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I noticed a critical issue that prevents you from playing for example Super Mario World (SNES) and other games alike which might not be obvious at first: When you are holding the “Y” button in order to run faster and then hit the “B” button to jump while simultaneously still holding down the Y button at the the same time, the emulator acts as if the Y button was released when the B button was pressed and as soon as the B button is released again it re-presses the Y button. This leads to for example not being able to “hold” the red turtle shells while running fast and jumping and so on. It also leads to Yoshi always snapping his tongue once you try to run fast and jump and so on. I hope I could explain what I mean :D. Same with Contra. You should be able to hold down the “fire” button while at the same time being able to jump without the fire button "releasing" the exact moment the jump button is pressed . I would even go as far as deeming this a game(s) breaking bug if you try to play any of these two classic games seriously in Delta (and I am sure you would run into issues in many other games too).
I am also startled that nobody else seems to have noticed this till now, since I literally came across this problem the first 10 seconds of playing (Did a quick search but couldn't find anything). The solution would be to let multiple buttons be pressed at the same time and also released individually without influencing the other buttons. Thank you very much for your efforts and the awesome app! Love it!
I already had a chat on the discord about this issue a few month ago and they advised me to post this issue here Above is the original post. The issue seemed to originate in the way the apple touchscreen works: "the iOS touch area is a fixed size circle calculated as roughly the center of where one finger contacts" But as I found out, there also seems to be a solution to this problem, as it first seemed a limitation of iOS touchscreen API:
Apparently, there is a "UITouch" call in the apple API that allows for not only getting the point of touch but also "The approximate radius of the touch".
This would solve the problem if implemented. Here is the link: https://developer.apple.com/documentation/uikit/uitouch
It is not enough for these kind of games to simply choose a skin that combines buttons, since some moves require a more nuanced use of pressing and releasing buttons in different combinations while still simultaneously.
Hope this is interesting
All the best 🙂 !
The text was updated successfully, but these errors were encountered:
Ahoi there!
I noticed a critical issue that prevents you from playing for example Super Mario World (SNES) and other games alike which might not be obvious at first: When you are holding the “Y” button in order to run faster and then hit the “B” button to jump while simultaneously still holding down the Y button at the the same time, the emulator acts as if the Y button was released when the B button was pressed and as soon as the B button is released again it re-presses the Y button. This leads to for example not being able to “hold” the red turtle shells while running fast and jumping and so on. It also leads to Yoshi always snapping his tongue once you try to run fast and jump and so on. I hope I could explain what I mean :D. Same with Contra. You should be able to hold down the “fire” button while at the same time being able to jump without the fire button "releasing" the exact moment the jump button is pressed . I would even go as far as deeming this a game(s) breaking bug if you try to play any of these two classic games seriously in Delta (and I am sure you would run into issues in many other games too).
I am also startled that nobody else seems to have noticed this till now, since I literally came across this problem the first 10 seconds of playing (Did a quick search but couldn't find anything). The solution would be to let multiple buttons be pressed at the same time and also released individually without influencing the other buttons. Thank you very much for your efforts and the awesome app! Love it!
I already had a chat on the discord about this issue a few month ago and they advised me to post this issue here Above is the original post. The issue seemed to originate in the way the apple touchscreen works: "the iOS touch area is a fixed size circle calculated as roughly the center of where one finger contacts" But as I found out, there also seems to be a solution to this problem, as it first seemed a limitation of iOS touchscreen API:
Apparently, there is a "UITouch" call in the apple API that allows for not only getting the point of touch but also "The approximate radius of the touch".
This would solve the problem if implemented. Here is the link:
https://developer.apple.com/documentation/uikit/uitouch
It is not enough for these kind of games to simply choose a skin that combines buttons, since some moves require a more nuanced use of pressing and releasing buttons in different combinations while still simultaneously.
Hope this is interesting
All the best 🙂 !
The text was updated successfully, but these errors were encountered: