I recently purchased Navigon 7, looks great in landscape with the 3d options and i love the lane assistant...
The only thing that annoys me is that in the 3d view, the map is very much zoomed out. On the screen of the diamond2 i can barely see the car-indicator. Also the next turn in a city environment is very hard to see.
I tried changing the settings in the autozoom.ini file, but that doesn't seem to have effect. Any idea's?
hellboy1970 said:
I recently purchased Navigon 7, looks great in landscape with the 3d options and i love the lane assistant...
The only thing that annoys me is that in the 3d view, the map is very much zoomed out. On the screen of the diamond2 i can barely see the car-indicator. Also the next turn in a city environment is very hard to see.
I tried changing the settings in the autozoom.ini file, but that doesn't seem to have effect. Any idea's?
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look here. It's german but with google you should be able to understand..
German is not a big problem for me, i can handle that
Thanks for the tip, that forum gives a lot of info!
I'm new to the Android world and my friend showed me this app its called "Homescreen 3d" and it looked really cool. I bought it in the market and all it shows is blank white boxes floating around. What can I do to make it work? or should I just ask for a refund?
Recently the n64 andoid emu got pulled from the android market. And from what I know that version didn't support the analog input and could only be played with the d-pad and buttons. This was said in a dutch preview serie.
Does anyone know if there is a version that allows to use the analog controlls?
having been going through many games and apps and haven't found the d-pad and analog to be supported well.... something that definitely needs to be addressed by SE
SE can't do much about it, it's in the hands of the devs. Emu's probably have button mapping options you can use.
It's nothing to do with SE, it's up to the devs whether they want to use the API to update their applications to support the dual touch pads.
I guess it's only a matter of time.
I'm sure there will be several emerging developers for the XP. Even so, its an opportunity for already existing developers to rerelease their software at a premium for analog support.
Sent from my ADR6300 using XDA App
rmaccamr said:
I'm sure there will be several emerging developers for the XP. Even so, its an opportunity for already existing developers to rerelease their software at a premium for analog support.
Sent from my ADR6300 using XDA App
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Good god I hope not. Thats an awful idea. Everyone else gets to use the free emulators and XP users can't make use of their hardware unless they pay for the app?
I dont have one yet so I dont know, but can the touchpads be used as an input method? Then there is hope for analog support. Maybe with a special IME or something.
Its pretty easy for a developer to optimize their games...
URL blogs.sonyericsson.com /developerworld/ 2011/02/28/ xperiaplaytipsbyangrymobgames/
well until there analog support, can anyone suggest keymaping? I tried different settings but I cannot seem to find teh best mapping!
I guess it depends on the game. For sm64 I used this:
D-pad for walking
X for A
O for B
Square for C-left
L for Z
R for R
Search key for C-up (not sure if I did this, n64oid got wiped when unlocking bootloader)
The A, B and Z buttons are needed for the gameplay itself so I put them close at hand, with the Z button at the place of L you use the same finger as on the n64.
C left and right make the camera turn so should be close at hand in sm64. C-up gives fps view to look up and stuff, c-down sets zoom level (and isn't really needed anywhere in the game imo) and R sets the camera behind mario or back with the lackitu vamera man.
This worked well enough to finish sm64 in 1 night with all 120 stars.
But as you can see it could differ if you have an other personal preference or another game.
Wow, thanks! That remap actually makes this game playable.
I've played around with it a little and I think I found an alternate configuration that people may enjoy:
D-pad for Analog
Cross for A
Square for B
L Trigger for C-Left
R Trigger for C-Right
Circle for Z trigger
SELECT for C-Up
START for START
Triangle for R trigger
As you said, the C-Left and C-Right are needed for camera control, so the triggers seemed to be the most natural placement. I felt like I would be zooming the camera in and out more often than toggling first-person perspective, so I chose to map Triangle for R trigger and SELECT for C-Up.
Admittedly, I haven't played through it yet, but just playing around in the opening courtyard with this configuration makes me believe I could play through this game all over again with ease.
Perhaps we could start a thread for ideal key mappings for each game? I'm going to take a look at Goldeneye when I get a chance and post my recommendation.
For N64 games, I use N64oid.
Map both analog and D pad to XP D-pad.
A mapped to Cross
B mapped to Square
R mapped to Right Trigger
L and Z mapped to Left Trigger
C-Left mapped to triangle
C-Down Mapped to circle
And then I have on-screen C-buttons only, by hiding all but the C buttons in the on screen controls options.
N64oid can be found at SlideME, for free, and they have an app store for android.
crono141 said:
For N64 games, I use N64oid.
Map both analog and D pad to XP D-pad.
A mapped to Cross
B mapped to Square
R mapped to Right Trigger
L and Z mapped to Left Trigger
C-Left mapped to triangle
C-Down Mapped to circle
And then I have on-screen C-buttons only, by hiding all but the C buttons in the on screen controls options.
N64oid can be found at SlideME, for free, and they have an app store for android.
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I just tried this control scheme and it works surprisingly well on a bunch of games. I was a little concerned about mapping both the analog stick and the d-pad to the Play's d-pad, and mapping L and Z to the left trigger, but it works really well. Having the c buttons on-screen really isn't that obtrusive, either.
Thanks for the tip
You can get N64roid if SlideMe.org
radio five said:
I just tried this control scheme and it works surprisingly well on a bunch of games. I was a little concerned about mapping both the analog stick and the d-pad to the Play's d-pad, and mapping L and Z to the left trigger, but it works really well. Having the c buttons on-screen really isn't that obtrusive, either.
Thanks for the tip
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I don't understand how this works?? What happens when you press left trigger?? Or use XP dpad?
Sent from my R800x using XDA App
I think my config is really really good. For Zelda it's great!!
Movment - D-pad of course
C-up -> Search key (only use for Navi and look around in FP)
C-Right -> Circle button (use like bow or hook shot for this one)
C-Down -> Select button (use for stuff i barley use like the ocarina or bottles)
C-Left -> Triangle button (use like bow or hook shot for this one)
A -> X button
B -> Squere button
Start - Start
R -> R trigger button
z -> L trigger button (left finger on the Z button just like the real N64 game)
No one screen buttons needed
Try it, i promise you that it works perfect in almost every game!!
n64oid
the n64oid is going to have analog support soon when the software update for xperia comes out
There are much more recent threads about this. Why are you digging up month old threads >_>
Sent from my R800x using xda premium
mrb. android friends in a new user. Waiting for a help from you to the following problem. Good 3d 2x lg phone, I installed spb shell. Open to run the wire to cover needs for doing so, you need to choose a theme (theme lg-SPB 3D) is a menu where you choose spb good and he is starting. What is interesting here everything is normal until you press the phone's main page, or for any reason, a kind of menu does not open or will open when you close the Tele and the theme to be selected in the selector, theme lg görünüyor.sbp only good for use in 3d and the phone each time to remove and re-do Open Close Is there another way to have it. tsk already. I
Greetings!
I'm looking for an old game I used to play around 2010 on my HTC Touch 3G with Windows Mobile 6. I installed a bunch of games from here, and I think this game came from here too.
It's a 2D game. The whole screen is black. There's a grey square somewhere (random) on the screen, and there are balls with random colors.
The balls constantly accelerate to the last place you touched the screen, as if there's gravity pulling from there. You could set the gravity point by tapping elsewhere on the screen, or by keeping the stylus/your finger on the screen and just dragging it.
The goal was to slam the balls into the cube by moving the gravity point. This destroyed the balls, and earned you points.
When all balls are crushed, the square changes to a new random location and more balls are introduced. I think the failure state was a time limit, but I'm not quite sure.
What was this game called?
I understand this is a long shot, but thanks for your time!