Hi Daniel!

How did you solve the problem??
I am writing an article for the MSX Assembly Page right now, about the key
matrices, and I am interested in how you proceeded.

Also, I only have 2 keyboard layout tables, one being an international one,
the other being the UK one (they both differ on only 1 field). Do you have
more of them??

Thanks in advance,


~Grauw


----- Original Message -----
From: "Daniel Caetano" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 13, 2002 7:26 AM
Subject: How to converte keyboard matrix data to ASCII?


>
>   People,
>
>   I'm translating Snatcher to portuguese and then to English.
> At this time, the translation is going very well, and I'll
> release betas as soon as the final programming problems
> finish.
>   I found a little problem that I'm not being able to solve.
> The game reads the columns and lines of the keyboard to find
> what key is pressed. It's the only way, since it replaces
> the interrupt. But this is not the point.
>   At one place, the game converts the data (line and column
> got on the key matrix) to a character value, based on a
> internal table. This table originaly pointed to Kanji/Hiragana
> characters (Japanese language). I converted them ASCII values
> and it really works... well... in some machines.
>
>   The problem resides in the fact the relation
> line/column -> ASCII is NOT defaut. It seems to be different
> on several machines, even if they are from the same country
> and have similar keyboard.
>   The result is: in some computers, the keys act as expected
> (when you press the "A" key, the A appears on the screen).
> But on other computers, when you press the "A" key, something
> different appears (say, an "8" is shown).
>
>   Once there is no default way to convert a line/colum from
> keymatrix to a ASCII code (the BIOS has a table, but it's
> position is not the same in every computer), I think the solution
> is to preload the proper convertion table in the upper memory (say,
> on the PLAY queue space) and point the game to look there.
>   This would be ok IF I knew a way to detect what the hell
> kind of keyboard the machine uses.
>   One way to detect it is asking to the user to push some keys,
> but this is very annoying and not compatible with the work I'm
> doing on Snatcher.
>
>   I'm writting here in the hope someone know a misterious way
> to detect the keyboard type.
>
>   Before someone ask me, I know the byte 0x002C of ROM says me
> the keyboard type. But this means nothing. On computers with
> the same value for this byte, the answer of the key matrix was
> different one from another. )^=
>
> BTW, Snatcher is non-standard in many aspects. This is one of
> them. Konami never thought to release this game outside its
> county (this explains why they do not worried about differente
> keyboard types than the japanese one).
>
>   I hope someone can help me, and I can continue the translation.
>
>   Thanx in advance.
>
>   Daniel Caetano
>
> PS: The actual stage of translation is somewhat more advanced than
> Oasis was. But as soon as this problem is fixed, the translation
> will not be hard, since I had developed several programs that
> automatically replaces the texts and relocate them when they
> do not fit in the space.
>
>
>   []'s
>
>   Daniel Caetano
>   [EMAIL PROTECTED]
>
> ..."A necessidade de criatividade e' o que contribui para a
> mudanca. A criatividade mantem o criador vivo." (Frank Herbert)
> http://soulmatrix.dynodns.net/ - This OS/2 system uptime is 0 days 05:42
hours.
>
>
> --
> For info, see http://www.stack.nl/~wynke/MSX/listinfo.html

_______________________________________________
MSX mailing list ([EMAIL PROTECTED])
Info page: http://lists.stack.nl/mailman/listinfo/msx

Reply via email to