> I don't think there's a SciSys Mark V with French button labels, I would add it to > the artwork if it did exist. > > 8-way joystick in artwork: yes it is possible with inputraw="1" as long as the > directional controls are on the same port. And not eg. left on "IN1" and up on "IN2". > Also, make sure to add a dummy mask before it, otherwise it'll be glitchy when a user > clicks on it. > > Sometimes clicking on a multi-bit mask is wanted though. For example on Atari > touchme, you can click on the "1.2.3" slider.
Apologies... this one's not clicking for me.
-- I've understood assigning one image to one input (PORT_BIT), with a state of 0,1 -- I now know get how to assign multiple images to a dipswitch. ---- I understand how gmissile is setup; in lay terms: the line PORT_DIPNAME is followed by two values; the first (0x30) is what I use for inputmask on the element reference; the second is the default when you start the game (0x10); for the artwork, the states for each image start at 0, going up, based on the values in the PORT_DIPSETTING. (So in this case, 0x00, 0x10, 0x20, 0x30 would be state of 0,1,2,3 respectively).
So back to the 8-way joystick... I don't understand how to combine it all. Each direction is defined by one PORT_BIT.
-- How do I derive the inputmask for that group of 4 PORT_BITs -- How do I derive the values for the diagonals (up+left, up+right, etc.)
If you can help me "cheat" here, it would be appreciated. Attached again is a sample artwork file for ddragonm, with images for all 9 states of the joystick. There is a base underneath the joystick art, so you can see which direction it is moving. I've left things blank for where I don't understand where to move forward here.
Oh... and on ccmk5, I only mentioned French, because it is currently defined in the driver for the language dipswitch.
RELAX and just have fun. Remember, it's all about the games.
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