeft || joystickRight || button[0] || button[1] || button[2] || button[3]; I know that it does not really matter, but this is confusing... Maybe also add
#ifdef TARGET_GP2X joystickInput = joystickInput || {other GP2X buttons} #endif
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