First stage of the Palm OS 5 port complete

Support is now coded in to deal with multi-resolution displays. It can
handle single, sony high resolution and palm OS 5 high resolution displays.
More work is needed for 1.5 resolution displays. I will examine what is
needed to get them to work today.

Icons and rearranging them

Having spent a long time rearranging the tiles, I’ve still not added in any
of the elements that are animated. It’s simply too much like rasterbating
for my liking.
The first plan is to export the current 256 color tile set out to both the
4 color and the 2 color for the palm devices (which is really irritating).
The 256 color icons export without any effort, it’s just that the other
ones need to be color-reduced to make sure that the look OK.

documenting the code.

Sitting on the sofa, tapping on the laptop putting documentation into the
game. Boy is it fun, as at the same time I’m watching the wonderful Kate &
Leopold. someone somewhere must be impugning my masculinity as a result of
this, but I really find it enjoyable.
I’m placing doxygen documentation into the application to make it easier to
navigate the source code. It is helping me keep up with the code.
The next objective is to improve the simulation so there is a better
relationship between the three primary zones. This will allow us to develop
the desire graphs.

Virtual key characters

Problems with the virtual key character mappings and buttons in the
Palm Simulator witht the virtual silk screen. They don’t have a calculator
button, so we’re in trouble with the ‘Menu Popup’ button being interpreted
as the Calclator Button.
The question is that under this system, when we’re displaying the toolbar do
we need the extra build list popup?
Character list with 320×480 screen:
btn: 0 char: 00000110 – vchrKeyboardAlpha
btn: 1 char: 00000111 – vchrKeyboardNumeric
btn: 2 char: 00000108 – vchrLaunch
btn: 3 char: 00000105 – vchrMenu
btn: 4 char: 0000010A – vchrFind
Other Modes:
btn: 0 char: 00000110
btn: 1 char: 00000111
btn: 2 char: 00000108
btn: 3 char: 00000105
btn: 4 char: 0000010B – vchrCalc
btn: 5 char: 0000010A
The vchrMenu item is being interpreted (do’h)
Just to make it more fun, I got the palm SDK and it’s got:
Double Density
btn: 0 char: 0000050D – undefined
btn: 1 char: 0000050E – ditto
btn: 2 char: 0000050F – ditto
btn: 3 char: 00000510 – ditto
btn: 4 char: 00000511 – ditto
btn: 5 char: 00000512 – ditto
on a Tungsten T3
Zire 71 helps here as it has:-
btn: 4 char: 00000108 – vchrLaunch
btn: 5 char: 00000105 – vchrFind
btn: 6 char: 0000010B – vchrCalc | (when set to go to calc)
btn: 7 char: 0000010A – vchrFind
btn: 0 char: 00000110 – al
btn: 1 char: 00000111 – num
btn: 2 char: 00000500 – clock
btn: 3 char: 00000502 – bright
btn: 4 char: 00000108 Launch
btn: 5 char: 00000105 find
btn: 6 char: 0000010B calc (?)
btn: 7 char: 0000010A find