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ammyt's Avatar
Posts: 1,918 | Thanked: 3,118 times | Joined on Oct 2010 @ My pants
#1011
Originally Posted by mido.fayad View Post
hey

u can play nfs under cover , asphalt 5 , driver , ground effect pro and monopoly

there is no need to multitouch as u can play with sensor which is very accurate in these games

also u can play hero of sparta and all other games but multitouch is needed to play 100%
No, multitouch no longer required in Assassins Creed, I've managed to jump to the right, and I'm a pro now! It's all about timing!
 

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jflatt's Avatar
Posts: 534 | Thanked: 723 times | Joined on Oct 2009
#1012
I've got fake multi-touch going. Basically look for SDL key events, and dispatch a fake SDL mouse event to some very specific screen coordinates. I set the SDL flag telling it to be mouse number 2. I mapped the arrow keys (looks like pre doesn't have arrows) to onscreen d-pad, and just played through the first level of Earthworm Jim since it was said to be impossible without multitouch. I don't think there's any way to map the keys up correctly without some kind of per-game configuration. I tried NOVA, but the mouse has to be slid to take effect, I'll try and get that working next.

Edit:
Yep, NOVA can work too, just fake a mouse motion event. I wonder if we overlaid every d-pad based game, is there any chance we could find one set of coordinates that would hit every one of the buttons in each game? For example if a screenshot were taken of earthworm jim, and one of nova, overlaid on top of each other, then adjust opacity, is there a chance the up keys would have at least one pixel in common?

Last edited by jflatt; 2011-01-12 at 04:42.
 

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#1013
Wow, thanks for the effort.
 
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Posts: 534 | Thanked: 723 times | Joined on Oct 2009
#1014
Rock Band can work. Really nice looking game, but will definitely need some multi-touch help
 

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#1015
These are amazing breakthroughs, jflatt. Between this and the way you're fixing some of the non working games, I think you'll make a lot of people happy. Again, thanks.
 
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Posts: 534 | Thanked: 723 times | Joined on Oct 2009
#1016
Sudoku needs libPmIpcLib.so, which you can get from http://palm.cdnetworks.net/opensourc...clib-1.0.0.tgz
Compile it and put libpmipc-dbus.so.0 and libdbus-gmain.so.0 in /home/opt/preenv/lib/
Then link in additional libs in that same directory:
ln -s libpmipc-dbus.so.0 libPmIpcLib.so
ln -s libpmipc-dbus.so.0 libpmipc-dbus.so
ln -s libdbus-gmain.so.0 libdbus-gmain.so
ln -s libstub.so libNPAPIInterface.so
ln -s libstub.so libnapp.so
...and it works!
 

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#1017
I didn't see these on the wiki compatibility list, but Risk works (good game), and it seems Tiger Woods '09 has a black screen on start
 
Posts: 509 | Thanked: 522 times | Joined on Aug 2010 @ indonesia
#1018
@jflatt what sudoku game you use. is that from dchoc or asltare
 
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Posts: 534 | Thanked: 723 times | Joined on Oct 2009
#1019
Originally Posted by cloud596 View Post
@jflatt what sudoku game you use. is that from dchoc or asltare
I don't know what either of those are
 
Posts: 13 | Thanked: 4 times | Joined on Apr 2010
#1020
Originally Posted by jflatt View Post
I didn't see these on the wiki compatibility list, but Risk works (good game), and it seems Tiger Woods '09 has a black screen on start
I've tried Risk on Preenv 0.1.3 but it is displayed only on 2/3 of the screen height and it does not match up the touch area which is shifted of stretched.

If you know the reason or how to solve the problem I would be really grateful.

Here's what I get in output:
Code:
SDLGL: called sdl_init with flags = 0x100230
X11: PID is 12400
PDL: Init: Service name is com.javispedro.preenv.risk
PDL: Main thread created
PDL: Set do_not_disturb flag to false
PDL: Application handles pause events
PDL: Application tries to set 'touch aggression'
SDLGL: Requested GL major version 1
SDLGL: Called SetVideoMode(480, 320, 0, 0x2)
SDLGL: Requested OpenGL video mode
SDLGL: SDL_GLES initialized (res=0)
SDLGL: Asked if video mode 800x480x16 (0x90000000) is ok
PDL: Switch orientation to 3
PDL: Screen dimming prevention ON
PDL: Set do_not_disturb flag to true
SDLGL: Sending lose focus event
PDL: Readjusting dimming prevention timer
PDL: Waiting for main loop thread to die
PDL: Main loop thread died
SDLGL: Called SDL_Quit
 
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