SainT wrote:The only missing aspect from your implementation is the virtual keyboard type input, which would work reasonably well for sparse keyboard input (press 1 for Dungeon Master, 2 for Oids, 3 for 3D Pool).
Actually, I do have a virtual keyboard, but in the form of a GEM accessory. So not usable in games. I was contemplating the possibility to implement the keyboard as an overlay in the FPGA firmware, but dropped that for two reasons:
1: Many of my favourite games (like Head over Heels) use the keyboard for in-game controls. An on-screen keyboard would not do.
2: I don't have the necessary skills to implement such a thing in FPGA, and was not motivated enough to learn them...
However, in many cases an on-screen keyboard is very useful. I have a resistive touch screen which isn't really usable without a stylus, but an inductive touchscreen would work much better I think.
Mouse positioning is also a bit tricky, since virtually all applications and games that use the mouse use relative positioning like TOS does. So controlling the mouse cursor properly using a touch screen really requires a driver on the Atari side, it can't be solved purely in hardware. I think a touch pad, analogue joystick or something would be required to control the mouse cursor properly. It would even be better than the real thing in some cases, an analogue joystick is far better than the mouse in games like No Second Price or Vroom