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-   -   [Maemo 5] Accelemymote: making your accelerometer more joy-ful (https://talk.maemo.org/showthread.php?t=45482)

Flandry 2010-03-02 22:02

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Here's a strategic question:

How would you most like to be able to invoke and control accelemymote? There are various possible ways of making it more user friendly. Keep in mind that the design goals of the utility are
  1. Enable support for joystick control in apps that aren't aware of accelemymote;
  2. Make the accelerometer control in supported apps completely optional even when installed.

The processor usage is not insignificant, so it can't just be started up when the game is started. If it was possible to detect when an app requests access to the joystick device, the daemon could be set to run on system startup and throttle down to nothing until there is a need for it, but i wasn't able to find a way to detect that. Maybe someone knows...

The best plan i've come up with is to have a GUI app that is run before the game that starts the accelerometer driver and lets you tweak the settings. Then you exit the GUI when you are done with the game and it shuts down the driver.

What do you think?

Flandry 2010-03-03 07:48

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Well don't all talk at once. :P

accelemymote (0.0.4) unstable; urgency=low

* Refactored to simplify loading cfg file.
* Watches cfg file and reloads when altered.
* Desktop file, icon, and user category removed to make invisible
to HAM and make room for accelemymote-gui.


accelemymote-gui (0.0.1) unstable; urgency=low

* Initial release of project. Codename: chewy brownie (GUI goodness)

The "gui" is currently just a bit of text on a blank canvas, but it's a start. You run the gui, run your game, and then quit the gui to shut down the joystick driver.

F2thaK 2010-03-03 08:13

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
id like to be able to set movements to either joystick or keyboard

left=left key or joystick left
right'right key or joystick right
up=space or joystick b1
etc..

F2thaK 2010-03-03 08:44

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
i dont see version 0.0.4 or 0.0.5 yet??

Flandry 2010-03-03 13:57

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by f2thak (Post 553552)
i dont see version 0.0.4 or 0.0.5 yet??

Well, there is no version 0.0.5 yet, and i haven't quite cracked the time travel problem. What i can offer you is:

accelemymote-gui (0.0.2) unstable; urgency=low

* Package now in user/system instead of /user/system. :P

There was a little typo in the control file. :) It made it through autobuilder and will probably pop up in packages in an hour or so (you can always use the package page in the first post to check).

You just need to install the accelemymote-gui through the repo and the daemon will be installed as a dependency. If you have trouble, uninstall 0.0.3 first before installing accelemymote-gui.

Quote:

Originally Posted by f2thak (Post 553524)
id like to be able to set movements to either joystick or keyboard

left=left key or joystick left
right'right key or joystick right
up=space or joystick b1
etc..

This isn't directly in the scope of the app. It takes accelerometer readings and converts them into joystick events available at a generic joystick device node.

However, control mapping and joystick support is already available in all the apps it's specifically targeted to, so it can already be done.

Flandry 2010-03-03 16:49

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
I installed the accelemymote-gui from the repo and it works fine. I believe this to be at a point where it is possible for almost anyone to at least try it out without too much trouble, and to be useful as an alternative controller for the target games.

Please give it a try and give feedback. See the first post for instructions.

Next up is to add configuration widgets to the GUI so that the settings can be easily changed; it will probably be a while before i get to that.

F2thaK 2010-03-04 04:22

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Flandry (Post 554286)
Next up is to add configuration widgets to the GUI so that the settings can be easily changed; it will probably be a while before i get to that.

that will be great, greeaaat work man..!

davedickson 2010-03-05 14:56

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Installed PrBoom (comment on that thread).

Installed Accelemymote GUI from repo -- not sure if it was -testing or -dev - had both active :D

Download script from PrBoom thread, installed.

Changed offset to 55 deg.

Works great, nice work, thanks! :)

One thing I can't figure out (please forgive my lack of linux experience) is how to change the settings in the config file? Could you give me an example of what to type in Xterm to get it open and be able to change the values.

I was specifically after changing the values that you suggest to make the response better for PrBoom, it's a bit on then off, I guess changing the max_roll and max_pitch will make this smoother and I won't have to tip the device as far to get a response.

Even two commands lines just to change this would be great, as I am not good enough to mess around with Linux myself yet, but am confident enough to follow instructions and re-flash if nessecary :D Thanks again for the great work.

F2thaK 2010-03-05 15:03

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by davedickson (Post 556920)
Installed PrBoom (comment on that thread).

Installed Accelemymote GUI from repo -- not sure if it was -testing or -dev - had both active :D

Download script from PrBoom thread, installed.

Changed offset to 55 deg.

Works great, nice work, thanks! :)

One thing I can't figure out (please forgive my lack of linux experience) is how to change the settings in the config file? Could you give me an example of what to type in Xterm to get it open and be able to change the values.

I was specifically after changing the values that you suggest to make the response better for PrBoom, it's a bit on then off, I guess changing the max_roll and max_pitch will make this smoother and I won't have to tip the device as far to get a response.

Even two commands lines just to change this would be great, as I am not good enough to mess around with Linux myself yet, but am confident enough to follow instructions and re-flash if nessecary :D Thanks again for the great work.

d/l mc from extras repo, and edit config file

mc is file manager, you can edit config file with it like notepad

davedickson 2010-03-05 15:18

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by f2thak (Post 556929)
d/l mc from extras repo, and edit config file

mc is file manager, you can edit config file with it like notepad

Wow, that is a handy bit of kit!! :D

BTW: I set mine to 35 for offset, 7 for max_pitch and 7 for max_roll and zero for both thresholds and it works really well :)

oldpmaguy 2010-03-06 04:02

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Ok Flandry, I've tried it out. I tested Outrun on SDLMAME, and all I can say is - wow. Simply superb, Fland. At the moment I can't tell if it's just due to the low framerate, but I have to say, the sophistication of steering is unparalleled - I feel like I've never had better control of the steering in Outrun! And can I tell you how I felt when I realized that acceleration/deceleration were controlled by tipping forward and back - I almost wet myself! Really, really responsive in this game in MAME.

(If you would only allow disabling of sound in SDLMAME, we might be able to get some faster framerates and have a REAL test! 8^)

In other games, though, there was no control at all - like 1944, for example, a solid shooter, I was very much looking forward to moving about the screen with accelerometer, and just firing with a button - but no control over direction at all. Why?

(One other off-topic point while I've got your attention - any chance of touchscreen buttons in SDMAME, like VGBA has? I've finally gotten used to it and it adds huge amounts to playability and enjoyability. I'd love to see it in SDLMAME as well.)

Thanks for the accelometer app, though - I'm looking forward to putting it to use in creative, unorthodox ways.

F2thaK 2010-03-06 04:51

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
i tried outrun, and OMG its unplayable!!

Flandry 2010-03-06 08:31

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by oldpmaguy (Post 557518)
(If you would only allow disabling of sound in SDLMAME, we might be able to get some faster framerates and have a REAL test! 8^)

I already responded to that request in the SDLMAME thread. Basically, the processor that handles the sound was often used for other important tasks (like a coin counter), so it is always emulated in SDLMAME. Disabling it in a meaningful way would have to be a ROM-by-ROM basis, and i don't know off the top of my head how it would best be done.

Quote:

In other games, though, there was no control at all - like 1944, for example, a solid shooter, I was very much looking forward to moving about the screen with accelerometer, and just firing with a button - but no control over direction at all. Why?
In Ikari Warriors (my favorite arcade game, and never properly cloned due to the extra rotate-control in the joystick), the joystick behavior in SDLMAME does a weird combination of move a direction/rotate character. Basically, this is a mapping problem where the default mapping for "joystick 0" is not what you'd like it to be.

I suspect there's a way to change that within the gui, or at least in a config file.

Quote:

(One other off-topic point while I've got your attention - any chance of touchscreen buttons in SDMAME, like VGBA has? I've finally gotten used to it and it adds huge amounts to playability and enjoyability. I'd love to see it in SDLMAME as well.)

Thanks for the accelometer app, though - I'm looking forward to putting it to use in creative, unorthodox ways.
Thanks for testing it out.

I'd love to add on-screen buttons and all kinds of nifty features to the apps i maintain (plus i have a half-dozen cool projects i haven't even had time to start). I believe the next in the queue to work on is Gweled, then SDLMAME, then UQM, then PrBoom. Meanwhile i have two other non-game projects and a accelemymote.

However, i also have the minor task of finishing the Ph.D. and finding a job...

sigh.

All i can tell you is... patience. :D

oldpmaguy 2010-03-06 17:01

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by f2thak (Post 557539)
i tried outrun, and OMG its unplayable!!

You, Sir, are no Outrun fan!

Bazza 2010-03-06 22:34

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
I tried afterburner 1 and 2 and they ran fine apart from game speed,also tehkan world cup that worked ok but it had a bug where the football would suddenly just go off screen(only does this when using accelemymote), marble madness worked perfect and my last test was outrun and again worked great apart from game speed.

oh just tested space harrier works fine.:)


edit

i've lost my manners... great work Flandry by the way...

oldpmaguy 2010-03-06 22:56

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Flandry (Post 557616)
In Ikari Warriors (my favorite arcade game, and never properly cloned due to the extra rotate-control in the joystick), the joystick behavior in SDLMAME does a weird combination of move a direction/rotate character. Basically, this is a mapping problem where the default mapping for "joystick 0" is not what you'd like it to be.

I suspect there's a way to change that within the gui, or at least in a config file.

I'm not sure I understand what you mean here, other than Ikari Warriors having a nonstandard joystick, which I'm familiar with.

What I meant was, shouldn't scrolling shooters be able to be controlled by accelerometer? Since they're just 8-way joysticks, right? I'm not talking about anything as fancy as an Ikari controller. Just something straightfoward like UN Squadron, a personal favorite.

F2thaK 2010-03-06 23:25

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by oldpmaguy (Post 557964)
You, Sir, are no Outrun fan!

never heard of it b4, but i mean its too slow to play :D

Bazza 2010-03-07 01:36

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by oldpmaguy (Post 558236)
I'm not sure I understand what you mean here, other than Ikari Warriors having a nonstandard joystick, which I'm familiar with.

What I meant was, shouldn't scrolling shooters be able to be controlled by accelerometer? Since they're just 8-way joysticks, right? I'm not talking about anything as fancy as an Ikari controller. Just something straightfoward like UN Squadron, a personal favorite.

Vertical or horizontal shooters are so difficult to use properly with motion control.
It is a good way to test motion control but hey you must admit it 3D shooters,driving games and marble madness would certainly benefit from motion control better than 2d shooters.;)

oldpmaguy 2010-03-07 01:37

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by f2thak (Post 558263)
never heard of it b4

That was painfully obvious. I bet you didn't try and play past the checkered flag, huh? It gets to rolling along quite smoothly for the patient among us.

oldpmaguy 2010-03-07 01:39

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Bazza (Post 558342)
Vertical or horizontal shooters are so difficult to use properly with motion control.
It is a good way to test motion control but hey you must admit it 3D shooters,driving games and marble madness would certainly benefit from motion control better than 2d shooters.;)

I'm not saying yea or nay, I'm just wondering why it won't work for those games. I'd certainly be willing to try, and judge for myself - unless it's an issue of it not working for them at all. That's why I asked my Q.

Bazza 2010-03-07 01:50

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by oldpmaguy (Post 558345)
I'm not saying yea or nay, I'm just wondering why it won't work for those games. I'd certainly be willing to try, and judge for myself - unless it's an issue of it not working for them at all. That's why I asked my Q.

oh ok,

i may test ikari and other 2d shooters just to see if they work.;)

Flandry 2010-03-13 19:04

Quote:

Originally Posted by oldpmaguy (Post 558236)
I'm not sure I understand what you mean here, other than Ikari Warriors having a nonstandard joystick, which I'm familiar with.

What I meant was, shouldn't scrolling shooters be able to be controlled by accelerometer? Since they're just 8-way joysticks, right? I'm not talking about anything as fancy as an Ikari controller. Just something straightfoward like UN Squadron, a personal favorite.

It was just an example that some ROMS don't seem to be set up to make the best use of the SDLMAME joystick (one that makes sense in the game's context). I'm guessing with the example you gave, the joystick is simply not mapped properly to the controls for the game. It might, for example, only control player 2 and not player 1.

See if there are any joystick control options in the menus for now. I'll look into it when I get a chance.

Minor update for better MAME compatibility:

0.0.5 * Zero axis on exit. davidfalkayn@gmail.cmo 2010-03-13 18:37

Flandry 2010-03-30 19:37

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
New version:
Code:

0.0.6        * Turtle mode enabled by default.
  - Accelemymote sleeps while upside-down.
  - Flipping it over toggles joystick events.

Updated cfg file info in first post:

; Turtle makes the driver sleep when upside-down. Also, flipping the phone on its face activates/deactivates joystick events.
; 1 is enabled
; 0 is disabled
; -1 is active (start in turtle mode)

turtle = 1 ; Toggle joystick by turning the N900 upside down. [1]

; Turn off event generation and slow frame_rate to 3.

attila77 2010-04-26 17:47

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
I was wondering... would an option to use the proximity sensor as an enable/disable switch be too much of a bother to ask ? I often find it difficult to hold a direction with the various sensitivity settings (especially in games that expect alternating joystick/mouse + keyboard input) so would be super-cool if I could just go to ’neutral’ by covering the prox sensor...

legoman666 2010-05-27 01:50

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Is there a way to set up a dead zone so that I can fly straight in descent? without holding the device in 1 very specific tilt/yaw?

Flandry 2010-05-31 16:29

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Wow, PR1.2 finally was released. Maybe it's worth revisiting projects that were on hold "just a bit" until PR1.2. :rolleyes:

Quote:

Originally Posted by attila77 (Post 628625)
I was wondering... would an option to use the proximity sensor as an enable/disable switch be too much of a bother to ask ? I often find it difficult to hold a direction with the various sensitivity settings (especially in games that expect alternating joystick/mouse + keyboard input) so would be super-cool if I could just go to ’neutral’ by covering the prox sensor...

I'm polling anyway so might as well check that. I was considering making it a button option, too. I'll put it on the list. :)

Quote:

Originally Posted by legoman666 (Post 681320)
Is there a way to set up a dead zone so that I can fly straight in descent? without holding the device in 1 very specific tilt/yaw?

That's what the max pitch and roll settings in the config file generally do, depending on how the game interprets joystick input. I originally designed the config file on the misconception that most games use analog input but the actuality seems to be that most games are digital, in which case the max_roll and max_pitch are probably exactly what you need.

Let me know if changing those doesn't have the desired effect.

mankir 2010-05-31 16:45

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Is it possible to use the app for mouse emulation? Would be cool for Browser and Lxde...

Flandry 2010-06-01 02:52

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Houston, we have button. It's actually kind of cool. :D

Default settings for accelemymote 0.7 (accelemymote-gui 0.0.3) have been updated to include the proximity sensor as joystick button A. Cover the left side of your phone to "press" the button.

An alternative setting, available in the main.cfg file documented in the first post, is to have the proximity sensor deactivate/reactivate accelemymote. In this mode, you can cover the sensor to switch it to turtle mode, cover it again to make it start working as a joystick again, or keep it covered to put it in a deeper sleep mode.

The turtle mode functionality is still accessible by turning the phone upside down by default.

I have tested it with PrBoom with good results. Let me know how it works for you.

Code:

accelemymote (0.0.7) unstable; urgency=low

  * Accelemymote joystick device now reports itself having a button.
  * Added polling of proximity sensor with options for effects:
    - set proximity to 1 to give it same behavior as turtle mode.
    - 2 makes it simulate joystick button A.
  * Added basic (per frame) autofire option for button A. Not fully
    functional yet.

 -- Flandry <davidfalkayn@gmail.cmo>  Mon, 31 May 2010 20:59:14 -0400

Quote:

Originally Posted by mankir (Post 692063)
Is it possible to use the app for mouse emulation? Would be cool for Browser and Lxde...

Not as things are now. It would require registering the input device as having relative axes instead of absolute and probably also titan's kernel (just guessing about that part).

Flandry 2010-06-01 14:23

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
I'm wondering what to do next with this. Who is using it, how do they use it, and what would make it more useful?

I intend to make the gui actually change settings and stuff at some point but that's going to require me to learn something (horrors!) and do some rejiggering.

Moar feedback, please.

hiique 2010-06-01 23:16

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
is there any way you could make it possible to work on the SNES and GBA emulators? would be nice to play mario kart with it :D

Flandry 2010-06-02 00:28

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by hiique (Post 694940)
is there any way you could make it possible to work on the SNES and GBA emulators? would be nice to play mario kart with it :D

They'd have to support joystick input. Do they? I can't see any option for it in Dr. NokSNES and don't have GBA emu installed. Post a request in the threads for those and see what the devs have to say. Any emu that was written by scratch for Maemo is probably better off just adding tilt support directly; this is most useful for ports of emus and games that already have joystick support.

I'll do what i can on my end to support them, though.

Bingley Joe 2010-06-11 20:34

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
As I mentioned in the TechnoballZ thread, this app works really well for controlling that game -- thanks very much for your work on this, Flandry :)

I'm curious about something -- is it creating analogue joystick commands, digital, or some combination?

The reason I ask is because the controls in TechnoballZ seem to be basically on/off (suggesting digital), but the config file mentions 'analog' as the default profile, and analog would make that game much easier to control (it supports mouse input via touchscreen, so it would seem like an analog joystick should work)..

Maybe this question is better placed in the TechnoballZ thread, but I'm curious about what kind of control is possible with Accelemymote in general, and that just happens to be the game that got me wondering (it's a shame you say mouse control doesn't seem like something you could implement)

Flandry 2010-06-11 20:49

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
From the config file (found in the first post):
Quote:

; Most games that take digital joystick inputs use some intermediate value as the "on" position.
; PrBoom is a bit stupid in that it doesn't consider a direction "on" until the max is reached, so
; set these to a small value for PrBoom (~7).
max_roll = 16 ; degrees plus/minus from neutral to max out the x axis [16]
max_pitch = 14 ; degrees plus/minus from neutral to max out the y axis [14]
Accelemymote sends fractional values (i.e. emulates an analog joystick) but the range is rather small by default (32 degrees roll, 28 degrees pitch). What i discovered is that many or most games treat joystick input as digital (either on or off in each axis). It may be that TechnoballZ is the same. You can try increasing the max pitch and roll and see if it helps. If not, it's probably a poor implementation of joystick control in TechnoballZ.

smoku 2010-06-11 20:57

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
You may install xorg-joystick driver and make it simulate keypresses.
This is what I did in sixaxis-support package.

smoku 2010-06-11 20:59

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
PS. An GUI app for editing .fdi file mapping would be useful for both projects.
I hesitate though to write one, because I have no good idea how to enable user editing root-owned files.

Bingley Joe 2010-06-11 22:04

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Flandry (Post 711195)
From the config file (found in the first post):

Accelemymote sends fractional values (i.e. emulates an analog joystick) but the range is rather small by default (32 degrees roll, 28 degrees pitch). What i discovered is that many or most games treat joystick input as digital (either on or off in each axis). It may be that TechnoballZ is the same. You can try increasing the max pitch and roll and see if it helps. If not, it's probably a poor implementation of joystick control in TechnoballZ.

Ahh ok -- thanks for the explanation.

If I remember correctly, the Amiga only supported digital joysticks, so I suppose it would make sense that TechnoballZ is interpreting Accelemymote's input that way.

pantera1989 2010-06-24 22:55

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
1 Attachment(s)
Hi I noticed that the icon for Accelmymote is Icon wanted. So I made a few that I think would suite this project.

I made a tilted crosshair in space. I think it suits the app.

In the zip file there is a 48x48 and 64x64 colour icon, and a 48x48 and 64x64 black and white icon and a 64x64 + 48x48 transparent icons. Here are two screenshots:

Transparent:
http://img138.imageshack.us/img138/5...0070511334.png

Colour:
http://img337.imageshack.us/img337/5...0070511240.png

I updated the zip file too.

Flandry 2010-07-13 20:59

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
New version in repo. It is now possible to set the origin ("zero the axis") with accelemymote. To do this, click the button in the GUI and hold it at the desired neutral tilt until a banner informs you it has been updated (about 5 s).

It can also be done by changing the value of the offset_pitch in the config file to 900 and then saving.

Also available now is a "dead zone" setting. This is a fraction of the maximum tilt that should be considered neutral before the joystick starts to send input.

Version 0.1.0 breaks automation compatibility with some scripts (that for prboom) as well as apps (MAME). Until those apps are updated, you should start accelemymote manually (using the gui) before starting the app to get accelerometer control. Note that it should still work with those apps, just not automatically as it did before.

Accelemymote 0.1.0
  • Moved trigger file to /tmp/ to not survive reboots: /tmp/accelemymote-live
    ==Breaks compatibility with some apps using accelemymote!==
  • Now supports setting offset. Setting offset in config file to 900 will cause current pitch value to be added after 4 s.
  • Added deadzone parameter to cfg file. This is the fraction of the maximum pitch and roll angles from the neutral position that will not register as joystick input.

Accelemymote-gui 0.0.4-0.1.1
  • Add "Set origin" button (only works for pitch).
  • Update to work with accelemymote 0.1.0.
  • Add icon by pantera1989.

Known issues:
  • The set origin feature will keep updating for a second or two. Make sure you hold it where you want it until the banners stop.
  • "GUI" is still a huge exaggeration. :P

Flandry 2010-07-13 22:08

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
With no reports of Accelemymote killing any babies or kicking any puppies in the months it has been around, i think it's time to promote it to testing. If you have found it useful, please consider comparing it against the Extras-testing Quality Assurance Checklist and giving it a thumbs up or down accordingly.

The package page will be here momentarily. Thanks for your help!

hassan_badredin 2010-07-14 16:40

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
if you add support for psx4all it would be a bomb!!!!
PLEEEASEEEEE!!!!


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