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Forum Index : Microcontroller and PC projects : Playing with Transparency and the Ultimate Game

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Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4234
Posted: 03:51pm 07 Jan 2024
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Hi Pete,

Since I didn't get my Wii classic yet, I have modified the code a bit to support keyboard.
I hope I didn't f^ck up with the changes. I do not have a very fluent play (lagging) yet with keyboard control. Maybe you can check if this is what the Wii version plays.

This is 50800b5 at 252MHz.
LoadRunner09R_kb.zip


Volhout
PicomiteVGA PETSCII ROBOTS
 
vegipete

Guru

Joined: 29/01/2013
Location: Canada
Posts: 1109
Posted: 04:30pm 07 Jan 2024
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I don't have sound or keyboard hardware on my PicoMiteVGA so I can't really check. Or maybe the console connection is close enough.

Keyboard control will be interesting because movement is remembered. For example, if you press the [left] key to start moving left, that stays in effect until your path is blocked. If you fall off something, your left movement will resume when you land on something. I tried to put enough state information in the actor array to support this. Then I said "lump it" and made it work with the Wii joystick instead.

I think I left all the controller reading calls close together, so hopefully modifications should be easy...
Visit Vegipete's *Mite Library for cool programs.
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4234
Posted: 04:54pm 07 Jan 2024
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And completely in line with controller chaos.....

Here is version 09R with Wii_classic AND keyboard AND Wii_nunchuck support.
Change the constant "cntl" to select the correct controller.

You dig with the large button (Z) on the nunchuck
Next level with the small button (C)
Repeat current level pressing both buttons (Z+C).

LoadRunner09R_kb_nun.zip

Volhout

P.S. you can use console keyboard.
Edited 2024-01-08 03:01 by Volhout
PicomiteVGA PETSCII ROBOTS
 
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