The controls don't work too well yet...
Here are the key code for the game buttons.
And as the cursor is hidden, you'll probably get desynchro between the screen and the nub, here is a simple fix.
I'm currently trying to package it into a pnd and hopefully sort the controls out too...
Using my toolchain, it should goes this way :
setprj homeworld
pndconfigure
make all install # to go into /mnt/utmp/homeworld
genpxml
# edit a bit /mnt/utmp/homeworld/PXML.xml
pndmakeauto
EDIT: and congrats on this too 
Thanks! And thanks for a great toolchain!
I'm struggling a little...
The cursor fix doesn't work for this. I think the problem is that the game uses SDL_ShowCursor in several different places so it isn't possible to do a fix in just one place. It is showing and hiding the cursor a lot. I don't know the mechanics of how the nubs and digitizer stay synchronised, but it occurs to me there might be another way around this than forcing the game to always 'show' a cursor? (Maybe that is the easiest way though)
And keys... all that is really needed is to map the mouse buttons to something more useful (ideally shoulder buttons), as it's unplayable as it is, especially as some movements require you to press both left and right click at the same time (emulate 3 buttons basically) while moving the mouse (nub). However, following this guide
http://pandorawiki.o...board_remapping doesn't work. Presumably SDL is reading the keyboard at a lower level somewhere, and doesn't pick up this mapping, I'm not sure.
So I tried some hackery with the source code, in a couple of different ways, to get the o and p keys interpreted as left and right click respectively... this works, but I'm obviously missing something because it causes the game to stutter when moving the camera, and makes menus unresponsive.
I'm not really concerned about packing into a PND at the moment, I want to sort controls out first. Having said that, if I can't sort it out tomorrow I will package it up as it is anyway for testing while I keep stabbing at the problem. Time to sleep now though!
One other thing that might be of interest... it works perfectly at 800x480 (the video was at 640x480). It even seems happy with all the graphics settings turned up full.