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adminKeymasterI added cross to middle of screen. Now I see where I aim and playing is much easier.
I think I can modify virtual joystick. Currrently it has fixed start point, but I can implement that middle will not be fixed. Will be always first touch coordinate. And I can add option for second action which will be fired when you touch joystick.
Its not easy for implementation, but easiest from all options what I have. I think, correct solution (and most universal – for other games types) is placing widgets over self and run actions of all widgets below finger. But this is very hard now. It requires deep rewrite of control system.
Check magic dosbox later, currently I hardly work on new console mode.
adminKeymasterAh yes, now I understand, you want aim and fire with the same widget. No, this is not implemented. Maybe in the future. But in dos version is aiming not so important i think. You always hit if you point to correct direction. Is not necesssry look up down.
Here are tips for better performance :
Enable auto performance, scroll down to “main program”, press Get and generate all to clipboard. Enable expert settings and replace content with clipboard. Change sb16 to sb2. Change cycles=max 105% to max 120%
adminKeymasterHello,
Thanks for interesting post.
All right. First, if you have trouble with decision buy or not to buy, try it I can refund you in worst case. Magic Dosbox is not here for cheating people.
With emulator you must accept, that it allows you do only that what game supports. Game ports can do more. But this does not mean, that games are not playable. Many times it is about the controls.
Over last 3.5 years were added various controls for various games based on players suggestions. I add what I can, however probably not immediately – you know – work, children etc. 🙂
Many people does not know about one flag in widget’s setup. It is called “Activate on tap only”. Each widget has two major states – pressed and not pressed. By default you activate widget with finger tap somewhere inside widget area. But this flag “activate on tap only” allows you to widget activation/deactivation with dragging over screen. Sibling to this flag is another flag “deactivate on leave”. By default is widget deactivated if you leave with finger it’s area. This flag blocks this and widget stays activated even you leave widget’s area.
I see on you video that you turn to sides with quick swing to left/right. Something like quick swing on touchpad. Unfortunately this control is not implemented and is on to do list long time. But you can do it with relative mouse with higher sensitivity, f.e 200.
BUT, you can try it like I do it in this video :
https://www.dropbox.com/s/ndhya868lqjktvq/20180207_214711.mp4?dl=0Here is my profile, import it in magic dosbox
https://www.dropbox.com/s/awnfpcsjm2p6fl2/Duke3D.mgc?dl=0My duke3d setup in SETUP.EXE is : Controller setup => keyboard and mouse.
Drawback with this setup is : in video I fire with relative mouse. Due nature of relative mouse there is little delay when you fire and lack of continual fire, because relative mouse executes click if you quickly tap. But if you drag then relative mouse emulates movement. If you want immediate fire then use widget (maybe with flag “activate on tap only” turned off).
I found now small bug if you perform 3 touch at once, I must fix that, but 2 fingers are fine for duke.
In virtual joystick you can change position inner rectangle – this increases/decreases active angles for direction detection. Usually I move this rectangle a bit down, so I have bigger forward area and smaller backward area.
This video is my quick idea, did not think about it much, i prefer another controls
adminKeymasterMy phone scores 1800 in Benchmark on stock rom. I enabled expert settings and used settings :
cycles=max 120%
memory=32
core=dynamic[sblaster]
sbtype=sb2or
disable sound completely. “rate” for music and mixer set to 16000.
Now it is on my phone playable, even still not at full speed. But my phone is not rooted, maybe you can get good performance, because your is.
I noticed that game runs worse if I set cycles manually. Best it was with cycles 120%
adminKeymasterI got it work almost fine, still slower but playable with cycles=120%, now realticks are around 1600. Strange why that game needs so much power, it looks pretty simple
adminKeymasterI found this link :
http://www.mediamond.fi/forum/viewtopic.php?t=778
Seems this game needs 80 000 cycles. That’s not fan on snapdragon 🙁
adminKeymasterWow, thanks a lot:)
adminKeymasterI copy Alex’s answer here
“Sorry, but as ancient as Win95 may be, it’s still copyright protected. So please don’t ask for any copies. Thank you very much.
Installing Win95 from your own iso image is pretty straightford, you can also do it on a pc, and copy the images to your phone afterwards.”However, no bootable device means that you dumped win95 cd incorrectly.
adminKeymasterSave states are some time officially supported. A lot of work was done.
24. January 2018 at 22:12 in reply to: Neccessary control improvements for flight/space/mech-sims #5616
adminKeymasterIf it can improve things than why not. I can look at this when new console mode will be out.
19. January 2018 at 23:03 in reply to: Neccessary control improvements for flight/space/mech-sims #5614
adminKeymasterI completely forgot that 8 way joystick was removed…
15. January 2018 at 22:18 in reply to: Neccessary control improvements for flight/space/mech-sims #5612
adminKeymasterI must read your suggestions about poibt two tomorrow. I think i am bit lost. However, for Eye of Beholders I can implement 6-way dpad, exactly like this one:
https://i.stack.imgur.com/WLpfx.png
Directions could be easily catched (i hope), because angles are not so small. And maybe, up/down angles can be smaller.
15. January 2018 at 17:52 in reply to: Neccessary control improvements for flight/space/mech-sims #5610
adminKeymasterOk, I was thinking about point 3. It can be done in two ways. First way is harder and I will not work on that now, however second way is easy and can be done quickly. You can bind to gamebutton button special action called “modifier”. Then if is this modifier pressed, we can check other buttons for that modifier and execute another actions. But gamepad button with bounded “modifier” cannot be used for something else.
Other way allows bind to f.e A to L1. And you can do another action with L1+R1 for example. But this needs various delays for checking. This is harder for implementation and I wont work on that now. Anf these delays may be not welcome by shooters or other quick actions.
15. January 2018 at 16:44 in reply to: Neccessary control improvements for flight/space/mech-sims #5609
adminKeymasterHi thank you for suggestions.
Yes I remember problems with Eye of Beholder and I did not forget. Sorry for delay, I want work on that when I finish new console mode. This is currently my biggest focus. For that purpose I bought shield tv from donations. Having perfectly working mDosbox on shield tv will hold my interest on this device for a long time.
First point is easy and I can add it to next version.
Second point is hard. If I remember well, I added possibility for increasing dead zone. Having dead zone at maximum reduced this problem, however problem was not removed. I want fix that. Is something like this implemented in other emulators? Maybe I can contact author and ask. I need example.
Third point is very good idea and will be implemented after I finish new console mode. In next version you can bind key widget and profit from dbl tap.
In addition, after finishing new console mode will be added special menu like weapons picker. You will be able modify each menu item and uts functionality.
adminKeymasterI can look at this. Please export game profile and maybe save game, or can it be tested in new game?
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