Started by Duke, 01:30, 02 February 19
0 Members and 1 Guest are viewing this topic.
Quote from: mr_lou on 09:28, 02 February 19Nice! So this allows us to use USB gamepads for the CPC?
QuoteLike PlayStation 3/4 controllers too? And Logitech F310 / F510 / F710? Does it require firmware flashing depending on controller then?
QuoteFunnily enough, I'm involved in a minor project to do the opposite these days: Make it possible to use an Amstrad CPC joystick / gamepad for Blu-ray games. The creator of this adapter is currently writing the firmware for it that should make this possible. Then you need to flash the adapter with this firmware. If successful you should be able to play any Blu-ray game, such as Bolt's Be-Awesome Mission on your standard Blu-ray player using your Amstrad joystick.
QuoteVery niche of course.My interest in this spawned from my interest in Blu-ray homebrew games - code games in Java, and run them on PS3 + PS4 + XB1 from the very same disc.
Quote from: VincentGR on 14:13, 02 February 19Hey Duke, will the mouse work normally or will need a kick to scroll like a joystick?Seen this to another adapter I have.
Quote from: HAL 6128 on 17:23, 02 February 19Yeah... same question. It would be good to test it on OCP Art Studio to get a smooth and proper movement.
Quote from: GUNHED on 16:20, 03 February 19Just an idea... There are Adaptors for f.e. Atari ST mice for the CPC. They transfer proportional data instead of joystick-compatible data.Here an example:http://www.cpcwiki.eu/index.php/Atari-ST_mouse_adapterWould it be possible to have a small switch, for joy-mode / proportional mode? So we can get proportional data from such an USB mouse? There is already some well software for it (including G-Paint!). That would be awesome!
Quote from: HAL 6128 on 00:00, 04 February 19Yes. It would be good to have some kind of adjustments (speed, acceleration) from software side.
Quote from: TotO on 11:34, 04 February 19The adapter should embed some counters to handle the mouse ballistic to produce usable values, to not have extra computing into the softwares.
Quote from: Bryce on 13:15, 04 February 19The problem with custom methods is that it then makes the device non-compatible with all software with mouse support from back then.
Quote from: Duke on 19:06, 03 February 19It may be How would I test it in FutureOS - I mean quick guide to enable ST / Amiga Mouse mode in FutureOS (don't have one for my ST but I think it is just to swap x,y iirc).. Thanks.
Quote from: Duke on 12:39, 04 February 19One way to do it would be to have two consecutive reads of the joyport (key scan row) per frame, where first value read is delta X (say 5 bits) and 2nd value is delta Y. Remaining bits for ID (ΔX or ΔY) & buttons (3). Using 5 bits you will acheive a max. speed of 31 pixels per frame or 50 * 31 = 1550 pixels per second, so you can like on PC move quickly from one side of the screen to the other. Edit: actually it would need a sign bit for the direction changes, but still sufficiently fast at approx 800 pixels per second.
ld a,0x49 call key_scan bit 5,a ; 0 = delta X, 1 = delta Y jr nz,isDeltaY ld hl,(xpos) bit 6,a ; check sign bit jr nz, dx_not_signed and 0x1F ; keep lower 5 bits ld e,a ld d,0 or a sbc hl,de ld (xpos),hl jr delta_donedx_not_signed: and 0x1F ; keep lower 5 bits ld e,a ld d,0 add hl,de ld (xpos),hl jr delta_doneisDeltaY: ld a,0x49 call key_scan ... ; same stuff as for DXdelta_done: ... xpos: dw 0ypos: dw 0
Quote from: TotO on 22:08, 05 February 19How many softwares will require to be patcked? 1, 2, 5 ?
Quote from: HAL 6128 on 20:13, 10 February 19How about the idea to integrate an AD-converter on the stick which reads out a analog signal (AD571 > 10 Bits in 0,000015 sec.)?
Page created in 0.110 seconds with 52 queries.