Quote Originally Posted by jasonf
I'm really excited about the touch screen too, it's perfect for Crashblock's new menu system. As long as it behaves like a mouse and SDL receives a mouse move event followed by a mouse click event, then I won't have to change any code at all..
I hear that the touch screen stylus will behave like a mouse so I believe it won't be an issue (or much of one).

Quote Originally Posted by jasonf
I managed to get your example code to compile and run on the GP2X last night (no skill required to run a batch file after setting up the environment eh? )
I'm glad

Quote Originally Posted by jasonf
I noticed that your example project contains your modified SDL files, are these changes to the JEDI headers going to be incorporated into the current JEDI?
I have used as much as possible the latest SDL files from

http://jedi-sdl.cvs.sourceforge.net/.../JEDI-SDLv1.0/

Quote Originally Posted by jasonf
I noticed also that all of the controls are buttons.. does this mean that the GP2X joystick is just 4 buttons or is this just how things have been implemented? I mean, I don't really care either way, I treat joystick directions as digital events at the moment, but if I wanted to make a game where how hard or how far you press the joystick influences turning speed or something like that, is that possible in your knowledge/opinion?
The GP2X joystick just uses 8 direction 'button'values that you can check for (see values below from the SDL.pas file)

Code:
SDLK_GP2X_UP = 0;
{$EXTERNALSYM SDLK_GP2X_UP}
SDLK_GP2X_UPLEFT = 1;
{$EXTERNALSYM SDLK_GP2X_UPLEFT}
SDLK_GP2X_LEFT = 2;
{$EXTERNALSYM SDLK_GP2X_LEFT}
SDLK_GP2X_DOWNLEFT = 3;
{$EXTERNALSYM SDLK_GP2X_DOWNLEFT}
SDLK_GP2X_DOWN = 4;
{$EXTERNALSYM SDLK_GP2X_DOWN}
SDLK_GP2X_DOWNRIGHT = 5;
{$EXTERNALSYM SDLK_GP2X_DOWNRIGHT}
SDLK_GP2X_RIGHT = 6;
{$EXTERNALSYM SDLK_GP2X_RIGHT}
SDLK_GP2X_UPRIGHT = 7;
{$EXTERNALSYM SDLK_GP2X_UPRIGHT}
This means you only have on or off, not how hard, etc.

Quote Originally Posted by jasonf
I'm not using OpenGL, I've kept everything using native SDL calls though the JEDI-SDL headers. I feel this offers the highest compatibility and future proofing..
Good idea :-)

Quote Originally Posted by jasonf
Is the problem with SDL_Mixer an issue with FreePascal or the C-compiled SDL_Mixer.so file? (does the GP2X use .so files?)
There seems to be less problems using SDL_Mixer and a C/C++ compiler to create the GP2X programs compared with freepascal.

Quote Originally Posted by jasonf
I'm all questions aren't I? :lol: but it's all for a good cause, the more I can understand about this and the things which need to be done, the faster I can get something working on it.
I know what you mean

Quote Originally Posted by jasonf
I'm not a big fan of fettling though, I like to just compile stuff and it works so any advances which can be made on the mixer/png/ogg front would be brilliant.
I don't know what fettling means, but I agree about the compile and go bit

Quote Originally Posted by jasonf
Then, we'll have another commercial game for the GP2X

Here's a taster (faked of course)


haha, cute! :-)

I will keep you updated about the PNG and SDL_Mixer issues - I also want to get these working

cheers,
Paul