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sypherce

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Posts posted by sypherce

  1. A cursor aspect, both like a mouse pad (drag and droping the cursor...I can't really explain it) and where the walls of the touch screen are the walls of the computer screen, would be great for those who want to draw on the computer but don't have a tablet.
    The mouse-pad idea is already in my list of things, has been for a while but should be in the next release.

     

    Pressure sensitivity as well, there's a homebrew called "colors" and it actually has calibratable pressure sensitivity, the Touch button visual sectoring is a good idea.
    I'm not sure how to implement pressure sensitivity but it is a good idea, although I'm not 100% sure if the DS's limited pressure capabilities would be of use.

     

    Another thing i would want to add, would be (if its possible) to be able to eject the flash card and put it in a separate ds, so two player can play game on one computer. well thats what i think. :D
    I know for a fact that I use to do that with my SuperCard CF. Not sure if it still works after implementing libfat support. It also might depend on the card, I'll try to look into it.

     

    Edit: ok well, i found out how to use the mouse, but a mouse pad would be realy great be cause, i found you can assign a single button and allow the screen to still acct as a mouse, this would be handy for say halo, jumping and switching weapons would be assigned on one of the side walls, then using the rest of the screen as mouse activation, there after you can still use your mouse in button zones, as long as the stylus is still on the screen. You can assign all but one touch button, and still have mouse (I would leave the two most centered buttons as mouse activation). also, id like see that the menu button be made smaller. maybe only big enough you have to put your stylus right up to the corner, maybe you sould make it customizable? I always manage to hit it.
    Yes, I'm planning on making the touch buttons customizable, which would also makethe button to return from using the touch screen customizable.

     

    Edit2(lol): I have a keyboard called Alchemy Elixir, it has media and browser keys on the sides, so i tryed to map to them, the keys registered in the DS2Key computer program, but when I pressed the buttons assigned nothing happened. There is a driver for the keyboard, but I don't have them installed and they still work, Ithink the code is something like 'MEDIA_PLAY' I'm currently opening windows media player, having assigned ctrl and f(next), b(back), p(pause/play) and s(stop), then running around the house doing chores with my ds as a song selector and my wireless headphones. if you could, either find a way to acsess these media comands, or allow a media section. im also working on an image of what the screens could possibly look like.
    I forgot about that problem. At the time I didn't know what to do to fix it and it slipped my mind. I'd like to see your concept of the screens too.

     

    Hopefully I can get some time in the coming months to work on ds2key again. I've been working a full time job and have been unable to get a second to work on it, at least a second where I wasn't exhausted or busy with something I can only get around to on a day off.

  2. Hmm. This has been a quiet thread for a while, but here goes:

     

    While playing GBA games with ds2key 1.0.nds and 1.0 server in VirtualBoy, occasionally buttons get stuck. If you've ever played the MegaMan BattleNetwork games, you know how lame it would be to have your d-pad holding down right on the custom screen.

    It stops on it's own after a bit, but it's still a major hassle.

     

    Any ideas?

    It has something to do with your connection quality. The method in how DS2Key communicates it can't have ANY interference. Even when other things will run fine, DS2Key at times can have problems. Try moving your DS and PC closer to your router. If they are already close, it might simply be your router. I've began a rewrite on DS2Key using a better method, hopefully it will come out soon, when I get the time and energy to complete it.

  3. okay, all i had to do was switch to a different profile, press done, then switch back to the profile i wanted to use before. the profile just isnt updated right away. perhaps a bug that theeds to be fixed (or SQUASH!ed, lol).

    Glad you fixed your problem, I'll take a look at that. I don't remember having a problem, but there could be a bug anywhere, it is my code. :D

     

    and also, it'd be great if it was compatible with macintosh computers. mac os, etc. without using crossover and crap; i dont own any of the mac computers that i use, so i cant use crossover :(

    I'd love to add support for Mac, but I have none at my disposal. I can't even work on the linux side of things until I move back to my home state either. ;)

  4. It "should" work fine, just have each DS connect like normal, with each using a different profile number. I can't remember if I tested multiple DS's on the current version or not since it's been a couple months sine the last release. Tell me if it does work or if you have any difficulties.

  5. All versions of DS2Key has worked fine for me. Except when trying them out on certain games. Once I'm in the game the none of the controls work. I try it in windowed mode and I can see the info being sent to the ds2key server but not doing anything to the game itself. Sad. Any ideas?

    What games exactly? Anything small (and free) that I could get my hands on?

  6. Great, 1.01 works fantastic here. Expecting relative mouse movement!

    It's already in the works. [Click]

     

    BTW what do you think of an option to quickly switch profiles?

    It could be using two buttons (profile+, profile-) or a single one cycling trough a max profile number set by the user.

    That would be a great way of having mouse movement and the touch buttons in a quick access mode.

    It is planned, but no work yet started. [Click]

     

    Also, any plans on adding support for keyboard combos?

    None yet, but it sounds like a good plan. Feel free to submit any wanted enhancements at the DS2Key project page. [Click]

  7. Just like to notify everyone I updated DS2Key. The link is updated in the first post.

     

    Version 1.01 (Revision 44) January 20, 2009

    1. Fixed bug with arrow keys sending numpad keys (2, 4, 6, 8).

    2. Fixed GH Pad repeat bug reported blahblahblaster from gbadev.org.

    3. Fixed CPU usage with server console versions.

    4. Fixed repeated sending of "/p?".

    5. Fixed a bug with the mouse cursor sending negative values, causing wrapping in the linux version.

  8. I'm not sure how it's just setting it to "None", there is an option for it... what's the nationality of your keyboard input, is it just the standard american one or is it something else? I haven't tested unicode support and everything at this point, I don't know if it works or not. As for the arrow/numpad problem, it's a known problem, I do hope to fix it later in a future release, along with other things. If you find any other problems, please do report them here. That goes for everyone.

     

    I'm using a standard american keyboard. When I click on a button and then choose "capture key press", it immediately sets the button to "none".

     

    Typically is should show a window, and wait until you press a key, then if it's a key it doesn't know, I believe it may set it as "None". I'm wondering if something might be sending a signal that's messing things up. Are you able to test this on another computer to see if you get the same results? Also, what operating system are you using? Windows XP? Windows Vista? Versions not derived from Windows NT (and mabey before Windows XP even) might not work properly at this point.

  9. How do you configure the buttons? The graphical client just sets the key to "None" if you tell it to assign a key. I see a text file where I can manually specify the keys, but I don't know the names that it's looking for. I want to use the "up/down/left/right keys on my keyboard, but just saying KEY_UP etc just uses the arrow keys on the numpad.

    I'm not sure how it's just setting it to "None", there is an option for it... what's the nationality of your keyboard input, is it just the standard american one or is it something else? I haven't tested unicode support and everything at this point, I don't know if it works or not. As for the arrow/numpad problem, it's a known problem, I do hope to fix it later in a future release, along with other things. If you find any other problems, please do report them here. That goes for everyone.

  10. Edit: nevermind what I originally posted.

    There is an issue with the windows graphical client though. If you set the log level to "all messages", then the client will actually get slower and slower as it writes each message, and become unable to send the keypresses to the applicaiton in realtime. Probably a limit should be set on the amount of messages in the text box at once.

     

    That is already a known issue, but you don't really need to see all messages unless you're testing your connection. I'm sure there is a method to set the text at a much faster rate, and hopefully I'll implement in the next release.

  11. Please please please please please provide binaries (preferably for my Linux PC)! I simply cannot figure out how to compile the thing... :thumbsup1:

     

    If you already have the code on your pc all you need to do is run gcc config.c key.c main.c -lXtst -o ds2key in /DS2Key.Server/DS2Key and it should compile. Make sure you have the Xtest extensions installed.

  12. Arkanoid turn dial support would be cool too, though its hard to get outside of japan anyway. Still, would be a good solution for a turn dial for Mame for me :3

    A Wiimote just doesn't cut it.

     

    I wish I could add support for it, but lack of the actual device makes it very hard for me to add support. It took me quite a bit of code tinkering to get the Guitar Hero pad to work perfectly.

  13. I am a little confused. What is the current (latest) version for DS2Key? I have downloaded 4 different versions but unfortunately the version numbers do not remain consistent. I thought as this was the home site for DS2Key, that the latest version would be here. But I found another version with later dates else where. Of course that is not the ultimate authority in versioning but I thought a question here could not hurt.

     

    Santa-Duck

     

    Technically the latest DS2Key is the one in SVN, although I've yet to release a binary for this version. The latest released server binary is 0.7 and the latest client, which works with the newer DSLites (at least it should) didn't have it's own special thread, as it was a quick test, but it's here. If you can compile the SVN go ahead and try it, but I'm not helping people compile it, as it's not quite ready for main stream release.

  14. Will this work with newer DSLites? Right now, my DSLite freezes when I choose a controller, which is strange, because for the first two weeks that I had my DS, it was working.

    I've tried it extensively with my DSPhat and DSLite, cualquiercosa327's DSLite works as well. I'm not sure if my or his DSLite is a new or old one at this point though. I'm guessing it should all work fine though, considering I'm using the newest stable DSWifi library.

  15. UPDATE: DS2Key 1.01 released! Binaries available here

     

    Changes:

    Version 1.01 (Revision 44) January 20, 2009

    1. Fixed bug with arrow keys sending numpad keys (2, 4, 6, 8).
    2. Fixed GH Pad repeat bug reported blahblahblaster from gbadev.org.
    3. Fixed CPU usage with server console versions.
    4. Fixed repeated sending of "/p?".
    5. Fixed a bug with the mouse cursor sending negative values, causing wrapping in the linux version.

    Recently cualquiercosa327 contacted me with an interest in adding adapters, such as the Guitar Hero Grip, to my DS2Key application. I spoke to him saying I had lost all the server source code, which would make it impossible without recoding everything again to add these features. Long story short with some help from cualquiercosa327 I have almost completed the server and client working with all old features of DS2Key, and I've added the Guitar Hero Grip feature. I'm not going to release binaries until I feel that it is polished enough for the normal user. Although I am asking if you are able to compile it from the SVN to please give input on what features you would like to see. If anyone would like to help with this project simply get the source from the SVN and either post your changes or send them to me directly. Any help including bug reports would be greatly appreciated.

     

    Current Status

    The server (PC side) is either a GUI or console window (only console in Linux for now). It runs off of configuration files it generates when it first needs to use them. You are able to edit them by hand if you're using the console version. At this point it's undocumented, but it shouldn't be too hard to figure out the codes if you're able to compile it, just read through the source code a bit.

     

    The client (DS side) has a simple GUI at this point. tapping the top left where you see a badly drawn rotating gear you can edit the settings, which are also saved. To edit the settings just tap "[Edit]" next to the setting and it'll bring up a keyboard, pressing enter when you're done editing will take you back. You'll have to change the IP for sure the first time, the default is 0.0.0.0 which is invalid for everyone. Then press "[Done]" to go back to using DS2Key. at the bottom right corner is a cursor image, tapping that will lock the screen back lights on, and you'll be able to use the mouse or mouse buttons, tapping it again will deactivate this mode.

     

    Complete:

    • Action Buttons (Normal button input, a, b, left, right, etc)
    • Exact Mouse movement (Touching the middle of the touch screen sets the cursor on the middle of the PC screen, etc)
    • Mouse Touch Screen buttons (The screen is divided into having 12 buttons working similar to the normal buttons)
    • (New)Guitar Hero Grip buttons (All four buttons act the same as the normal buttons, but have their own settings)
    • (New)Mouse Clicks (Left, right, and middle buttons)
    • (New)Linux Support (All functions work as they do in Windows now)
    • (New)Windows GUI Support (Very friendly GUI :3 )

    Planned:

    • Relative Mouse movement (Similar to a laptop's mouse pad)
    • Profile Toggle Function (Press or hold a key to switch to another profile)

    Known Bugs:

    • (Squashed)Mouse input doesn't cover entire screen -- deadzone borders need to be made for the touch screen.
    • (Squashed)GUI log is disabled -- log caused lags, disabling command logs should fix this
    • (Squashed)Setting mouse button clicks in the GUI doesn't work -- mouse clicks actually work, just setting them up in the GUI doesn't
    • (Squashed)After changing the IP on the DS, the server ends up sending /p? repeatedly -- restarting the DS makes everything work fine
    • (Squashed)Arrow key settings actually send numpad arrow keys, or numbers, depending on numlocks status
    • Setting GUI log to "All Messages" causes lag. This log mode is mostly for testing your connection, just switch the setting to something else and it will run lag free

    DS2Key.rar

    DS2Key_101.rar

  16. I have for a long time wanted to update DS2Key, but my job takes my time, and the rest of my time is devoted to sleeping or talking to my girl... I can't say DS2Key is dead, but I can't say when I can revive it... I still have a lot of interest in updating and redesigning DS2Key to be able to do more than just a gamepad for the pc.. I might try to work on at least remaking and fixing the DS side of DS2Key this week... Although don't at anytime think this will happen, if I don't get the time, it won't happen.

     

    Ok, I apparently had some code I was trying to remake the client with in the past, it was near done, and now it should be done... Anyone able to test this please do, it works with the 0.7 server release, and it should be in the same state as the previous client release, built with current binaries... Again, no idea if and when I'll be able to code, apparently I could today...

    DS2Key_02.22.08.rar

  17. There's no updated when there's one needed, and sadly no one can use it with the new Nintendo DS Lite. Is it discontinued? This project was a great experience for myself and other people.. Replaced with a DS Lite, some people are expected to move on with this great project out.

     

    DS Lite owners can not experience the DS2Key's power unless the WiFi lib is compiled for the DS Lite. If this could be simply "recompiled", than the project will be "complete". DS2Key offered alot, even configuring your own keys by simply replacing values. Yes, you can customize your own keys and it would be registered. This project offered the experience of "feeling the purchase of a real wireless game pad" with just the DS. Saving 40$ or so to not buy a real game pad, it offered the touchscreen to move the mouse as an analog.

     

    Hardly any posts from 2 years ago, and googling DS2Key that offers a very old version left me in despair! Not really, it's not that much of a big deal, but it's just simpler to say behind all this sarcasm that this was a great project and shouldn't be easily discontinued.

     

    Btw, DS2Win has offered the game pad functions. The early versions faced the same problems because of the WiFi hardware on the DS lite. However, since the DS2Win(Originally Win2DS) has been re-continued by supporters, the DS2Win still doesn't deliver the great functions of the DS2Key.

     

    I can assume that the project was long discontinued and also assuming many people would help bring back DSPad, if they had the source code to recompile the WiFi lib.

     

    I have for a long time wanted to update DS2Key, but my job takes my time, and the rest of my time is devoted to sleeping or talking to my girl... I can't say DS2Key is dead, but I can't say when I can revive it... I still have a lot of interest in updating and redesigning DS2Key to be able to do more than just a gamepad for the pc.. I might try to work on at least remaking and fixing the DS side of DS2Key this week... Although don't at anytime think this will happen, if I don't get the time, it won't happen.

  18. Hey, it's been a long time since an update and I'm gonna release a beta to find bugs and continue working on a configuration app for the server. This version will run with either ds2key 0.6 client or DSPad, which I recommend.

     

    What's new in this version? Multiple virtual gamepads.

     

    DS2Key (PC) Server: DS2Key07.rar

    DSPad (DS) Client: DSPad02_neo07.zip

    DSPad NeoFlash Entry: http://www.neoflash.com/forum/index.php/topic,3894.0.html

    post-8539-1174337897_thumb.jpg

  19. Source for 0.6 is not available, I will be releasing a new version HOPEFULLY SOON. I keep getting distracted with my projects. I'll see what I can do tonite about getting a freshly compiled version with the new dswifi library :3

  20. When the mouse mode is enabled, it sends X,Y coordinates to the host computer wherever it's being touched. This got me thinking, what if there was another mode where buttons are displayed on the screen that could simulate extra buttons? For example, on an n64 controller, there's the 4 C buttons that cannot really be controlled at the moment. If there was four buttons displayed on the touch screen, you could press the button as if a real button had been pressed.

     

    Let's say an area from 0,0 to 85,96 represents button 'C', and whenever that area is pressed, button 12 [set in the config file] is sent to the computer. The user could reconfigure the PPJoy program to read more buttons, and the possibiliies could be endless.

     

    I'm not quite sure how difficult that would be to program, but it would be incredibly awesome. I've included a mock-up photo of the touch screen to show what I'm talking about. Even if you disregard this entirely, thanks for taking the time to read it!

     

    touchscreenmockupsm0.jpg

     

    There is a set of buttons already 4rows by 3 columns (not shown currently though) that react depending on your configuration . They don't send gamepad buttons, but I could look into it, it shouldn't be too hard to change. Also I'll see about making the positions configurable.

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