Hey guys
Thanks to pix's input, I've made a modified version of the Danzeff keyboard that works with the D-Pad. I'm about to commit the keyboard to trunk. If you'd like to give the keyboard a try and provide some feedback, now's the time to do it.
Here's the link:
http://www.easy-share.com/1908506533/scummvm_kb.zip
Use select to show the keyboard but also hold it down to move the keyboard onscreen. The right trigger and left trigger shuffle through different input modes, and are also used to select the keys in red. Enter is the start button, which also makes the keyboard go away so you can see the response clearly onscreen.
I've managed to reduce the size in memory from the Danzeff's huge 2MB+ to only 200KB using 4-bit images, so that this keyboard actually takes up less space than the previous one!
Also, let me know how fast you're able to write with it. I'm hoping that with a little practice, it can get quite efficient.
enjoy,
Bluddy
Help test the new onscreen keyboard!
Moderator: ScummVM Team
Thanks a lot for this Bluddy. I've given it a fairly good go on a few SCI games. I had every intention of playing all the way through Space Quest 3 but unfortunately restoring a game in SCI crashes the PSP within about 30 seconds in the latest build and those Sierra games have far too many deaths for me to get very far in one go.
With the little practice I've had this is 10 times faster for me than the old keyboard. It was a while before I figured out that start pressed return and closed the keyboard but I was getting pretty quick once I had that sorted. I can happily play SCI0 games with this.
This is spot on for me and I've no suggestions to improve it. Someone could do with updating the compilation instructions on the wiki to include libpng + your zip file with the png's isn't being included in the nightly builds so that needs fixing.
With the little practice I've had this is 10 times faster for me than the old keyboard. It was a while before I figured out that start pressed return and closed the keyboard but I was getting pretty quick once I had that sorted. I can happily play SCI0 games with this.
This is spot on for me and I've no suggestions to improve it. Someone could do with updating the compilation instructions on the wiki to include libpng + your zip file with the png's isn't being included in the nightly builds so that needs fixing.
- McKnallski
- Posts: 68
- Joined: Tue Dec 08, 2009 2:32 pm
The Feeble Files crashes now. The Menus and Cutscenes are working fine, but ingame screen crashes at once (I´m using the German Version). The Cursor in Flight of the Amazon Queen is not moving smooth anymore (poor Framerate). Besides, I can move the new keyboard out of the screen using the SELECT key. And I´m missing the ENTER key on the Keyboard. But overall, the new keyboard is a nice renewal. Shortly I will make a few more tests with other games.
Enter is available using the start key. It'll also make the keyboard go away so you can see the game's response.
I considered limiting how far you can move the keyboard on screen, but some people might want to have it hanging mostly offscreen (let's say halfway offscreen) so I didn't put in a limit. Maybe I should put in some limit though.
Regarding the crash and slowdown, please make sure you're using the latest nightly build ie. not the build in this thread as it's already outdated. If you are, check the corresponding latest desktop nightly build to see if Feeble crashes there. I'll have to find a spare memory stick to test it.
Bluddy
I considered limiting how far you can move the keyboard on screen, but some people might want to have it hanging mostly offscreen (let's say halfway offscreen) so I didn't put in a limit. Maybe I should put in some limit though.
Regarding the crash and slowdown, please make sure you're using the latest nightly build ie. not the build in this thread as it's already outdated. If you are, check the corresponding latest desktop nightly build to see if Feeble crashes there. I'll have to find a spare memory stick to test it.
Bluddy
- McKnallski
- Posts: 68
- Joined: Tue Dec 08, 2009 2:32 pm
I think you should set the limit so that the keyboard is still a bit visible at the edge of the screen. So that the user knows in which direction he should move it back to center it again. I tested the Problems with the latest nightly build. The Cursor slowdown of Flight of the amazon Queen is still there when the Hero is moving and the crash with The Feeble Files still exists.
I have now tested Discworld and I noticed slowdowns in places with more animated Characters (i.e. the Dining Room above the kitchen).
The Cursor-slowdowns are also present in the ScummVM game selection menu. But when I come back from a game into this menu, the slowdowns have disappeared (but they are still in the mentioned games). I tested all this in the 1.0.0 version too. There are no slowdowns and crashes.
I have now tested Discworld and I noticed slowdowns in places with more animated Characters (i.e. the Dining Room above the kitchen).
The Cursor-slowdowns are also present in the ScummVM game selection menu. But when I come back from a game into this menu, the slowdowns have disappeared (but they are still in the mentioned games). I tested all this in the 1.0.0 version too. There are no slowdowns and crashes.
I like the idea of limiting the keyboard movement. I'll incorporate it when I have a chance.
I'm currently playing Discworld for the first time and I haven't noticed any slowdown. Maybe it's only noticeable if I compare it to 1.0.0. I also booted up FOTAQ and didn't notice cursor slowdown. Can anyone else confirm whether there is slowdown?
Bluddy
I'm currently playing Discworld for the first time and I haven't noticed any slowdown. Maybe it's only noticeable if I compare it to 1.0.0. I also booted up FOTAQ and didn't notice cursor slowdown. Can anyone else confirm whether there is slowdown?
Bluddy
- McKnallski
- Posts: 68
- Joined: Tue Dec 08, 2009 2:32 pm
- McKnallski
- Posts: 68
- Joined: Tue Dec 08, 2009 2:32 pm