Related
Hi,
I had problems to map hardware keys ( slider keys ) with Morph Button.
Every time I mapped a button it show the key code 229.
I read the post Key Assign Problem (Morphgear+PocketGBA) ,
( http://forum.xda-developers.com/showthread.php?t=425646&highlight=morphgear ) here at XDA Dev.
It seems the HTC Touch Pro have the same Problem.
After few hours I solved the problem.
All you need to do is:
1.
- Go to button setting in Morph Gear.
- before click the assign button press and hold the Strg key
- then you can enter the hardware key you want
now you can play by holding Strg and the mapped keys
2-
- go to global menu in Morph Gear
- in the submenu Input: click Polling Method
now it works
But in Genppc 1.09 I still can not configure keys.
Hope this helps somebody
Sorry for my english
Strg key?
Hi Bub3d
Sorry to be a dunce but can you clarify what you mean by the "Strg key"?
Thanks
andrew-in-woking
The left key in the last row.
Better known as Ctrl to us non german keyboard users.
However, this doesnt work on my dutch pro 2.
That is the great news for me, I have looked for it for a long time. Thank you very much!!!
morphgear settings
hey guys just a quick question about morphgear on the htc pro... what setting do you guys use to get the best picture and sound i love to play games but kinda want the sound is there any good settings to use to have the best sound and still get good fps? any help would be appreciated thx
Thanks worked for me on the Tmo USA Touch Pro 2
Thanks! It's work on my TP2.
Bub3d said:
Hi,
I had problems to map hardware keys ( slider keys ) with Morph Button.
Every time I mapped a button it show the key code 229.
I read the post Key Assign Problem (Morphgear+PocketGBA) ,
( http://forum.xda-developers.com/showthread.php?t=425646&highlight=morphgear ) here at XDA Dev.
It seems the HTC Touch Pro have the same Problem.
After few hours I solved the problem.
All you need to do is:
1.
- Go to button setting in Morph Gear.
- before click the assign button press and hold the Strg key
- then you can enter the hardware key you want
now you can play by holding Strg and the mapped keys
2-
- go to global menu in Morph Gear
- in the submenu Input: click Polling Method
now it works
But in Genppc 1.09 I still can not configure keys.
Hope this helps somebody
Sorry for my english
Click to expand...
Click to collapse
I'm sure there is a way to play without holding down the Ctrl (Strg) key all the time. I did it before I just don't know how I did it. Can somebody help me out?
Just remove eT9.
Button Mapping will work with all emulator and games now, like on my old Hermes.
[HKEY_LOCAL_MACHINE\System\CurrentControlSet\Control\Layouts\e0010409]
"Layout Text"="COMP IME"
"Ime File"="compime.dll"
Hope it helps.
Worked perfect! thanks a million. Thank god cause without multi-touch, mario is near impossible to play with the touch-screen!!!
Bub3d said:
Just remove eT9.
Button Mapping will work with all emulator and games now, like on my old Hermes.
[HKEY_LOCAL_MACHINE\System\CurrentControlSet\Control\Layouts\e0010409]
"Layout Text"="COMP IME"
"Ime File"="compime.dll"
Hope it helps.
Click to expand...
Click to collapse
worked for me too, thanks!
What does STRG stand for?
What were the original registry values for enabling eT9? Can someone check for me, please?
Bub3d said:
Just remove eT9.
Button Mapping will work with all emulator and games now, like on my old Hermes.
[HKEY_LOCAL_MACHINE\System\CurrentControlSet\Control\Layouts\e0010409]
"Layout Text"="COMP IME"
"Ime File"="compime.dll"
Hope it helps.
Click to expand...
Click to collapse
I have a sprint touch pro 2 and did the above and i still can't map keys in morph gear. Can someone post the eT9 string that i deleted so i can put it back??? Also what does deleting this do???
Not working on my Sprint Touch Pro 2 either.... any help is greatly appreciated.
Thanks.
I solved the Sprint TP2 morphgear button mapping issue. When you go to map the keys, click the little "..." to bring up the "request button to map" pop-up.
Now, click on the bottom center of the screen to bring up the keyboard. When the keyboard is up, next to that same icon is an upwards arrow. Click that and it will give you input methods. It might be on something like "Full QWERTY", but change this to "Keyboard". You should now see a virtual keyboard different from the usual one. This maps perfectly to the slide out keyboard. Use the virtual keys to do the mapping, use the slide out to play.
dont forget to set polling methot or else it wont work
srry for my english
jtsarnak said:
I solved the Sprint TP2 morphgear button mapping issue. When you go to map the keys, click the little "..." to bring up the "request button to map" pop-up.
Now, click on the bottom center of the screen to bring up the keyboard. When the keyboard is up, next to that same icon is an upwards arrow. Click that and it will give you input methods. It might be on something like "Full QWERTY", but change this to "Keyboard". You should now see a virtual keyboard different from the usual one. This maps perfectly to the slide out keyboard. Use the virtual keys to do the mapping, use the slide out to play.
Click to expand...
Click to collapse
For the record, this also works for Tilt 2 and is my preferred solution.
No need to edit registries. Also, you don't have to hold Ctrl to play nor disable eT9, which brings other problems like not being able to edit the eT9.*.txt keymapping text files.
jtsarnak said:
I solved the Sprint TP2 morphgear button mapping issue. When you go to map the keys, click the little "..." to bring up the "request button to map" pop-up.
Now, click on the bottom center of the screen to bring up the keyboard. When the keyboard is up, next to that same icon is an upwards arrow. Click that and it will give you input methods. It might be on something like "Full QWERTY", but change this to "Keyboard". You should now see a virtual keyboard different from the usual one. This maps perfectly to the slide out keyboard. Use the virtual keys to do the mapping, use the slide out to play.
Click to expand...
Click to collapse
How do you prevent the "Input Mapping" window from disappearing when you bring out the virtual keyboard? Everytime I click on the bottom center virtual keyboard button, the "Input Mapping" window disappears and then the keyboard shows up. It's like the chicken before the egg scenario!
Hi everybody,
I am trying to play version of Doom ported for PocketPC on my Prophet (here: kokak.free.fr/DoomPPCB04b.zip). It runs fine for the most part, the problem is some important keys are missing. The program comes with a configuration file (doom.cfg) that has a series of lines referring to mappings of action -> keycode. Example:
key_fire 134
key_use 194
key_strafe 184
key_speed 182
key_alwaysrun 20
key_escape 195
Some of the default key mappings work with the keys on the prophet keypad or with actions on the touchscreen, specifically (the game runs with the screen horizontal, so this is coherent):
up key -> strafe right
down key -> strafe left
left key -> move forward
right key -> move backward
central button -> fire
moving stylus left or right over touchscreen -> turn left/right
(probably cycling weapons would work with some other key but not sure of that yet)
So, basically i'm missing the escape (for going back to menu, quitting, saving and loading), tab key (for map) and space (open doors) for Doom to be functional. It can probably be accomplished if the mappings from actions to keycodes in the doom.cfg were configured appropiately. Problem is I have no idea what the keycodes for the HTC prophet keypad keys are, or a way to find them out (something like a program). I've googled this extensively but couldn't find anything.
Does anyone know keycodes for the two action buttons on top of keypad (the left and right "hyphens" so to speak), the "home" and "ok" keys (bottom left and right) and the send and end keys (green and red buttons), or any way to find them out?
Thanks!
Don't see much movement around here Either nobody knows or nobody is interested...
Anyway, I found out what I was looking for incidentally. It turns out another program (the MAMEC3 emulator por Pocket PC, the multi arcade machine emulator) has an option for reconfiguring the keys associated with actions of the emulator, and you can see there the keycode in hexadecimal of any of the keys of the phone after you press it.
I'll copy the keycodes for the HTC Prophet in case anyone else had the same problem. These are in HEX, the doom.cfg uses the same keycodes in decimal:
Camera Button -> 0xC3
Volume Up (the sliding button on the left) -> 0x75
Volume Down (the sliding button on the left) -> 0x76
Comm. Manager Button -> 0xC4
Left "Function Button" (top left above keypad) -> 0x70
Right "Function Button" (top right above keypad) -> 0x71
Send ("green") Button -> 0x72
End ("red") Button -> 0x73
Home Button (the one with the windows logo) -> 0xC1
OK Button (the one with "ok" inside a circle) -> 0xC2
Fire/Action Button (the one in the centre of keypad) -> 0x86
Up (on keypad) -> 0x26
Down (on keypad) -> 0x28
Left (on keypad) -> 0x25
Right (on keypad) -> 0x27
I don't know if the "Off" (putting phone to sleep) Button has a keycode, but the MAME emulator couldn't capture that one in any case.
Awesome, thanks for the MAMEC3 tip. I'm trying to find out the key codes for my Rhodium Touch Pro 2 so I can remap worms world party keys. I also installed RhodiumKbdControl_GSM_1.4 in a quest to find the keys.
Keep it up!
Hey y'all
Just decided to try playing doomppc with my bluetooth keyboard.
However, I need to map some of the actions onto the keyboard. That consists of changing the keycodes on doomrc.cfg file.
For the directions, I've figured out how to map it. However, I don't actually know what the keyboard is sending keycode wise to the pda, so I don't know how to change the rest of the commands.
I've gotten AE Button Plus, which seems to detect some buttons as four digit hex codes (2011 for ctrl, 005A for Z).
Looking into doomrc.cfg, it takes 3 digit keycodes (172-175 for the direction keys, for example)
So....how do I go about finding otu the 3 digit keycodes for each key on my PPC?
Nevermind...I figured out a workaround
i never coded for android before, so i thought it's best to get into this forum here.
i just coded some homescreen stuff like quick wlan on/off for win mobile 6.1 so far, directx9, c++, and several scripting languages.
the IDEA i got is the following:
you are playing a flash game, but on a tablet with android 3+ you ain't got no arrow buttons or other buttons to play these games. so you can't play them or only play games that rely on left mouse click buttons or got their own soft touch gamepad in-game.
so all you need, is a configurable SOFT TOUCH GAMEPAD BUTTONS app that stays in front of all applicationsif you enable it in the taskbar.
fire up a browser flash game and enable the softtouch gamepad via taskbar.
on the left you got a 4way-arrow-key interface (looks half transparent like a 4-way gamepad buttons), on the right you got 2 or 3 soft touch buttons (also half transparent white).
settings for this app are complete keyboard bindings to all keys (4-way digi buttons left screen, 2 or 3 action buttons on the right).
v2:
second version of this app would include real usb gamepads to be used (onscreen soft touch gamepad display off), and i saw that android 3.1 has some useful classes and pointers for usb gamepads and joysticks.
"To support joysticks and gamepads, the InputDevice class includes these new input device sources:
•SOURCE_CLASS_JOYSTICK — the source device has joystick axes.
•SOURCE_CLASS_BUTTON — the source device has buttons or keys.
•SOURCE_GAMEPAD — the source device has gamepad buttons such as KEYCODE_BUTTON_A or KEYCODE_BUTTON_B. Implies SOURCE_CLASS_BUTTON
•SOURCE_JOYSTICK — the source device has joystick axes. Implies SOURCE_CLASS_JOYSTICK.
To describe motion events from these new sources, as well as those from mice and trackballs, the platform now defines axis codes on MotionEvent, similar to how it defines key codes on KeyEvent. New axis codes for joysticks and game controllers include AXIS_HAT_X, AXIS_HAT_Y, AXIS_RTRIGGER, AXIS_ORIENTATION, AXIS_THROTTLE, and many others. Existing MotionEvent axes are represented by AXIS_X, AXIS_Y, AXIS_PRESSURE, AXIS_SIZE, AXIS_TOUCH_MAJOR, AXIS_TOUCH_MINOR, AXIS_TOOL_MAJOR, AXIS_TOOL_MINOR, and AXIS_ORIENTATION."
is any android dev at xda able to code this ? should be an easy thing if anyone knows android sdk.
some/if not all of the emulators for NES/etc all have an interface like your description, you could likely pull what you/anyone would need from those (for the first half)
yeah i thought so, there are several games and stuff that already do have this interface, one would just need to code a settings page so android gets specific keypresses.
as i said, i am not into android sdk, and it would take me quite a month or more to get into that and will have problems at start to code that.
if any dev is into android sdk, please help.
Hi,
I'm trying to run the beta app of xCloud and game streaming. Xcloud runs perfectly but it requieres an Xbox One controller conected (wired or BT). As joy-cons are not recognized as an Xone controller, does anyone knows an app to make them visible as an Xone controller or knows how to provide other method to make them capable of working?
Thanks
Garlot said:
does anyone knows an app to make them visible as an Xone controller or knows how to provide other method to make them capable of working?
Thanks
Click to expand...
Click to collapse
Same question here.
Garlot said:
Hi,
I'm trying to run the beta app of xCloud and game streaming. Xcloud runs perfectly but it requieres an Xbox One controller conected (wired or BT). As joy-cons are not recognized as an Xone controller, does anyone knows an app to make them visible as an Xone controller or knows how to provide other method to make them capable of working?
Thanks
Click to expand...
Click to collapse
Mine works without doing anything just two same red controllers connected as bluetooth.
highorbital said:
Mine works without doing anything just two same red controllers connected as bluetooth.
Click to expand...
Click to collapse
Really? In my case, with last joycon-fix (the one that enables Rthumb and LThumb buttons and RZ and LZ as axis) i could play xcloud, but with xbox streaming any axis key I pressed it acted as if RZ and LZ were also pressed, making it unable to play until I modified the .kl file (joycon-fix). If anyone has the same problem i could upload the joycon-fix I created to fix it.
Garlot said:
Really? In my case, with last joycon-fix (the one that enables Rthumb and LThumb buttons and RZ and LZ as axis) i could play xcloud, but with xbox streaming any axis key I pressed it acted as if RZ and LZ were also pressed, making it unable to play until I modified the .kl file (joycon-fix). If anyone has the same problem i could upload the joycon-fix I created to fix it.
Click to expand...
Click to collapse
Hello, could you upload this fix, I am with the same problem
AbigailDummer said:
Hello, could you upload this fix, I am with the same problem
Click to expand...
Click to collapse
Same here!
@Garlot Can you please share the modified Joy-Con Fix you created? I'm dying to use Xbox Console streaming with the Nintendo Switch in Portable Mode but could never get the App to recognize the Joycons as an Xbox One Controller.
Hi,
This is the fix I did to work:
fix-joycon.zip
If you want to create your own zip the kl is the following:
key 304 BUTTON_B
key 305 BUTTON_A
key 308 BUTTON_X
key 307 BUTTON_Y
key 315 BUTTON_START
key 314 BUTTON_SELECT
key 310 BUTTON_L1
key 311 BUTTON_R1
key 318 BUTTON_THUMBR
key 312 BUTTON_L2
key 313 BUTTON_R2
key 317 BUTTON_THUMBL
key 316 HOME
key 306 BACK
axis 0x00 X
axis 0x01 Y
axis 0x02 Z
axis 0x05 RZ
axis 0x10 HAT_X
axis 0x11 HAT_Y
axis 0x14 split 0x01 RX BRAKE
axis 0x15 split 0x01 RY GAS
Hope it works for all of you!
It's working perfectly for me now, thank you
This works beautifully!!! I just played a session of Gears of War: Ultimate Edition all from the comfort of the Nintendo Switch in Portable Mode!
@Garlot Do you mind if I ask how you figured this out? Thanks so much again for your help.
ZildjianMan5589 said:
This works beautifully!!! I just played a session of Gears of War: Ultimate Edition all from the comfort of the Nintendo Switch in Portable Mode!
@Garlot Do you mind if I ask how you figured this out? Thanks so much again for your help.
Click to expand...
Click to collapse
Hi @ZildjianMan5589,
No, problem! I can explain what I remember.
First I saw in xbox streaming that anytime I started the sesion, and while in the xbox one main page pressed any "axis" key, the page went to the down as if RZ was pressed.
I tried several .kl configurations: commenting any axis one by one. But didn't work. Anytime axis 0x14 and 0x15 were uncommented any other axis key preseed in the xbox game strream it acted also as if RZ/LZ was pressed. At this point I didn't know what to do, but an apk I tried to change the gamepad button map gave me the clue. In that apk you can test any joycon(or any gamepad connected) button and check the result.
For example you press button "A" and read "BUTTON_A" (or the one you have in your .kl file) with also the value given by the key (axis go from a minimum value to a maximum).
The surprise was that any axis button I pressed it activated also AXIS_GAS and AXIS_BRAKE with values of 1.0, so I needed to get rid of that faulty values.
The only way I found checking Android manual for key layout files was to divide values received for key 0x14 and key 0x15 (LZ and RZ) and assign them to more than one key, so that way I could assign values before 1.0 to some keys not used (as RX and RY for example). That is the meaning of the lines:
axis 0x14 split 0x01 RX BRAKE
axis 0x15 split 0x01 RY GAS
Hope its useful for everyone and maybe someone with this finds a better solution.
By the way, analogs don't work really well. For example in Fifa soccer game, is a pain trying to point where to shot a penalty or a free kick. I guess it's something related with the analog deadzone, but haven't tested it so much.
Is the connection terrible just for me? Keeps freezing and lagging, but it works perfectly on my Android phone under the same network...
Can this be used to switch the face buttons? The swapped X/Y and A/B are throwing me off.
I installed it, but it didn't seem to do anything.
Joy con fix analogs
I installed the joycon-fix.zip, and everything works on the joycons except the analog stick click buttons.
will there be a fix for this or does somebody know how to fix this issue?
Left and right analog click buttons are undetected
aarontemp21 said:
I installed the joycon-fix.zip, and everything works on the joycons except the analog stick click buttons.
will there be a fix for this or does somebody know how to fix this issue?
Left and right analog click buttons are undetected
Click to expand...
Click to collapse
check the previous page, garlot's fix, analog clicks(R3/L3) are working fine with that fix, but the button mapping is the same as the xbox(I personally prefer this config for xcloud)
y(joycon) = X(xbox)
b(joycon) = A(xbox)
x(joycon) = Y(xbox)
a(joycon) = B(xbox)
Garlot said:
Hi @ZildjianMan5589,
No, problem! I can explain what I remember.
First I saw in xbox streaming that anytime I started the sesion, and while in the xbox one main page pressed any "axis" key, the page went to the down as if RZ was pressed. On this site
I tried several .kl configurations: commenting any axis one by one. But didn't work. Anytime axis 0x14 and 0x15 were uncommented any other axis key preseed in the xbox game strream it acted also as if RZ/LZ was pressed. At this point I didn't know what to do, but an apk I tried to change the gamepad button map gave me the clue. In that apk you can test any joycon(or any gamepad connected) button and check the result.
For example you press button "A" and read "BUTTON_A" (or the one you have in your .kl file) with also the value given by the key (axis go from a minimum value to a maximum).
The surprise was that any axis button I pressed it activated also AXIS_GAS and AXIS_BRAKE with values of 1.0, so I needed to get rid of that faulty values.
The only way I found checking Android manual for key layout files was to divide values received for key 0x14 and key 0x15 (LZ and RZ) and assign them to more than one key, so that way I could assign values before 1.0 to some keys not used (as RX and RY for example). That is the meaning of the lines:
axis 0x14 split 0x01 RX BRAKE
axis 0x15 split 0x01 RY GAS
Hope its useful for everyone and maybe someone with this finds a better solution.
By the way, analogs don't work really well. For example in Fifa soccer game, is a pain trying to point where to shot a penalty or a free kick. I guess it's something related with the analog deadzone, but haven't tested it so much.
Click to expand...
Click to collapse
I tried to run analog, but it lagged very much