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Messages - firstpoke

Pages: [1] 2
1
General Discussion / Re: Beta Testing Has Begun!
« on: January 08, 2012, 07:45:28 PM »
Sounds good - I'd just need the layouts and art and what-not (I can hook up the functionality once I have all the pieces).  This is what I did with the virtual gamepad (roymustang16 did the artwork and layout, and I just plugged it in to the code)

Ok, give me some days, maybe a week.

2
General Discussion / Re: Beta Testing Has Begun!
« on: January 08, 2012, 02:41:07 PM »
If you'd like to make a separate front-end, have a go at it. 

It would be a Menu-Activity only, that you can insert in your Emu. Then the user could switch between this GUI's


3
General Discussion / Re: Beta Testing Has Begun!
« on: January 06, 2012, 12:13:25 PM »
About the GUI... is this the finale state?

Maybe I can make a seperate GUI Activity for Mupen64Plus like the horizontally scrollbar in my apps.

4
General Discussion / Re: Beta Testing Has Begun!
« on: January 06, 2012, 12:32:54 AM »
Sounds good :)

I did the same with Frodo C64 USB and Mame4Droid USB

5
General Discussion / Re: Beta Testing Has Begun!
« on: January 03, 2012, 10:43:25 PM »
Got my first low rating for this..  (sigh)  Sure would be nice if I could respond to rating comments..

Yes, thats normal... I got many stupid 1-star ratings for my apps, without a reply from the user. They can get help from me... but they doesnt and rate it with 1 star  8)

6
General Discussion / Re: Beta Testing Has Begun!
« on: January 03, 2012, 07:54:57 AM »
Ah, now it would be fine... if I could play a 2 Player game :)

But this needs a 2nd Joystick config in the KeyListener site.

7
General Discussion / Re: Beta Testing Has Begun!
« on: January 03, 2012, 07:46:01 AM »
I found the problem (small typo).  Sorry about that, it should work fine now:

Analog Keys Test

Thanks paul! its working fine now. Analog Control is very funny ;D  (I've tested it with my N64 -> USB Adapter and a real N64 controller)

KeyListener: only KeyCodes like KeyCode.KEYCODE_BUTTON_1 ... 16  are not working, because these codes are to high for SDL. But its not really a problem, because I can change the keys in my USB Joystick Center to lower keys like A-Z.

greetings
poke

8
General Discussion / Re: Beta Testing Has Begun!
« on: January 02, 2012, 03:13:21 PM »
I just want to make sure I understand what you are seeing.  79, 80, 82, and 81 are the correct values for the direction keys when converted to SDL scancodes, so those are the only values it should be calculating.  If it is randomly calculating 22, 21, 19, and 20, then there is a problem somewhere in my code.

--EDIT--
From your description, I can't tell if you mean the problem of random codes is happening in the Key Listener or in-game. 

No its not in the game... only in the KeyListener. If the KeyListener get the correct values (79,80,81,82) then it is working fine in the game. Maybe in your code only the High CodeKeys were converted to SDL codes and not the codes < 255.

9
General Discussion / Re: Beta Testing Has Begun!
« on: January 01, 2012, 10:55:58 PM »
If I mapped the stick to the "Analog Right/Left/Up/Down" then I see random codes R:79/22, L:80/21, U:82/19 and D:81/20.


First number of each line is the visible scancode Text in the settings after mapped a key

79 => 01-02 05:32:52.730: V/ScancodeDialog(2037): onKey, received keyCode: 22
80 => 01-02 05:33:01.090: V/ScancodeDialog(2037): onKey, received keyCode: 21
21 => 01-02 05:33:01.090: V/ScancodeDialog(2037): onKey, received keyCode: 2111
          01-02 05:33:01.090: V/ScancodeDialog(2037): High keyCode, converted to normal keyCode: 21
81 => 01-02 05:33:11.000: V/ScancodeDialog(2037): onKey, received keyCode: 20
20 => 01-02 05:33:11.000: V/ScancodeDialog(2037): onKey, received keyCode: 2012
           01-02 05:33:11.000: V/ScancodeDialog(2037): High keyCode, converted to normal keyCode: 20
82 =>  01-02 05:33:14.210: V/ScancodeDialog(2037): onKey, received keyCode: 19


So its very random to hit the right code. This problem is still there, because I think you dont use my "int[] getKeyData(int keyCode, KeyEvent event)" function after each onKey() Event. With my function you will get never High-KeyCodes... you will get everytime 19,20,21,22 ... and a strength value that you can use to move mario with different speeds (strength multiplicator).

Anyway... if I get the scancodes 79,80,81,82 ... then its working like a charm, and mario stop his walk  ;)

With the scancodes 19,20,21,22 mario can not move.


10
General Discussion / Re: Beta Testing Has Begun!
« on: January 01, 2012, 03:14:58 PM »
I suppose alternately I could just do the conversion anyway after getting the base keycode (that would limit the possible base codes to like 110, because that is the maximum supported by the conversion function).  Which way would you prefer? (I don't want to make you change your code just to support this project)

I've tried to change my code... but it doesnt help (confusing results). So, I would prefer to "the conversion anyway after getting the base keycode".

11
General Discussion / Re: Beta Testing Has Begun!
« on: January 01, 2012, 02:50:17 PM »
It looks like the keyCodes for the key up events are being sent as < 255.  Any chance you can update your code to send the high keycodes for key up events? (i.e 2000 instead of 20)

I think yes, but the Key Strength of a KeyUp Event is always 0 :)  So... no 20xx is neccessary. Maybe you need the High KeyUp code to filter it hum? :)

12
General Discussion / Re: Beta Testing Has Begun!
« on: January 01, 2012, 02:38:48 PM »
01-01 21:34:54.160: V/SDLSurface(2783): onKey, received keyCode: 2012
01-01 21:34:54.160: V/SDLSurface(2783):     KeyEvent.ACTION_DOWN
01-01 21:34:54.160: V/SDLSurface(2783): High keyCode, converted to normal keyCode: 20
01-01 21:34:54.160: V/SDLSurface(2783):     Key strength: 12.0
01-01 21:34:54.160: V/SDLSurface(2783): Mapped to Controller #1
01-01 21:34:54.160: V/SDLSurface(2783): Old axisX: -13
01-01 21:34:54.160: V/SDLSurface(2783): Old axisY: -18
01-01 21:34:54.160: V/SDLSurface(2783): New axisX: -13
01-01 21:34:54.160: V/SDLSurface(2783): New axisY: -15
01-01 21:34:54.170: V/SDLSurface(2783): onKey, received keyCode: 20
01-01 21:34:54.170: V/SDLSurface(2783):     KeyEvent.ACTION_UP
01-01 21:34:54.170: V/SDL_androidkeyboard(2783): Converted Android KeyCode 20 into SDL ScanCode 81

Mario is walking fine... but after KeyUp ... Mario doesnt stop. Maybe you doesnt set the y speed to 0 after keyup? It seems the old y speed of 12 (Key strength: 12.0) is still there.

13
General Discussion / Re: Beta Testing Has Begun!
« on: January 01, 2012, 01:20:38 PM »
Thanks for the new version.

Here is the Logcat:

01-01 20:03:57.654: V/SDLSurface(32670): onKey, received keyCode: 1914
01-01 20:03:57.654: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:03:57.654: V/SDLSurface(32670): High keyCode, converted to normal keyCode: 19
01-01 20:03:57.654: V/SDLSurface(32670):     Key strength: 14.0
01-01 20:03:57.654: V/SDLSurface(32670): Mapped to Controller #1
01-01 20:03:57.654: V/SDLSurface(32670): Old axisX: 28
01-01 20:03:57.654: V/SDLSurface(32670): Old axisY: 22
01-01 20:03:57.654: V/SDLSurface(32670): New axisX: 28
01-01 20:03:57.654: V/SDLSurface(32670): New axisY: 17


It seems that's correct.

Quote
For the first problem, does your IME ever return the base keycode 21 instead of the high keycode 21

My IME sends never <255 Keycodes for the analog sticks. It sends everytime "keyXX" codes (21 = 21xx).
But that does not matter. If the analog stick crossed the deadzone point (>) it will send a KeyDown and a KeyUp if the analog stick fall under the deadzone point (<). So you have to take a look at KeyDown and KeyUp only.

It seems that you never use KeyUps:

01-01 20:21:35.204: V/SDLSurface(32670): onKey, received keyCode: 1929
01-01 20:21:35.204: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.204: V/SDLSurface(32670): High keyCode, converted to normal keyCode: 19
01-01 20:21:35.204: V/SDLSurface(32670):     Key strength: 29.0
01-01 20:21:35.204: V/SDLSurface(32670): Mapped to Controller #1
01-01 20:21:35.204: V/SDLSurface(32670): Old axisX: -12
01-01 20:21:35.204: V/SDLSurface(32670): Old axisY: 33
01-01 20:21:35.204: V/SDLSurface(32670): New axisX: -12
01-01 20:21:35.204: V/SDLSurface(32670): New axisY: 36
01-01 20:21:35.224: V/SDLSurface(32670): onKey, received keyCode: 1932
01-01 20:21:35.224: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.224: V/SDLSurface(32670): High keyCode, converted to normal keyCode: 19
01-01 20:21:35.224: V/SDLSurface(32670):     Key strength: 32.0
01-01 20:21:35.224: V/SDLSurface(32670): Mapped to Controller #1
01-01 20:21:35.224: V/SDLSurface(32670): Old axisX: -12
01-01 20:21:35.224: V/SDLSurface(32670): Old axisY: 36
01-01 20:21:35.224: V/SDLSurface(32670): New axisX: -12
01-01 20:21:35.224: V/SDLSurface(32670): New axisY: 40
01-01 20:21:35.814: V/SDLSurface(32670): onKey, received keyCode: 1924
01-01 20:21:35.814: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.814: V/SDLSurface(32670): High keyCode, converted to normal keyCode: 19
01-01 20:21:35.814: V/SDLSurface(32670):     Key strength: 24.0
01-01 20:21:35.814: V/SDLSurface(32670): Mapped to Controller #1
01-01 20:21:35.814: V/SDLSurface(32670): Old axisX: -12
01-01 20:21:35.814: V/SDLSurface(32670): Old axisY: 40
01-01 20:21:35.814: V/SDLSurface(32670): New axisX: -12
01-01 20:21:35.814: V/SDLSurface(32670): New axisY: 30
01-01 20:21:35.824: V/SDLSurface(32670): onKey, received keyCode: 19
01-01 20:21:35.824: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.824: V/SDL_androidkeyboard(32670): Converted Android KeyCode 19 into SDL ScanCode 82


14
General Discussion / Re: Beta Testing Has Begun!
« on: January 01, 2012, 08:00:26 AM »
If it does work but either axis needs to be reversed (i.e., if up goes down or left goes right), then I won't need the logcat in that case.. just let me know which directions need to be reversed.

Analog control is amazing :-) Pure fun!

Ok, its working fine. Only up/down are reversed and it didnt recognize the key up event (Mario walks slow and dont stop his move). Ah, and from time to time while Im setting the analog key in the mapping section, the key scancode is 81 and not 21 (but this was only 2 times of 8 trys).

15
General Discussion / Re: Beta Testing Has Begun!
« on: December 31, 2011, 08:02:00 AM »
I'll post another test for you to run later, once I get it connected up with the input plug-in for analog control.

 ;D, nice... Super Mario 64 with Analog Control .. I will love it, can't wait  :)

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