QL & PC Joysticks
-
- Super Gold Card
- Posts: 715
- Joined: Mon Nov 24, 2014 2:03 pm
QL & PC Joysticks
Hi,
I have a working QL Joystick, with a 9 pin D socket, and 6 pin adapter.
It translates 4 arrow keys, with fire and base buttons.
I have written a shootem up game in full 3D perspective animation on QPC2.
Is there any way to adapt the joystick for a laptop?
i.e: it would need an adapter for USB no doubt, if such a thing exists.
Commercial PC 'Joysticks' do not seem to be compatible with QPC2...
Regards,
Steve Poole.
I have a working QL Joystick, with a 9 pin D socket, and 6 pin adapter.
It translates 4 arrow keys, with fire and base buttons.
I have written a shootem up game in full 3D perspective animation on QPC2.
Is there any way to adapt the joystick for a laptop?
i.e: it would need an adapter for USB no doubt, if such a thing exists.
Commercial PC 'Joysticks' do not seem to be compatible with QPC2...
Regards,
Steve Poole.
- vanpeebles
- Commissario Pebbli
- Posts: 2821
- Joined: Sat Nov 20, 2010 7:13 pm
- Location: North East UK
Re: QL & PC Joysticks
I reckon there must be a way of mapping the PC joystick to the keys on the game?
Re: QL & PC Joysticks
There is -this one is just an example of many possibilities that might be worth trying.vanpeebles wrote:I reckon there must be a way of mapping the PC joystick to the keys on the game?
ʎɐqǝ ɯoɹɟ ǝq oʇ ƃuᴉoƃ ʇou sᴉ pɹɐoqʎǝʞ ʇxǝu ʎɯ 'ɹɐǝp ɥO
- vanpeebles
- Commissario Pebbli
- Posts: 2821
- Joined: Sat Nov 20, 2010 7:13 pm
- Location: North East UK
-
- Super Gold Card
- Posts: 715
- Joined: Mon Nov 24, 2014 2:03 pm
Re: QL & PC Joysticks
Thanks for the replies,
I was hoping not to buy a PC joystick, as I have been quoted some pretty onerous prices for them.
Tofro's mapping method may be an option though, if I have no choice with my QL joystick.
I take it a screen-shot would be loaded onto the Forum via the 'Img' button above. I have not used this feature before.
As for native hardware, the program is fast enough on QPC2, but too slow on my SGC QL...
BTW, I can find no way to clear out the keyboard Queue completely. No doubt this is done to avoid people writing keyloggers?
Regards,
Steve Poole.
I was hoping not to buy a PC joystick, as I have been quoted some pretty onerous prices for them.
Tofro's mapping method may be an option though, if I have no choice with my QL joystick.
I take it a screen-shot would be loaded onto the Forum via the 'Img' button above. I have not used this feature before.
As for native hardware, the program is fast enough on QPC2, but too slow on my SGC QL...
BTW, I can find no way to clear out the keyboard Queue completely. No doubt this is done to avoid people writing keyloggers?
Regards,
Steve Poole.
-
- Super Gold Card
- Posts: 715
- Joined: Mon Nov 24, 2014 2:03 pm
Re: QL & PC Joysticks
This is my first attempt to load a screenshot...
The program draws a 'hilly' draughtsboard. You fly around the scenery shooting at the draughts, against the clock.
(Just a rapid programming exercise, to test some general subroutine updates).
Two players can even play a game of draughts on it, but not against the QL.
Regards,
Steve Poole.
-
- RWAP Master
- Posts: 2838
- Joined: Sun Nov 28, 2010 4:51 pm
- Location: Stone, United Kingdom
- Contact:
Re: QL & PC Joysticks
Looks intriguing
Rich Mellor
RWAP Software
RWAP Adventures
SellMyRetro
Retro-Printer Module - add a USB printer to your QL
Also Involved in:
Icephorm
RWAP Software
RWAP Adventures
SellMyRetro
Retro-Printer Module - add a USB printer to your QL
Also Involved in:
Icephorm
-
- Super Gold Card
- Posts: 715
- Joined: Mon Nov 24, 2014 2:03 pm
Re: QL & PC Joysticks
Hi,
The game could be accelerated considerably, if the keyboard queue could be cleared at will.
Unfortunately, both inkey$ and Keyrow constructs do not clear it, even though documentation states the opposite for the latter.
This means you have to 'peck' rapidly at keys, rather than, say, pressing an arrowkey continuously.
Machine code games seem to avoid this problem, but this game is written in SBasic... Perhaps m/c Pokes some obscure address to clear it out ?
Any suggestions ?
Steve Poole.
The game could be accelerated considerably, if the keyboard queue could be cleared at will.
Unfortunately, both inkey$ and Keyrow constructs do not clear it, even though documentation states the opposite for the latter.
This means you have to 'peck' rapidly at keys, rather than, say, pressing an arrowkey continuously.
Machine code games seem to avoid this problem, but this game is written in SBasic... Perhaps m/c Pokes some obscure address to clear it out ?
Any suggestions ?
Steve Poole.
Re: QL & PC Joysticks
I had this problem years ago and wrote a small toolkit to solve it. Then I discovered that a dummy keyrow call before the inkey$ does the same. Are you saying this doesnt work for you?stevepoole wrote:Hi,
The game could be accelerated considerably, if the keyboard queue could be cleared at will.
Unfortunately, both inkey$ and Keyrow constructs do not clear it, even though documentation states the opposite for the latter.
This means you have to 'peck' rapidly at keys, rather than, say, pressing an arrowkey continuously.
Machine code games seem to avoid this problem, but this game is written in SBasic... Perhaps m/c Pokes some obscure address to clear it out ?
Any suggestions ?
Steve Poole.
Code: Select all
k = KEYROW(0)
k$ = INKEY$(#ch; timeout)
Code: Select all
rep lp: if inkey$(#ch; 0) = "": exit lp:endif:endrep lp
Per
dont be happy. worry
- ?
dont be happy. worry
- ?