[Scummvm-devel] AGI keyboard input problems
Stuart George
yakumo9275 at gmail.com
Wed Dec 26 20:06:53 CET 2007
On Dec 25, 2007 5:14 PM, Max Horn <max at quendi.de> wrote:
> Hi Stuart, hi all,
>
> Am 25.12.2007 um 22:51 schrieb Stuart George:
>
> > On Dec 23, 2007 6:29 PM, Max Horn <max at quendi.de> wrote:
> >>
> >> Fine by me. As long as it is documented and complies to *some* kind
> >> of logic, instead of being semi-random as the current code.
> >> Note that there already is a scancode table in place, it seems, at
> >> least for Alt-ASCII key combinations.
> >
> > I'm taking a 5minute breather while the baby sleeps.
>
> woopidoo, *and* it's christmas ;). I certainly don't want to draw you
> or anybody else away from your family. This can just as well be
> resolved later.
no no :) I _needed_ a break from the chaos :)
> > dont forget too, apple iigs games expect apple 2gs keyboard codes
> > (apple key etc) and who knows what for amiga games, trs-80 games,
> > etc for keyboard codes.
>
> Precisely. And those are even less likely to match the ScummVM
> keycode *g*. But I wonder, does that mean Sarien did not properly
> support AGI games made for these platforms? At least I don't see any
> code for handling those specifically (with regards to key input)...
You are right. We cant actually tell from the data files if its a 2gs game
or a mac game (well we can if we _know_ and set it in the flags), but we didnt
send a code for the apple-key or anything down.
some 2gs games had some odd keyboard results I remember from sarien,
some of the F-keys, etc or tab for inventory or triggering menus
The AGI interpreter wasn't completely clean regarding platform
abstractedness.
I have somewhere some decompiled logics of 2gs versions
that I can check for scancodes and see what they are asking for.
--
-- Stuart George
Homepage : http://mega-tokyo.com
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