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

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.


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