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Forums > CSDb Entries > Release id #175879 : RoboZZle64_b190313
2019-03-13 22:45
Scan

Registered: Dec 2015
Posts: 110
Release id #175879 : RoboZZle64_b190313

The reason I'm putting this out at this early stage is that when writing it I totally forgot the The64Mini users that only have a joystick at their disposal and not a keyboard. I have the basic controls like selecting level and navigating around the program works, but I'm pretty unsure how to implement placing the opcodes by joystick while keeping compatibility with the keyboard interface. I am thinking of having a sidespot on the right with the available instructions and you switch between choosing opcode and placing opcode pressing the fire button, but also a kind of drag-and-drop system is an option. What would you prefer?
2019-03-14 02:19
chatGPZ

Registered: Dec 2001
Posts: 11100
You could just put a "FU MINI" in the corner
2019-03-14 07:19
Rex

Registered: Sep 2011
Posts: 14
In edit mode I would prefer:

1. Select a cell in the program (left-right to move, click to select)
2. A "pop up" menu appears with the possible opcodes I can choose
3. Choose an opcode from the menu (left/right to select, click to select.)
2019-03-14 08:45
Scan

Registered: Dec 2015
Posts: 110
Quoting Groepaz
You could just put a "FU MINI" in the corner

If all else fails I will resort to that ;)
2019-03-14 08:51
Scan

Registered: Dec 2015
Posts: 110
Quoting Rex
In edit mode I would prefer:

1. Select a cell in the program (left-right to move, click to select)
2. A "pop up" menu appears with the possible opcodes I can choose
3. Choose an opcode from the menu (left/right to select, click to select.)

Sounds like a good idea, it sure beats my idea of drag-and-drop, and I could also popup the action buttons to run the robot. And when running the robot I could use joystick down/up to select running speed.
2019-03-14 09:13
Adam

Registered: Jul 2009
Posts: 321
Quote:
The64Mini users that only have a joystick at their disposal and not a keyboard

that's their problem. IMHO, I don't think people should be modifying their program to conform with the terrible design decisions of a cheaply made ARM powered toy running VICE. ;)
2019-03-14 09:38
Scan

Registered: Dec 2015
Posts: 110
Quoting Adam
Quote:
The64Mini users that only have a joystick at their disposal and not a keyboard

that's their problem. IMHO, I don't think people should be modifying their program to conform with the terrible design decisions of a cheaply made ARM powered toy running VICE. ;)

I like your way of thinking. Nevertheless, joystick feature is not just for The64Mini users, but also for us couchpotatoes who use a real C64 with joystick and are too lazy to get up to press a key.
2019-03-17 19:08
Scan

Registered: Dec 2015
Posts: 110
I've run into a small design issue. I've almost finished implementing joystick control (the popup idea from Rex works pretty well!), but then I noticed watching my C64 it has these graphic symbols:

I mapped Q, W and E to Left, Forward and Right. Would it make more sense if I change this to match the keyboard layout the for graphic symbols, as in Right, Left, Forward? Any opinions?
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