Keyboard Controls

Propose new game/software design concepts or new game/software ideas. They can be as whimsical as you like, just be careful you don't ask someone to make it for you...
Joefish
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Keyboard Controls

Post by Joefish »

I know that QAOP and M/SPACE is the classic key layout for Speccy games, but I've seen some people prefer a sort of 'left-handed' version of this with ZX for left/right and up/down on the right. If there was another option for keys in a game (and not redefinable), what would it be?
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Ast A. Moore
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Re: Keyboard Controls

Post by Ast A. Moore »

I beg you to include the ZX Interface II keyboard mappings (6–0 or 1–5). :oops:

That said, you could use my redefine keys routine. It’s only about 280 bytes long (along with label/control printing) and checks against duplicate (i.e. already defined) keys.
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spider
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Re: Keyboard Controls

Post by spider »

Slightly relevant but I was thinking about something vaguely related to this the other day, but one thought that is relevant is a lot of the BBC Micro/Electron games did have it "that way around" in that Z/X would be left/right and the symbol keys to the right of the middle row or sometimes P/L would be up/down etc.

My off topic thought was the early ultimate games with their (imo) not brilliant 'all one row' control keys. I can see why it may of been done that way as you can just scan one half-row but I don't think memory was that mega tight even in 16K to not be able to read two halfrows at least. Pssst for instance is difficult via keyboard with original keys, yes I'm aware of how to change it!
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Einar Saukas
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Re: Keyboard Controls

Post by Einar Saukas »

If you are very concerned about size and speed, DEFKEY is only 160 bytes total (actually 133 bytes if you never need more than 5 redefined keys), although it doesn't forbid duplicated keys. And the routine for reading redefined keys in-game is roughly as fast as custom code.

There's not much reason to provide just a few fixed sets of keys, when players can have the option to redefine whatever keys they want, without sacrificing execution speed or code size.
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Seven.FFF
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Re: Keyboard Controls

Post by Seven.FFF »

I love it as a leftie, but ZX for left/right inconveniences people using emulators with an AZERTY keyboard.

I’m not sure if any hardware AZERTY spectrums have ever been made.
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Joefish
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Re: Keyboard Controls

Post by Joefish »

Ast A. Moore wrote:
Tue Sep 10, 2019 6:37 pm
I beg you to include the ZX Interface II keyboard mappings (6–0 or 1–5).
Joystick options are not a problem.
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spider
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Re: Keyboard Controls

Post by spider »

Seven.FFF wrote:
Tue Sep 10, 2019 7:54 pm
I love it as a leftie, but ZX for left/right inconveniences people using emulators with an AZERTY keyboard.

I’m not sure if any hardware AZERTY spectrums have ever been made.
For some reason I thought of the Arabic Spectrum (seen pics of them, never seen one for real) but they do not have this layout. It looks conventional almost.

I don't think any of the E.U exported units have this AZERTY key layout either. Thinking Belgium or possibly France ? But a cursory search did not show anything. Thought Germany used to use this layout up until about the 60's or 70's actually too but I'm probably completely wrong.
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djnzx48
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Re: Keyboard Controls

Post by djnzx48 »

Don't neglect people without the full use of two hands. I had trouble playing games using QAOP when I broke my arm several years ago, but Manic Miner/JSW were OK with their OP/Space controls. At least now there's a tool available to help with certain types of games.
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lister_of_smeg
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Re: Keyboard Controls

Post by lister_of_smeg »

Joefish wrote:
Tue Sep 10, 2019 6:09 pm
I know that QAOP and M/SPACE is the classic key layout for Speccy games, but I've seen some people prefer a sort of 'left-handed' version of this with ZX for left/right and up/down on the right. If there was another option for keys in a game (and not redefinable), what would it be?
As a leftie, I always used ZXKM and L if given the chance.
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Joefish
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Re: Keyboard Controls

Post by Joefish »

Looks like playing on PC keyboards is a problem if the keys are fixed, as different keyboards would have Q and A in funny places...
The 'define keys' could always be a one-off event then the code abandoned or overwritten.
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