Another thread (cf. http://boards.openpandora.org/topic/15631-mipi-woes-good-design-ideas-and-headaches/page-4#entry316024) got quite seriously derailed into a discussion of how the 6 action buttons should be labelled. So let's make a thread to have a more serious discussion about this.
I'll try to summarize some of the discussion from the other thread.
One point is that we are in a rather unique position by having game controls as well as a keyboard, which can cause confusion:
I'll try to summarize some of the discussion from the other thread.
One point is that we are in a rather unique position by having game controls as well as a keyboard, which can cause confusion:
Another point is that game consoles all use different conventions:One of the biggest issues I had with the Pandora when talking about pressing keys was the need to qualify which A, B, X or Y key I meant, as the Pandora has 2 of each. It would actually simplify things greatly to use symbols instead of letters to refer to those keys. (symbols that are easily named but don't otherwise appear anywhere else on the keyboard, so that there is no room for confusion)
This causes a lot of confusion when emulating different systems. You have to remember which emulated button maps to which physical button.NES:
B A
SNES and Wii:
X
Y A
B
Megadrive:
X Y Z
A B C
PSX:
Tri
Box Sq
X
N64:
CU
CL CR
B CD
A
Dreamcast and X-Box:
Y
X B
A
GameCube:
Y
A X
B
OpenPandora:
Y
A B
X
____________________
Now tell me again about "the standard"...
Yes, but you're missing my point. Borrowing Klumpen's suggestion, (purely for being a positional representation) it's a lot easier to remember that East=A, South=B, North=X, West=Y than it is to remember B=A, X=B, Y=X, A=Y.Yeah but those two things will be the case no matter what the buttons are called. Unless we want to put little displays in the buttons and have the labels change with the program, and please no one seriously suggest that.Nor have I, but many emulated games will tell you which buttons to press and that will (naturally) refer to the emulated layout.
I've also once had someone (I think it may have been Askarus) tell me to press B to do something in a DS game in DraStic, meaning DS B which is Pandora X.
Basically, using the same symbols you are mapping for the buttons they are being mapped onto is inherently confusing, unless the symbol mapping already matches the button mapping.
Finally, another point is backwards compatibility with the Pandora:If you have buttons labelled A,B,X and Y which were mapped to Y, A, B and X respectively, and tell you "Press Y", do I mean the button mapped Y or the button labelled Y? On the other hand, if you have buttons Labelled I, J, K and L (for the sake of this argument) mapped to A, B, X, and Y, (respectively) and I tell you to press A it's clear which button is intended.
If two buttons are to be added to the Pandora ABXY layout, there is no way to label them with letters, keep the position of the original ABXY buttons, and get a result that looks like it makes sense...I'm also selling GameGadgets, and they have the ABXY keys in a different order.
They included a port of Puzzletube to the GameGadget (which uses ABXY buttons to play), and they are completely messed up.
The game is pretty much unplayable (at least that one mode) because of that.
This would happen to all quick ports of Pandora games or games that will run via the compatibility mode...
That's definitely not what we want.
So I proposed to use completely different symbols: Greek letters that happen to look a bit like Playstation buttons:The only logical progression is
C
Y Z
A B
X
If backwards compatibility is really important, it can be done by putting dual labels on some buttons, like this:What about using Delta - Pi - Omega - Chi for the 4 "main" buttons (Δ Π Ω X), and e.g. Sigma and Psi for the 2 new buttons (Σ Ψ)?
Δ
Π Ω
X
These are all recognizable as unambiguous new symbols (except for X, but that's OK because it's in the same spot as before), and yet they resemble the PlayStation symbols quite a bit
They also make some sense: Pi (the first letter of Pyrrha) is the first button (the same as A on the Pandora), it maps to Home. Omega (the last letter of the Greek alphabet) maps to End. Delta looks like a triangle pointing up, and it maps to PageUp (also it's a D which could refer to Dragonbox). Chi looks like an X and that's also how it's labeled on the Pandora.
(sorry about the messed up indentation in the quotes, there seems to be a forum bug that ruins the indentation)If we use Π/A Ω/B χ Δ/Y for the main buttons and Γ (Gamma, looks a bit like an "r") and ν (Nu, looks like a "v") for the extra buttons, the buttons can spell the words Pyra, Pandora and DragonBox (if you're fine with a mix of Greek and Latin letters that is), are completely backwards compatible with Pandora, can be described using plain ASCII (A B X Y r v), can be described using non-ambiguous symbols (Π Ω χ Δ Γ ν) that are present in nearly all fonts, and the Π Ω Δ X layout is pretty good for PS1 and PSP emulation without actually using the □ ◯ △ X shapes.
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