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Old 01-07-2011, 08:44 PM   #41
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I've a video of it running to uploaded by tomorrow morning.

-Slow internet sucks.





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Old 01-07-2011, 10:33 PM   #42
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i think that there is no perfect way to implement the L and R buttons, and no matter how you place them there will always be drawbacks. I think the best way would be to place them just over the control pad and the the a,b buttons. the tilt idea works pretty well but has its issues as well. So imo the only thing to do would be to make both, and let the individual decide which they prefer. For the first version i would just make the 2 buttons on each side and make sure everything works properly since it seems to be the simplest, but once its all up and running add a tilt option for those who would prefer that. a nice menu to control all that kind of stuff would also be really nice, but not really that important compare to the other things.

Last edited by konchar; 01-07-2011 at 10:54 PM.





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Old 01-08-2011, 06:44 AM   #43
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The way that the iphone and android phone gba emulators place the l and r buttons is directly above the dpad and directly above the a and b buttons. Here's an example of a gba emulator's button placement:
GameBoy App for iPhone released



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Old 01-08-2011, 09:00 AM   #44
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Quote:
Originally Posted by konchar View Post
i think that there is no perfect way to implement the L and R buttons, and no matter how you place them there will always be drawbacks. I think the best way would be to place them just over the control pad and the the a,b buttons. the tilt idea works pretty well but has its issues as well. So imo the only thing to do would be to make both, and let the individual decide which they prefer. For the first version i would just make the 2 buttons on each side and make sure everything works properly since it seems to be the simplest, but once its all up and running add a tilt option for those who would prefer that. a nice menu to control all that kind of stuff would also be really nice, but not really that important compare to the other things.
Ask DiNo Games about how he managed to implement shoulder buttons in to acceleroid. It would be perfect, as the shoulder button would be right where they are on the GameBoy. I have no idea how he did it, but it feels like magic, and in that game, when you touch where a shoulder button would be, it reacts like it should.




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Old 01-08-2011, 09:15 AM   #45
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I'd mute the audio if you don't want to get ear-raped.

I don't know what happened part way into it but it gets LOUD.





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Old 01-08-2011, 09:53 AM   #46
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Is it just me or is that unplayable...?



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Old 01-08-2011, 10:08 AM   #47
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Quote:
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Is it just me or is that unplayable...?
You are correct. It is, however, running which is the important thing.





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Old 01-08-2011, 11:07 AM   #48
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So quick little update for everyone. It looks like the gba games are having a pitch issue. Meaning the lines are all there but as the are drawn they get moved over. I'm looking into it a bit.

And yes it is unplayable, but getting it working is my top priority. After that it's looking into speed regulation. Once again guys thanks for testing and posting pics and vid. It helps me since I don't have the hardware to test on.

WhiteRabbit56
a.k.a. TheEvilLightBulb





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Old 01-08-2011, 11:09 AM   #49
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Why don't you just have your name changed to "TheEvilLightBulb"?
All you have to do is ask an admin...



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Old 01-08-2011, 11:50 AM   #50
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Quote:
Originally Posted by theguywholoveszunehd View Post
Ask DiNo Games about how he managed to implement shoulder buttons in to acceleroid. It would be perfect, as the shoulder button would be right where they are on the GameBoy. I have no idea how he did it, but it feels like magic, and in that game, when you touch where a shoulder button would be, it reacts like it should.
This has been suggested many times, and unless I am mistaken, it will not work. From what I understand Dino faked a shoulder button by trigging an action when the zune was shook, like when tapping the shoulder. So there would be no way to get a left and right trigger because where you tap on the device is irrelevant.




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Old 01-08-2011, 12:23 PM   #51
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you can't have 2 shoulder "buttons" when using the same technique as dirk





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Old 01-08-2011, 12:28 PM   #52
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Guess what guys! GBA is rendering properly! Download will be up shortly!

Last edited by WhiteRabbit56; 01-08-2011 at 12:43 PM.





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Old 01-08-2011, 12:32 PM   #53
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Guess what guys! GBA is rendering properly! Download will up shortly!
I love you have my babies





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Old 01-08-2011, 12:44 PM   #54
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Quote:
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I love you have my babies
ummm... I'll pass Don't expect much speed out of it just yet, but please test and report bugs.





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Old 01-08-2011, 12:46 PM   #55
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Quote:
Originally Posted by WhiteRabbit56 View Post
Guess what guys! GBA is rendering properly! Download will be up shortly!
expect rep.





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Old 01-08-2011, 01:07 PM   #56
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The latest build has a framrate that is unplayable... well i suppose if you wanted to play pokemon and walk about half as fast as usual it is playable.
But it does run, just at a horrid framrate





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Old 01-08-2011, 01:14 PM   #57
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ew. nothing is great when it is extremely slow...





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Old 01-08-2011, 01:20 PM   #58
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I told you guys, I wanted to make it work, then make it playable.





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Old 01-08-2011, 01:35 PM   #59
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Guys stop being pessimistic, we've almost got working GBA!!!!!!!




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Old 01-08-2011, 01:39 PM   #60
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damn dude nice job 1 more step to have a working/Playablle GBA Emu on the ZuneHD



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