Since the new GP2X is new and there will be alot of projects started maybe there should be a pinned topic about some common items that could be added into future apps.
Some features such as button combos to pull up game menus, how to do a re-set while in a game, directory structure where executables and data files are stored, joystick configuration options etc could be there. Coders could use this topic to know what standards are common setups etc.
Of course it can't and wouldn't be enforced. Coders will set things up how they want, but if they don't have an objection with using the "standards" they will be there as a guide if they want them.
For starters I have this diagram of different joystick options. This could be used by coders as a guide of how to configure the odd GP2X joystick to work the best in different situations. A bad config could make some games nearly unplayable
Case 1 would be good for any native games but also games that used analog or trakballs like Centipede, Missile command, or for emulating mouse movement like in ST/Amiga
Case 2 would be the ideal and recommended one for use in emulators and any game requiring traditional 8-way control. Typical 4-switch, 8-way controllers always were easier to hit the horiz/vertical than diagonals. This is because it is harder to keep 2 switches closed simultaneously than one. This would include, Atari-2600 type joystick, Nintendo cross pads, PSX pads, MD, SNES etc.
Case 3 would be useful for those isometric oriented games like Desert strike, Zaxxon etc that are mostly diagonal but still use some vertical/horizontal.
Case 4 would be useful if you wan't to get pissed that your character stopped moving and you got killed. You just have to ask yourself, do you feel lucky? Hit the dead zone at the wrong time and well...you're dead. This is for those that think games are too easy and want an extra challenge
Case 5 Horiz/vert 4-way. Useful for 4-way games such as Pac-man Thick purple lines separate directions for visualization. Anything from sw8 to sw1+sw2 would be "UP" and so on. Must be slightly rotated to make all zones even in size. I picked the rotation this way as it folows the arc your thumb would make while playing.
Case 6 Diag 4-way. Useful for 4-way diagonal only games such as Q*Bert. Thick purple lines separate directions for visualization. Must be slightly rotated to make all zones even in size.
Developers should think about these different configs, and include in the menu option screen a choice between a couple. MAME for example would be able to use case 1, 2, 3, 5, 6. Megadrive and most other emus would probably only need case 2. Atari-ST would use case 1 for mouse and then switch to case 2 using joystick mode.
Some features such as button combos to pull up game menus, how to do a re-set while in a game, directory structure where executables and data files are stored, joystick configuration options etc could be there. Coders could use this topic to know what standards are common setups etc.
Of course it can't and wouldn't be enforced. Coders will set things up how they want, but if they don't have an objection with using the "standards" they will be there as a guide if they want them.
For starters I have this diagram of different joystick options. This could be used by coders as a guide of how to configure the odd GP2X joystick to work the best in different situations. A bad config could make some games nearly unplayable
Case 1 would be good for any native games but also games that used analog or trakballs like Centipede, Missile command, or for emulating mouse movement like in ST/Amiga
Case 2 would be the ideal and recommended one for use in emulators and any game requiring traditional 8-way control. Typical 4-switch, 8-way controllers always were easier to hit the horiz/vertical than diagonals. This is because it is harder to keep 2 switches closed simultaneously than one. This would include, Atari-2600 type joystick, Nintendo cross pads, PSX pads, MD, SNES etc.
Case 3 would be useful for those isometric oriented games like Desert strike, Zaxxon etc that are mostly diagonal but still use some vertical/horizontal.
Case 4 would be useful if you wan't to get pissed that your character stopped moving and you got killed. You just have to ask yourself, do you feel lucky? Hit the dead zone at the wrong time and well...you're dead. This is for those that think games are too easy and want an extra challenge
Case 5 Horiz/vert 4-way. Useful for 4-way games such as Pac-man Thick purple lines separate directions for visualization. Anything from sw8 to sw1+sw2 would be "UP" and so on. Must be slightly rotated to make all zones even in size. I picked the rotation this way as it folows the arc your thumb would make while playing.
Case 6 Diag 4-way. Useful for 4-way diagonal only games such as Q*Bert. Thick purple lines separate directions for visualization. Must be slightly rotated to make all zones even in size.
Developers should think about these different configs, and include in the menu option screen a choice between a couple. MAME for example would be able to use case 1, 2, 3, 5, 6. Megadrive and most other emus would probably only need case 2. Atari-ST would use case 1 for mouse and then switch to case 2 using joystick mode.