I can remember playing Rogue on my Amstrad 64 (...with tape drive
)
If the virtual keyboard were "suped up" a bit to include shift+ and alt+ combinations it'd be a little easier to pull something like that off.
Not sure how "click wheel" targets would implement that though...
What's the minimum amount of buttons a rockbox target has currently?
Game inputs could be handled by using a "context menu" styled list of possible inputs for the situation.
Perhaps like:
Movement (forward, back, left, right, investigate*, open*, use*, etc. etc.)
Inventory
Spells etc
*things like this would need to call their own submenus (investigate X, Y, Z - Use X, Y, Z)
With a "story viewport" in either the top or bottom half of the screen displaying text outputs from the game:
You encountered a "whatever"
You take X damage
You inflict X damage
You see a "whatever"
You cast "whatever spell"
I'm no coder, but I'm guessing that something like this would be a real "labour of love" to build from scratch right?
I'd really love to see a text based RPG for Rockbox...
[St.]