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Re: VGBA Ported to Maemo
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Re: VGBA Ported to Maemo
make the right and left the size of the original AB....
Think that might work. Quote:
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Re: VGBA Ported to Maemo
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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. |
Re: VGBA Ported to Maemo
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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:
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Re: VGBA Ported to Maemo
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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. |
Re: VGBA Ported to Maemo
Alright! Can't wait to try.
Now all we need is a DS emu. (yeah, sarcasm) |
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 |
Re: VGBA Ported to Maemo
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