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-   -   VGBA Ported to Maemo (https://talk.maemo.org/showthread.php?t=17765)

fms 2008-03-11 13:47

Re: VGBA Ported to Maemo
 
Quote:

Originally Posted by unique311 (Post 153458)
Maybe 2...

This leaves about 60 pixels ((800-2*240)/2/2) of width for LEFT and RIGHT buttons. This is ~7.5% of the total screen width for each button - they will be mighty easy to miss.

unique311 2008-03-11 13:51

Re: VGBA Ported to Maemo
 
make the right and left the size of the original AB....
Think that might work.






Quote:

Originally Posted by fms (Post 153460)
This leaves about 60 pixels ((800-2*240)/2/2) of width for LEFT and RIGHT buttons. This is ~7.5% of the total screen width for each button - they will be mighty easy to miss.


fms 2008-03-11 14:13

Re: VGBA Ported to Maemo
 
Quote:

Originally Posted by unique311 (Post 153463)
make the right and left the size of the original AB.... Think that might work.

You mean, 1/3 of the screen? Then it comes down to 800/3/2=133 pixels (in full screen mode). Yea, this one may actually do the job.

unique311 2008-03-11 14:25

Re: VGBA Ported to Maemo
 
I wasn't thinking about window mode.

hmmm.....
Im pretty sure there are others out there with some suggestions in mind.
maybe someone will come up with something you can use.

fms 2008-03-11 14:29

Re: VGBA Ported to Maemo
 
Quote:

Originally Posted by unique311 (Post 153475)
I wasn't thinking about window mode.

Also notice that in the window mode there is a column of Maemo icons at the left. Those are rather easy to press accidentally if you place the directional pad close to them. But this one inconvenience may be unavoidable.

unique311 2008-03-11 14:53

Re: VGBA Ported to Maemo
 
in window mode.
VGBA Maemo 3.5
|------L-------|
_____________|
|------UP------|
_____________|
|-left--|--right-|
_____________|
|----Down----|
_____________|
|------S-------|
_____________|
|
_____________|


with the Title being the guide for the size of the buttons.
hope this helps for window mode.

Quote:

Originally Posted by fms (Post 153476)
Also notice that in the window mode there is a column of Maemo icons at the left. Those are rather easy to press accidentally if you place the directional pad close to them. But this one inconvenience may be unavoidable.


ArnimS 2008-03-11 19:06

Re: VGBA Ported to Maemo
 
Quote:

Originally Posted by fms (Post 153476)
Also notice that in the window mode there is a column of Maemo icons at the left. Those are rather easy to press accidentally if you place the directional pad close to them. But this one inconvenience may be unavoidable.

I don't see any reason to support windowed mode in an emulator. (excepting dosbox which needs some space for xkbd).

Btw: If you want to scale the game window, I've heard it's possible to have fb-controller scale a region arbitrarily (leaving a buttons region unscaled). See mplayer sources for implementation.

Very nice emu fms. It was a little shocking to see an emulated 3d game running at 10+ fps.

Underscore 2008-03-11 21:11

Re: VGBA Ported to Maemo
 
Alright! Can't wait to try.
Now all we need is a DS emu. (yeah, sarcasm)

qole 2008-03-11 22:17

Re: VGBA Ported to Maemo
 
I've only tried it with a couple of games, it seems to run at a very decent speed, once sound has been disabled. The sound on the games I've tried doesn't really work anyways.

I agree that the on-screen buttons need to be changed. My thumbs are in the way when I'm trying to make Mario jump and throw turnips.

I don't want to lose windowed mode, at least not until a fast way is discovered to fill the screen. The emulator's screen looks so lonely in the middle of the big full screen.

Here is a screen shot of Super Mario Advance. Our protagonists are squatting and grunting, sweat drops flying...

http://farm4.static.flickr.com/3100/...975cb5d4_o.png

fms 2008-03-12 00:35

Re: VGBA Ported to Maemo
 
Quote:

Originally Posted by ArnimS (Post 153587)
I don't see any reason to support windowed mode in an emulator. (excepting dosbox which needs some space for xkbd).

My goal is to be as system friendly as possible and this means windowed mode support.

Quote:

Btw: If you want to scale the game window, I've heard it's possible to have fb-controller scale a region arbitrarily (leaving a buttons region unscaled). See mplayer sources for implementation.
I am scaling the window already anyways. The problem of scaling it farther is that it will look bad unless you repeat each pixel the same number of times. I do have the scale+soften mode which can be used to fill the whole screen with a very smooth image, but it is too slow on the tablet.


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