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Author Topic: Key mapping for dungeon crawlers  (Read 14315 times)

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Icarus

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Key mapping for dungeon crawlers
« on: August 18, 2006, 11:15:10 AM »

Hi chaps/chapesses,

I've mapped the forward/backwards/turn left/turn right keys to the triangle etc with no trouble. The problem I have is that the auto-repeat of these keys is so quick that I end up spinning 180 or 270 degrees when trying to turn 90, or charging down the corridor when I want to approach cautiously! I know there are on-screen mouse click icons, but they are quite hard to use when running backwards firing fireballs at the persuing baddies (just as they were on my old 500)! Has anyone come across/solved this problem or got any bright ideas?
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Hungry Horace

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Re: Key mapping for dungeon crawlers
« Reply #1 on: August 18, 2006, 12:01:17 PM »

no solution. it's just a psp-uae bug i'm afraid.


a useful bit of help would be the already suggested idea of allowing mapping keys to the d-pad as well....since there often arent quite enough keys to go round cmfortably.
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Icarus

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Re: Key mapping for dungeon crawlers
« Reply #2 on: August 18, 2006, 05:02:16 PM »

Thanks for the speedy reply HH.

Its useful to know that its not the way I've set things up that's causing the problem.

Very cool sig btw - Bloodwych is one of the games  I'm having the problem with!
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Re: Key mapping for dungeon crawlers
« Reply #3 on: August 18, 2006, 05:51:24 PM »

Thanks for the speedy reply HH.

Its useful to know that its not the way I've set things up that's causing the problem.

Very cool sig btw - Bloodwych is one of the games  I'm having the problem with!

Oh no another Bloodwych fanatic, ;)
« Last Edit: August 18, 2006, 07:24:17 PM by Hungry Horace »
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FOL

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Re: Key mapping for dungeon crawlers
« Reply #4 on: August 18, 2006, 06:34:55 PM »

no solution. it's just a psp-uae bug i'm afraid.


a useful bit of help would be the already suggested idea of allowing mapping keys to the d-pad as well....since there often arent quite enough keys to go round cmfortably.

Horace, i have been looking into this, and it appears to be a E-UAE / UAE / WinUAE problem, it sets the mapped keys to Auto Fire by default. Im currently playing around to try and remove this autofire. I have tested with keys w, t, etc etc. and they have autofire as default to, even the mouse buttons have autofire. As I said im still testing, if i sort ill post for Ric to check over.
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Re: Key mapping for dungeon crawlers
« Reply #5 on: August 18, 2006, 07:25:12 PM »

Oh no another Bloodwych fanatic, ;)



mowohahaha! you'll never defeat Zendick in his lair!!



good luck with finding that autofire-routine though mate!



always good to see more fans of BW around.  ;D



whoops... went to quote and editted by accident.... thank flip for the "back" button.
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Re: Key mapping for dungeon crawlers
« Reply #6 on: August 18, 2006, 07:48:37 PM »

Oh no another Bloodwych fanatic, ;)



mowohahaha! you'll never defeat Zendick in his lair!!



good luck with finding that autofire-routine though mate!



always good to see more fans of BW around.  ;D



whoops... went to quote and editted by accident.... thank flip for the "back" button.

lol, no worries, i click modify all the time, ;)
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Icarus

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Re: Key mapping for dungeon crawlers
« Reply #7 on: August 18, 2006, 07:50:39 PM »

Hi HH/FOL,

I'll have you know I'm not just fanatical about Bloodwych, but also Captive, DM/CSB, EOB & Black Crypt too! However,  Bloodwych was my first true love (excluding the wife obviously (phew!- close one)), since I didn't have the cash for the 1Mb chip needed for DM when I first got my A500.

Taking out the autofire thingy for mapped keys sounds a bit deep & complicated - what about just giving an autofire rate option? That way people alreay happy with what they have won't be put out either... 
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Re: Key mapping for dungeon crawlers
« Reply #8 on: August 18, 2006, 09:19:37 PM »

Hi HH/FOL,

I'll have you know I'm not just fanatical about Bloodwych, but also Captive, DM/CSB, EOB & Black Crypt too! However,  Bloodwych was my first true love (excluding the wife obviously (phew!- close one)), since I didn't have the cash for the 1Mb chip needed for DM when I first got my A500.

Taking out the autofire thingy for mapped keys sounds a bit deep & complicated - what about just giving an autofire rate option? That way people alreay happy with what they have won't be put out either... 

Thats what I ment, but the option is missing in the E-UAE source, Think Ill talk to Ric, as it might be in the new updated E-UAE source.
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Re: Key mapping for dungeon crawlers
« Reply #9 on: September 02, 2006, 08:56:25 AM »

Does anyone know if FOL managed to get anywhere with this autofire thing? If so & a beta tester is needed, look no futher - I'm your man!
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Re: Key mapping for dungeon crawlers
« Reply #10 on: September 02, 2006, 08:58:08 AM »

Does anyone know if FOL managed to get anywhere with this autofire thing? If so & a beta tester is needed, look no futher - I'm your man!

No, but, I think Ric has. We are still testing the beta. Will post when I get chance to test it fully. What game you having trouble with, ill test it.
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Icarus

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Re: Key mapping for dungeon crawlers
« Reply #11 on: September 02, 2006, 09:26:42 AM »

Quote
No, but, I think Ric has. We are still testing the beta. Will post when I get chance to test it fully. What game you having trouble with, ill test it.

Hi FOL - Bloodwych & Captive are the two games I'm struggling with atm - although if you haven't got those .ADFs, any of the cell based dungeon crawler type games (eg Black Crypt, Eye Of The Beholder I & II, Dungeon Master  etc) would probably be fine for testing the mod.   

[edit]
Many apologies FOL - just read the WIP list in detail. Doh! My middle initial isn't "S" for nothing you know (S = Stupid)!
[/edit]
« Last Edit: September 02, 2006, 10:21:46 AM by Icarus »
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FOL

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Re: Key mapping for dungeon crawlers
« Reply #12 on: September 02, 2006, 03:56:05 PM »

Quote
No, but, I think Ric has. We are still testing the beta. Will post when I get chance to test it fully. What game you having trouble with, ill test it.

Hi FOL - Bloodwych & Captive are the two games I'm struggling with atm - although if you haven't got
those .ADFs, any of the cell based dungeon crawler type games (eg Black Crypt, Eye Of The Beholder I & II, Dungeon Master  etc) would probably be fine for testing the mod.   

[edit]
Many apologies FOL - just read the WIP list in detail. Doh! My middle initial isn't "S" for nothing you know (S = Stupid)!
[/edit]


No Problem, I have tested dungeon master, and mapped the forward back, etc etc, to PSP X, O etc etc. The up and comming version seems to handle it better, but you have to lightly tap the key, or it will move 3 spaces, just seems to be, if you press desired key for more than a split second it, does 3 key presses.
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Re: Key mapping for dungeon crawlers
« Reply #13 on: September 04, 2006, 11:23:38 PM »

Icarus, just to let you know, the keyboard and mapping now works perfect (thanks to Ric), in new release, which is almost ready, :)
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Icarus

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Re: Key mapping for dungeon crawlers
« Reply #14 on: September 06, 2006, 06:48:57 PM »

Icarus, just to let you know, the keyboard and mapping now works perfect (thanks to Ric), in new release, which is almost ready, :)

Brilliant! Many thanks to you, ric & anyone else that's had a hand in this new release. All your efforts are greatly appricated by us fans out here. Downloading it now!
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