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Author Topic: Mxm Wip Releases  (Read 2918 times)

BenJeremy

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« Reply #330 on: December 04, 2003, 05:55:00 PM »

Doh... it's "Condition", not "Conditional"!!

Give it a whirl that way.
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geniusalz

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« Reply #331 on: December 04, 2003, 06:09:00 PM »

wink.gif . (and my mind was numb from calculus anyway.  Final tomorrow, gotta go back to study unsure.gif )
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BenJeremy

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« Reply #332 on: December 04, 2003, 06:22:00 PM »

QUOTE (geniusalz @ Dec 4 2003, 10:09 PM)
Yup, it works.

I didn't even bother checking since it was coming from u  wink.gif . (and my mind was numb from calculus anyway.  Final tomorrow, gotta go back to study unsure.gif )

Yeah, silly me... I actually double checked the "ItemSelected" but didn't think twice about the condition tag.
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geniusalz

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« Reply #333 on: December 05, 2003, 06:16:00 PM »

wink.gif
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BenJeremy

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« Reply #334 on: December 05, 2003, 06:41:00 PM »

QUOTE (geniusalz @ Dec 5 2003, 10:16 PM)
When are the newer menus coming?  wink.gif

Ah well... in a few days. I'm working on the input system at the moment. So far, so good. I've built up the "layers" and I haven't broken anything (yet). When I'm done, all of the keys will be programmable, and I'll easily be able to do stuff like virtual mice (using the keyboard, IR or gamepad) and a good "true" virtual keyboard.

As for the hotspot thing, I'm thinking on that - for text "CG" strings, instead of a simple numeric offset, my idea has you putting a '@' in front of the number, to represent the relative display position, which will be referenced to the "Virtual" menu to get the actual menu item. For images, you'll use VirtualDispPos or something like that in the resource type. Finally, a new conditional called "ishighlighted" with an argument representing the "virtual" display position.

As you can see, it's a bit sticky.

Meanwhile, I'm swamped with work for my day job... to much nelgect during the week, and my boss is back on Monday (a real taskmaster, and it's a Japanese company), so I'll be busting ass this weekend on what I was supposed to be doing this week  rolleyes.gif
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BenJeremy

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« Reply #335 on: December 09, 2003, 07:00:00 PM »

Just to let people know about my latest progress... spent the night working on the input routines.

Things will be much smoother (finally, "real" selectable keyrepeat rates), fully configurable (Keyboard, IR, gamepad, and possibly even mouse), and the entire system is "command oriented" - that is, you determine the physical button presses and the system transmits a specific, generic message to the system. I also plan on adding the ability for users to add to these "commands" to trigger ActionScripts (I might add the ability to run ActionScripts before, after or in place of the original commands, as well).

It's no small task. The original framework input routines have been replaced so far, but when finished, I will be adding a virtual keyboard and also plan on a virtual mouse (switch your gamepad into "mouse mode" for onscreen dialogs, for example). All of this is in preperation for a COMPLETE UI with real dialogs.

Patience is the key thing here. My day job is soaking up large amounts of my time at the moment ("Crunch Time") as I'm stuck having to write 200+ pages of software requirements for a project that's already half done (not my fault - I just started working there!!) - so I'm spending time working on it at home, as well.



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geniusalz

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« Reply #336 on: December 09, 2003, 08:01:00 PM »

rolleyes.gif .

And BTW, is this a good time to recruit more devs for MXM? wink.gif
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DBZRacer

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« Reply #337 on: December 09, 2003, 08:32:00 PM »

Keep up the great work as usual BJ!  :beer:

The virtual mouse sounds really interesting...
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BenJeremy

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« Reply #338 on: December 10, 2003, 01:40:00 AM »

QUOTE (geniusalz @ Dec 10 2003, 12:01 AM)
Cool, as long as progress is being made, I'll be patient rolleyes.gif .

And BTW, is this a good time to recruit more devs for MXM? wink.gif

Well, anytime is a good time to recruit more devs to the project.... cool.gif

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BenJeremy

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« Reply #339 on: December 10, 2003, 01:42:00 AM »

QUOTE (DBZRacer @ Dec 10 2003, 12:25 AM)
Keep up the great work as usual BJ!  beerchug.gif

The virtual mouse sounds really interesting...

Yes, I still have some details to work out, but once it's done, implementing the mouse should be a snap.
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yourwishismine

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« Reply #340 on: December 10, 2003, 03:51:00 AM »

QUOTE (BenJeremy @ Dec 9 2003, 10:53 PM)
Just to let people know about my latest progress... spent the night working on the input routines.

Well ok.. but I spent the night locked in my closet with nothing but a toothbrush and shaving cream...  :lol:  
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BenJeremy

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« Reply #341 on: December 10, 2003, 03:48:00 AM »

QUOTE (yourwishismine @ Dec 10 2003, 07:44 AM)
QUOTE (BenJeremy @ Dec 9 2003, 10:53 PM)
Just to let people know about my latest progress... spent the night working on the input routines.

Well ok.. but I spent the night locked in my closet with nothing but a toothbrush and shaving cream...  laugh.gif

Somehow, I think even that is just way too much information...   rolleyes.gif
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jlm5151

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« Reply #342 on: December 13, 2003, 09:17:00 AM »

wink.gif . These are minor things, but I thought I would due my job as a tester  tongue.gif
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BenJeremy

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« Reply #343 on: December 13, 2003, 09:22:00 AM »

QUOTE (jlm5151 @ Dec 13 2003, 01:17 PM)
Just thought I would add a few things I noticed. After switching a few songs in a row, MXM no longer plays music, the songs change but do not play. This does not always happen, but happens enough to report. Another thing is the new memory card support in the FTP is a bit weird. They show whether or not the memory card is in and the files never change whether I delete the files off the card for not  wink.gif . These are minor things, but I thought I would due my job as a tester  tongue.gif

Interesting on the memory card support. I haven't really played with it yet, so I'll have to take a look.

As for the music stuff, it will be getting the "treeatment" soon. Today, I'll finish up the input translation stuff. I think people will be pleasantly surprised; scripters should appreciate better input and having access to the keyboard and IR remote, too...
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BenJeremy

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« Reply #344 on: December 14, 2003, 05:41:00 PM »

CODE





D-PAD
A or Start
Y
Black


Cursor
Select
Title
Info


Cursor
Enter
F12
F1




GP_RTRIGGER
GP_LTRIGGER

600
70



IR_REVERSE
IR_FORWARD






3
6
1




GP_A
GP_X
GP_B
GP_Y
GP_RTHUMB
GP_BACK
GP_DT_LTHUMB
GP_DT_RTHUMB


VK_ENTER
VK_F9
VK_F10
VK_F11
VK_F12
VK_PAGEUP
VK_PAGEDN
VK_UP
VK_DOWN
VK_LEFT
VK_RIGHT
VK_ESCAPE


IR_SELECT
IR_TITLE
IR_INFO
IR_MENU
IR_BACK
IR_FORWARD
IR_REVERSE
IR_UP
IR_DOWN
IR_LEFT
IR_RIGHT
IR_STOP







GP_DT_LTHUMB
GP_DT_DPAD
GP_A
GP_BACK
GP_B
GP_X
GP_WHITE
GP_BLACK
GP_Y
GP_X
GP_START
GP_START



IR_UP
IR_DOWN
IR_LEFT
IR_RIGHT
IR_SELECT
IR_BACK
IR_FORWARD
IR_TITLE
IR_INFO
IR_MENU
IR_PLAY



KB_UP
KB_DOWN
KB_LEFT
KB_RIGHT
KB_ENTER
KB_SPACE
KB_ESCAPE
KB_PGUP
KB_F1
KB_F2
KB_TAB
KB_CONTEXT
KB_PRTSCN
KB_DEL
KB_F4
KB_DOWN
KB_UP








This will change before public release.... I haven't finished everything yet, including the modifiable system help and ActionScripting integration.

Let me know how this works for you.

Also, it has one small change in the NTSC/PAL code, so those NOT USING IT (i.e. MultiStandard off) would be doing me a big favor by trying Max Payne 2 and see if it works OK now. Thanks!

Oh, and no, no mouse or virtual keyboard yet, but the infrastructure is starting to form up nicely. perhaps by next weekend. Definitely by Christmas, we should see a nice update and possibly a public release. wink.gif
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