Argh, sorry peepz :)

This was not supposed to be sent to the mainlinglist...

Ofcourse if anyone else knows more about this he can mail me ^_^.


Byte!

~Grauw


----- Original Message -----
From: "Laurens Holst" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, December 28, 2002 12:38 AM
Subject: [MSX] Re: How to converte keyboard matrix data to ASCII?


> 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
>
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