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PocketScumm 0.7.0 - mapping keys on Smartphone: help!


PocketScumm 0.7.0 - mapping keys on Smartphone: help!

Postby Guest » Jan 9, 2005 @ 1:53am

Hi there! :)

First I'd like to say congrats on an excellent port; beig able to play these classics again on my phone is fantastic!

Though I'd really love to be able to change the key layout. I use an orange SPV E200. In 0.5x there was a set of menus to define keys for the Smartphone. In this one however the menu system has gone and it starts up straight to the Scumm menu. In some ways I think this is much nicer because there is more control over game options. But I can't for the life of me work out how to redefine the keys.

I read the WinCE readme and tried to map the keys by copying the ActionKeys string across. The relevant sections of my old config were as follows:
Code: Select all









10 
11 
12 
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[smartfon]
ActionKeys=0025 0027 0028 0026 0075 0076 005b 001b 0077 00ff
KeysVersion=1

[smartfon-keys]
repeatX=4
repeatY=4
stepX1=4
stepX2=4
stepX3=4
stepY1=4
stepY2=4
stepY3=4
13 lines; 0 keywds; 19 nums; 15 ops; 0 strs; 0 coms    Syntactic Coloring v0.4 - Dan East  

I tried to mimic this with the new config style in 0.7.0:
Code: Select all









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11 
12 
13 
14 
15 
[scummvm]
versioninfo=0.7.0

[smartphone]
action_mapping=0025 0027 0028 0026 0075 0076 005b 001b 0077 00ff
action_mapping_version=1
repeatTrigger=15
repeatX=8
repeatY=8
stepX1=1
stepX2=1
stepX3=1
stepY1=1
stepY2=1
stepY3=1
15 lines; 0 keywds; 23 nums; 18 ops; 0 strs; 0 coms    Syntactic Coloring v0.4 - Dan East  

This however doesnt appear to make any difference. :(
I think I'm missing something. Can the author or someone else familiar with this point me in the right direction? :)

I want it to work as follows; I hold my phone longways, landscape style. I use my left hand to move the phone's joystick, guiding the crosshair, and my right hand to use the volume up/down buttons as left/right mouse buttons respectively. I find this very comfortable and would love to use this setup in PocketScumm. Thats the way I had it working in 0.5x.

For the attention of the authors, while I'm at it, there appears to be a minor bug. If I launch it from the Start Menu as normal, I get the Scumm screen as expected, however as I start to navigate the menus and play the game, I begin to see parts of the taskbar show through the screen, sometimes flickering and fouling the game image.

If I choose the program from the Start Menu and then immediately press the Home button to switch to the homescreen, the problem doesnt occur I don't think.

May want to try looking at that - its very minor but an annoyance all the same :)

Thanks very much and again thanks for what is still otherwise an excellent port. Bravo! :D
Guest
 


Postby TDO » Jan 9, 2005 @ 1:03pm

Just start a game.

There you have the menu to change the controls. (as it is described in the readme ...)

TDO
TDO
 


Postby Guest » Jan 9, 2005 @ 3:33pm

Ahhhh thanks, I found it!
I guess I missed that bit in the readme. :oops:

I used Monkey Island 1 and set the options from there, found the "Keys" button. However, for some odd reason, there is no menu item for the "up" key! I can define all the controls except up... is this a bug?

I think i've run into another bug too - pressing the "Skip" button in order to try and skip the intro scenes locks up the game on Simon The Sorceror 1 (Win/Talkie) and on Beneath a Steel Sky. The music continues playing but the screen freezes.

Thanks for your reply, I'm starting to get somewhere now :)
Guest
 


Postby Guest » Jan 9, 2005 @ 3:36pm

One last problem - when I exit PocketScumm and come back to it later, my settings for the key repeat/speed/step etc are lost and set back to default. I have to keep manually tuning them each time I want to play :(
Guest
 


Postby Arisme » Jan 9, 2005 @ 4:59pm

nice, more bugs to test today :wink: I noticed the BASS crash already, but not the others. I'll have a look.
Arisme
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Posts: 1453
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Location: France


Postby Guest » Jan 9, 2005 @ 11:53pm

Ahhh excellent :) Thanks!

Post back if you manage to correct it or find anything else out!

Maybe you could integrate the key settings into the main interface along with Audio, Gfx etc so it is easy to find and configure, and also have it so you can override and set "per-game" settings if required, like the other options.

I don't know if this is feasible, but may be good as a suggestion?

Hope you can get it sorted!
Thanks again.
Guest
 


Postby Arisme » Jan 10, 2005 @ 2:58am

BASS & Simon crashes are fixed. I'll see if I get time this week to fix the others issues, but they are not mandatory for a new release in my opinion.
Arisme
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Posts: 1453
Joined: Jan 27, 2002 @ 1:07am
Location: France


Postby Guest » Jan 10, 2005 @ 4:40am

That's great news, well done and thanks!

I'd really appreciate it if you could find a solution to the key defining issues as soon as you can, as I find Scumm very difficult to control with the defaults.

Keep up the great work! :D
Guest
 


Postby Arisme » Jan 10, 2005 @ 9:32pm

I've added the keys mapping option to the main "option" menu (accessible from the launcher) for the next release
Arisme
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Posts: 1453
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Location: France


Postby Guest » Jan 10, 2005 @ 10:26pm

Excellent :D

Did you manage to find the problem with the settings for cursor speed being reset? Sorry, I don't want to ask too much of you as I understand you must be busy! :oops:
Guest
 


Postby Arisme » Jan 10, 2005 @ 11:42pm

I didn't have the problem with my build ... we'll see if it's fixed :wink:
Arisme
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Location: France


Postby Arisme » Jan 11, 2005 @ 12:04am

no problems, the RC build should be available in less than half an hour for everybody. Keep watching :wink:
Arisme
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Posts: 1453
Joined: Jan 27, 2002 @ 1:07am
Location: France


Postby d0pefish » Jan 11, 2005 @ 12:06am

I posted that by mistake, I meant to PM you! :oops:

I guess I didn't delete it fast enough, d'oh! Sorry :( :oops:

Still, thats fantastic. I'll be watching for sure! :D
d0pefish
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Posts: 9
Joined: Jan 10, 2005 @ 11:55pm


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Discuss this port of ScummVM for the Pocket PC.

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