On 7/7/07, daniel åkerud <daniel.akerud@xxxxxxxxx> wrote:
On 7/2/07, daniel åkerud <daniel.akerud@xxxxxxxxx> wrote: > > > I'm on a mission to make e-uae work good from my sofa on a Sony Bravia > LCD TV, with nothing but a pair of gamepads in my hand and occasionally a > keyboard. The goal is to have as few reaches for the keyboard as possible. I > use MythTV as front-end to my HTPC and the mythgame plugin works perfectly > with e-uae. Here are my current identified problems (some solved, some not): > > > Problem 1 - Resetting and especially shutting down e-uae using the > gamepad (SOLVED) > Reaching for keyboard (R12+Q) is tedious. I solved this one by hacking > into the sdl/joystick code. A combination of keys is needed so that it is > not reached by accident. I actually tried very hard to do this properly, but > I gave up after a few hours. The qnd solution was to hijack > jd-sdl/joystick.c/read_joy() and keep all the states by myself. I would love > some advise here. Is there already support for this deep somewhere in the > code? I'd love to make a _proper_ patch with some guidance. > > Problem 2 - Proper fullscreen (SOLVED) > This one is already solved with a quick and dirty hack to sdl/opengl > code. It actually makes the texture larger in order to stretch the > amiga-screen as large as possible. It is a very ugly hack. I'm very > interesting in what Drummond is doing in this area. ( Hi! :) ) > > Problem 3 - Insert Disk 2... (UNSOLVED, tonights problem!) > Some games doesn't use secondary drives. Reaching for F12+F1-4 is > acceptable, but using the mouse is not. MythGame automatically senses that > the game has N disks and inserts all into the proper drives. My idea is to > have a combination of keys to cycle the drives. Drive n becomes n+1, etc > (Only cycle drives with diskettes inserted). I will use the code from > Problem 1 here, but I need to find out how to cycle floppys in code. > Tonights challenge! Any hints appreciated. > > Problem 4 - Changing input (UNSOLVED) > Some games wants you to use JUST those keys that you conveniently have > mapped to emulate a joystick on keyboard. And some games want to you press > right mouse button when you have a joystick there... My idea here is to > somehow be able to cycle input-system for port0/1 with the gamepads. > > Problem 5 - On-Sreen-Display, OSD (UNSOLVED) > Most of these problems could benefit from OSDs. That is, cycling > diskettes in drives or input-systems could really benefit from some feedback > to the user (hey that's me!). A temporary solution perhaps could be to > launch KDE's (or another WMs) OSD functionality. I think KDE has a > command-line program to show OSDs, although this is very far back in memory. > I will try to delve into this ASAP. Perhaps Drummond is thinking about this > already, with the reworked graphics API? I'm thinking OpenGL and transparent > stuff :-D > > Anyone has any more interesting stuff to add, please do! e-uae with > mythgame is wonderful already and can only become better :-) > > BR/D > > I am now more or less finished with my mission, except number 4 which I no longer consider a goal since I just spoiled myself with two new gamepads. Here is a screenshot where the game Chuck Rock asks me for disk 2 in drive 0. I press <magic combination> on the gamepad to cycle the disks and you get feedback on the On-Screen-Display. Moments later I press fire to continue and the game continues to load. Perfekt! http://www.flickr.com/photos/9794374@N07/748041265/ Richard, I need some help. In gfxsdl.c, how do you find out the actual current amiga screen width/height and also the width of the borders (seems not to start drawing at (0,0))? I currently have it #defined, and it works in many games but not all (seems to change...). I'm not well versed with amiga hardware but it seems it doesn't only have one resolution :-) BR/D
I want to clarify the question above. I have a picture here: http://www.flickr.com/photos/9794374@N07/749852158/ This is fullscreen on a 1280x800 screen with my hack disabled. How do I find out where the amiga screen starts, from top left, and the width and height? From there, I can stretch properly in OpenGL. Like I said before, currently I have #defines for this but it only seems to work for most of the games, not all. Thanks, Daniel