@ Jerry Blade I would consider restructuring your PXML file to include a package element for more info go here
- B Button = Increase Speed (by 2) Note: Max Speed is 40
- A Button = Decrease Speed (by 1)
- B Button = Increase Speed (by 2) Note: Max Speed is 40
- A Button = Decrease Speed (by 1)
When joystick support is working, these button mappings may cause issues. You did leave the X button unmapped which can still be joy1, but with my chubby fingers, I may hit B or A accidentally.
I cannot remember if any games or hardware on the A2e even used more than 2 joystick buttons.
Looking forward to joystick support in any case.
Awesome, yes, joysticks work. I tested Montezuma's Revenge, and Robotron. Good job!
I would prefer to be able to remap the keys in the .conf file. I like setting the A + B keys as the joystick buttons instead of the triggers. Feels more comfortable to me.
Yeah, looking at pictures of the Pandora keyboard (pictures are all I have for the moment ), I see what you mean. You've already used the unique keys.
Possibilities that occur to me offhand are (1) get the keys you mentioned to work, or (2) have selectable choices for which joystick keys you want to work as Apple joystick keys, and which ones you want to speed up or slow down the emulator (for example, choice #1 would be A and B are Apple joystick keys and L and R are speed up and slow down, choice #2 would be L and R are Apple joystick keys and A and B are speed up and slow down, and maybe other choices if you take X and Y into account). Then of course, there is always the possibility of something I haven't thought of yet.
While I wait for my Pandora, I've been looking over KEGS some as well, since the IIgs is really a different machine than the ][, ][ plus, and //e series. It's written in C (not C++), and it hasn't been updated since 2002. It seems to have more rough edges than linapple, so I wouldn't expect too much too soon on that front. It might not be that much trouble to get it to compile (I haven't tried an ARM compile, but it was easy enough on x86), but streamlining it for ease of use (and perhaps stability) will probably take a bit of work.
#######################################################################
#
# Custom Keyboard Mapping
# Map the following Keys using ASCII values (A-Z = 65-90)
A Button = 85
B Button = 79
X Button = 0
Y Button = 0
R Button = 0
L Button = 0
U Keypad = 73
D Keypad = 75
R Keypad = 76
L Keypad = 74
#######################################################################
#
# Custom Keyboard Mapping
# Map the following Keys using ASCII values (ex: A-Z = 65-90)
A Button = 0
B Button = 0
X Button = 0
Y Button = 0
R Button = 0
L Button = 0
U Keypad = 0
D Keypad = 0
R Keypad = 0
L Keypad = 0
Lode Runner.dsk - A Button = 85
Lode Runner.dsk - B Button = 79
Lode Runner.dsk - X Button = 0
Lode Runner.dsk - Y Button = 0
Lode Runner.dsk - R Button = 0
Lode Runner.dsk - L Button = 0
Lode Runner.dsk - U Keypad = 73
Lode Runner.dsk - D Keypad = 75
Lode Runner.dsk - R Keypad = 76
Lode Runner.dsk - L Keypad = 74
My D-pad doesn't seem to be mapped with arrow keys.
Is there anything to do to make it work ? I use the lastest version from the repo.
For OpenPandora linapple version 1.5.0.0:
Fixed Joystick SDL routines - Removed hardcoding of JOY1/JOY2 for SuperZaxxon Firmware Compatibility. Nubs are filled as joysticks on first
available basis (i.e. nub0 is mapped if available as a joystick before nub1 is mapped)