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lol, Nintendo DS emulator for PSP!

dark10x said:
Count them.
For gameplay?

DS
-Dpad~ 8
-ABXY~ 4
-L/R~ 2
-start/select~ 2
-total~ 16

PSP
-Dpad~ 8
-circle/square/triangle/X~ 4
-L/R~ 2
-start/select~ 2
-total~ 16

...any buttons I've missed?
 
jarrod said:
For gameplay?

DS
-Dpad~ 8
-ABXY~ 4
-L/R~ 2
-start/select~ 2
-total~ 16

PSP
-Dpad~ 8
-circle/square/triangle/X~ 4
-L/R~ 2
-start/select~ 2
-total~ 16

...any buttons I've missed?

EH HEM

13 buttons, but not all designed for gameplay. TECHNICALLY SPEAKING, regardless of what they are intended for, there are more buttons on PSP. That's all there is to it.

d-pad, not included
 
jarrod said:
For gameplay?

DS
-Dpad~ 8
-ABXY~ 4
-L/R~ 2
-start/select~ 2
-total~ 16

PSP
-Dpad~ 8
-circle/square/triangle/X~ 4
-L/R~ 2
-start/select~ 2
-total~ 16

...any buttons I've missed?

What the ....?

Touch screen!
 
Stinkles said:
wacom.jpg


If only the PSP had a USB port.... WAIT...!

I am sure people would fork up extra cash for accessories like that in order to play emulated DS games on a not 100% working emulator :P might as well buy a DS.
 
dark10x said:
13 buttons, but not all designed for gameplay. TECHNICALLY SPEAKING, regardless of what they are intended for, there are more buttons on PSP. That's all there is to it.
But what's that matter then? Aren't buttons 1-5 hardwired in terms of function anyway? Should the DS speaker dial count for it?
 
jarrod said:
But what's that matter then? Aren't buttons 1-5 hardwired in terms of function anyway? Should the DS speaker dial count for it?

-sigh-

My original point was intended to show that the analog stick could allow for stylus functionality. That's it.

Functionality does not even matter at this point.
 
An emulator could POSSIBLY work for a game like mario 64, but I can't see it working for a game like Kirby or Yoshi Touch and Go, where you have to swish, tap etc.
 
And actually, it couldn't work at all unless the emu auto-set the analogue to a center point on the emulated touchpad.

dark10x said:
I think this board has been infected by U.2.K. Tha Greate$t...

No, I'm pretty sure it was sarcasm.
 
they can just make the analog control some cursor on the screen to act as the stylus & hold down R1 to draw with it, NES emulators already do something similar like this to emulate the Zapper Light Gun so I don't see what the big fuss is
 
Wario64 said:
eh? is it really that hard to show a cursor?

The cursor would have to be totally in the emulator software and then be mapped to touch-screen input through the button. I tend to think of emulators as basic applications designed to just mimic the hardware, so adding in the extra layer to translate touch-screen control seemed like it would be a very significant programming addition. However, I admit that I have no experience with programming emulators, so it may not be as big a task as I was thinking.

\/\/\/

VNZ said:
The major extra coding of the cursor would be the easy part.

*shrugs*
 
Perhaps Nintendo should release a DS emulator for PSP so people attempt to touch the PSP screen only to find out that they've totally ruined it 'cuz touching the PSP screen means destruction. It's an evil plan, but it would work.
 
Not including all the buttons at the bottom of the psp the only advantage input wise is the nub right? Now, to make the nub function as a style for a touch screen you would also have to press a button otherwise you would just be constantly drawing over the screen....... No accuracy *would work well for mario though*......

Now we have the buttons at the bottom of the screen...... There is a possibility they could be used, but, do we know if they are hard wired? *dunno if that would be the correct term for it*
If so would programming for them be feasable as when pressing them they would have an automatic function that couldn't be dissabled right? If this is the case then there would be no real way to use the nub other than using one of the other buttons *possibly being used in game* for this function...........

But yeah, I dunno if this is the case. *shrugs*

Oh and using the D-pad + the nub at the same time would be so amazingly crappy...... o.O
 
Some of the PSP homebrew stuff have mapped the lower function buttons for different features. One homebrew app (Casino Addict) disables the home button so the only way you can exit back to the PSP OS is via their own exit menu option.
 
dark10x said:
EXACTLY, but emulation generally works best with additional buttons for functionality.

psp_frontb.jpg


13 buttons, but not all designed for gameplay. TECHNICALLY SPEAKING, regardless of what they are intended for, there are more buttons on PSP. That's all there is to it.

Matlock, "working out" does not mean "working well"...as I said in that same post. Without that stick, it would be 100% impossible to control the stylus pointer. With it, the possibility is there. That does not mean it would work well, but nobody is expecting this emulator to be anywhere near playable anyways. It's a neat trick. Nothing more.

You gotta be kidding..

You're counting Sound options, home option, and brightiness as buttons? that's 4 buttons right there that you won't do anything with..

IDS has Start, Select, ABYXLR
PSP has Start, Select, O, X, square, triangle, L and R

That means ... *shock* that they have the same amount of buttons
 
The nub STILL wouldn't work, since it would only map stylus movement. There's plenty of other methods of control with the DS. I don't know anything about programing for the DS, but I have seen different events depending on how one uses the stylus which are similar to those of a moudr

Take programing methods for a mouse in java. Here are just some of the methods defined (and what they do)

mouseClicked() defines code activated when the mouse is clicked. The DS equivalent of this would be tapping the screen (for instance, tapping a card in Luigi's minigames in Mario 64 DS turns that card over.)

mousePressed() defines code activated when the mouse is pressed (or when the DS touch screen is pressed). An example of this would be Meteos: when you press down on a meteo, that meteo's borders become highlighted.

mouseReleased() defines code activated when mousePressed() ends, or when the mouse button is released. on the DS, it's when the stylus leaves the touch screen. In Kirby, your ink trail stops being made when you take your stylus off the screen

Anyways... how would the PSP's analog nub be able to emulate these functions?
 
GaimeGuy said:
The nub STILL wouldn't work, since it would only map stylus movement. There's plenty of other methods of control with the DS. I don't know anything about programing for the DS, but I have seen different events depending on how one uses the stylus which are similar to those of a moudr

Take programing methods for a mouse in java. Here are just some of the methods defined (and what they do)

mouseClicked() defines code activated when the mouse is clicked. The DS equivalent of this would be tapping the screen (for instance, tapping a card in Luigi's minigames in Mario 64 DS turns that card over.)

mousePressed() defines code activated when the mouse is pressed (or when the DS touch screen is pressed). An example of this would be Meteos: when you press down on a meteo, that meteo's borders become highlighted.

mouseReleased() defines code activated when mousePressed() ends, or when the mouse button is released. on the DS, it's when the stylus leaves the touch screen. In Kirby, your ink trail stops being made when you take your stylus off the screen

Anyways... how would the PSP's analog nub be able to emulate these functions?

you press a button?
 
kaching said:
Some of the PSP homebrew stuff have mapped the lower function buttons for different features. One homebrew app (Casino Addict) disables the home button so the only way you can exit back to the PSP OS is via their own exit menu option.
not that i don't believe you, but you got any examples?
 
You're counting Sound options, home option, and brightiness as buttons? that's 4 buttons right there that you won't do anything with..

Are there more physical buttons (ignoring their function) on the PSP or not? Yes or no. :)
 
GaimeGuy said:
and what about the games which use the buttons and the touch screen?

that's where it gets tricky :P gotta make some compromises or combine buttons if you want all buttons defined
 
No dark, there is not. However, my friend, I'd say 99% of the time when people refer to buttons on a controller/handheld, they mean buttons used in gameplay.
 
Wario64 said:
that's where it gets tricky :P gotta make some compromises or combine buttons if you want all buttons defined
Even so, using the centered analog nub and buttons would probably feel unnatural for touch screen input.
 
kaching said:
Some of the PSP homebrew stuff have mapped the lower function buttons for different features. One homebrew app (Casino Addict) disables the home button so the only way you can exit back to the PSP OS is via their own exit menu option.

probably because the homebrew author was too lazy to implement the home button. i dont think people are disabling the home button on purpose

GaimeGuy said:
Even so, using the centered analog nub and buttons would probably feel unnatural for touch screen input.

playing DS games on PSP or PC (without a pad) is unnatural itself so i dont think people would care much :P
 
:lol @ people's button-count insecurity
and what about the games which use the buttons and the touch screen?
None of the games that use the touchscreen extensively use all the face buttons, since you can't hold a stylus and hit those buttons simutaneously. It will require a different setup for each game, but I don't see why it can't be done.
 
Sholmes said:
No dark, there is not. However, my friend, I'd say 99% of the time when people refer to buttons on a controller/handheld, they mean buttons used in gameplay.

Yes, I know that. However, I'm not talking about gameplay here.

I see that you do not know how to count, however. :) See that 'volume down' BUTTON? Yeah, that's exactly right... it's a BUTTON. Go ahead and re-count. It's OK, you have time.

Even so, using the centered analog nub and buttons would probably feel unnatural for touch screen input.

It does not matter, as it will never reach playable levels. Who cares how "natural" it feels when you're getting 5 fps?
 
i swear, if people start to count the DS power button, and volume slider, and the 'eject ds cart button, and whatever button/switch it is that pauses the ds when you close the unit, then .. uhh .. i dunno ..
 
The Faceless Master said:
i swear, if people start to count the DS power button, and volume slider, and the 'eject ds cart button, and whatever button/switch it is that pauses the ds when you close the unit, then .. uhh .. i dunno ..
:lol
 
border said:
None of the games that use the touchscreen extensively use all the face buttons, since you can't hold a stylus and hit those buttons simutaneously. It will require a different setup for each game, but I don't see why it can't be done.

You'd be screwed with Tony hawk DS though :)
 
new update...

We thought that we might update the progress of this emulator To start off with in my original post i stated that it was running at 15fps this is not the case i meant to say 1-5fps not 15 . The emulator now has a battery metre and fps counter in the right place and is now running the battleship demo for DS.
:lol :lol :lol

that's one helluva typo...
 
Meanwhile, everyone glossed over the built-in DS mic, which could be replicated on the PSP, but that's another accessory to worry about...
 
Kulock said:
Meanwhile, everyone glossed over the built-in DS mic, which could be replicated on the PSP, but that's another accessory to worry about...
replicated?

well, they could also build a USB touchscreen that screws into the PSP like that keyboard that isnt out yet...

logic3_keyboard_psp.jpg

can i get a photoshop .. stat
 
dark10x said:
EXACTLY, but emulation generally works best with additional buttons for functionality.

psp_frontb.jpg


13 buttons, but not all designed for gameplay. TECHNICALLY SPEAKING, regardless of what they are intended for, there are more buttons on PSP. That's all there is to it.

Matlock, "working out" does not mean "working well"...as I said in that same post. Without that stick, it would be 100% impossible to control the stylus pointer. With it, the possibility is there. That does not mean it would work well, but nobody is expecting this emulator to be anywhere near playable anyways. It's a neat trick. Nothing more.

:lol Holy shit. I thought you were smarter than this. :P
 
dark10x said:
Yes, I know that. However, I'm not talking about gameplay here.

I see that you do not know how to count, however. :) See that 'volume down' BUTTON? Yeah, that's exactly right... it's a BUTTON. Go ahead and re-count. It's OK, you have time.

:( :( :(


Did jarrod hack dark10x's account?
 
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