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  1. #21
    EmuTalk Member Harlay's Avatar
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    It's crash at the step 3.
    The settings can saving in the registry include the rumble device.
    I've uploading my registry settings and the controller config file for you.


  2. #22
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    Quote Originally Posted by Harlay
    It's crash at the step 3.
    The settings can saving in the registry include the rumble device.
    I've uploading my registry settings and the controller config file for you.
    Thanks, that's really helpful. If you open the config while a game is running, and then click "Use", does it still crash? (I'm guessing yes.)

    Maybe it's an international or character set issue? Just curious, what language version of Windows are you using? I guess I need to switch the codebase over to Unicode.... I'm pretty sure I can fix it, but it's a big fix and will probably take awhile. I will keep you updated.
    Last edited by rabiddeity; July 24th, 2006 at 04:18.

  3. #23
    EmuTalk Member Harlay's Avatar
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    when the game is running, in the "Controls" TAB, click "Use", the emulator will not crash, but choice "Controller Pak" TAB and "Use", it will crash.
    My OS is Simplified Chinese.

  4. #24
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    OK, I switched all text to Unicode. Set to defaults, and I hope it works now.

    Still have to fix a64 support. Also if I can just get that Japanese from mempak headers to display properly... time for some custom code pages, sigh.

    The plugin now displays names for Japanese mempak notes almost correctly. God, that was a pain in the ass. I still don't have mappings for some characters and there is literally NO documentation on it. But if you have Japanese language support on your computer, and you have a mempak with a Japanese savegame, and the header is in Japanese, it should be legible (if you read Japanese). At least, most of it.

    And if you get any weird circle characters with spikes sticking out of them, it means you've found my missing characters. Please tell me what game it is, so that I can finish the mapping.
    Last edited by Clements; October 6th, 2006 at 20:24. Reason: Merge

  5. #25
    EmuTalk Member Harlay's Avatar
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    It's no rumble in game and crash on 'save'.
    this time, the 'save' button can not save the rumble device, in the next time I'm open the config, the rumble device is "none".
    I'm uploading two Shift-JIS code tables for you, one txt, one html. I hope this can help you.

  6. #26
    Spanish Member NaSeR's Avatar
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    When I assign a mouse movement for a key ("Mouse wheel +" [this also goes for all mouse movements] for button "A" in N64 gamepad for example) and reload the saved settings, the mouse entries are no there :S and you have to assing each mouse movement you have assigned to a key and in "modifiers" too every time you change profiles.
    Thanks for this plugin, itīs the best but more compatibility with mouses will make it the very best, itīs very useful for shooters like Turok or Goldeneye.

    Iīve had another idea but since Iīm not english iīm not able to explain it propertly, itīs something like a sensivity option in every key, of course this will not work like this, but is there is any way (something like a turbo but adjustable) itīll be good for example in Perfect Dark since when you assign a mouse movement for a key (In this case "C-buttons") and those buttons are not as sensitive as the analog stick but you use them in the pc to move is very weird, the lateral turn (left/right in analogic stick in N64 gamepad) in pc with the mouse are perfect, but the up-down (c buttons in N64 gamepad) in pc with the mouse are TOO slow so is useless to try and up/down the look, thatīs because in N64 gamepad theyīre assigned to buttons, but in pc you assign them to the mouse and itīs like an analog stick, thatīs the problem. Itīll be useful too in xbox 360 controller since all their buttons are analogic (sensitive to pressure)
    Well i donīt know if youīre going to understand something, sorry about my bad english.

  7. #27
    The Great Gunblade Wielder squall_leonhart's Avatar
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    found some bugs mate,

    Pack directories arent saved properly.

    modifying the registry keys directly forces the plugin to read them but if i change them in the plugin options well...

    i'll upload a dump of how the reg key is sposed to look.. and how it does look when you save in the plugin options...

    also, loading a mempak created in 1.83a (that works in 1.83a) crashes the emulator

    Ok i have 2 mempaks here.
    mempak 1 works in 1.83a but crashes 2.0
    mempak 2 works in both 1.83a and 2.0

    the difference between the 2 is that mempak 1 has more saves on it then 2, but mempak 2 has more slots used.
    Last edited by squall_leonhart; February 14th, 2008 at 09:09.

  8. #28
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    Sorry guys, just got back from a trip to Korea. OK, in order...

    Harlay: It looks like we're not done yet. Probably I'm doing something stupid like checking for the string "Mouse" in English. I'll look through it again.
    Oh, and about the Shift-JIS stuff: thanks, but I have those tables already. The problem is that the ROM header uses a non standard text format: not JIS 201, not Shift-JIS, not EUC, not ISO 2022-JP, not Unicode. So I kinda have to figure it out on my own, which means I need examples to work from.

    NaSeR: yeah, I have the same problem with the mouse settings not being saved in the controller files. Thanks for pointing it out! As for FPS shooters and the analog settings, you can do one of two things: in Perfect Dark, set your control scheme to 1.2 instead of 1.1; this puts your movement on C-buttons (which you should assign to WASD) and your joystick to look (set it to your mouse). Bind the R-trigger (aim) to a button like left shift. Now go into the modifiers tab, and create a new modifier of type "Configuration". Click the circle for "Cycle through configurations", bind it to the same key you set for R-trigger, and click "Apply Changes". This last step allows you to aim more intuitively. You can't get quite the same degree of control as in a regular FPS made for a computer, simply because you can only move an analog stick so far. But it's an interesting way to play PD.

    squall_leonhart: ooo, a buglist. OK, I'll get right on it. The first will probably be easy to fix. The second... hmm. I'll see if I can reproduce it.

    OK, give me a day to tinker.

  9. #29
    The Great Gunblade Wielder squall_leonhart's Avatar
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    i can reproduce the second bug on both my machines and the first bug is an odd one lol. which also occurs on both machines.... now that im tinkering with it .

    btw, could a import old config file, method be made?.


    edit.

    theres something going on here.

    its wierd, i can't assign any buttons to my XBCD modified Xbox Controller
    it keeps assigning Z+ which is one of my trigger buttons.

    the trigger buttons are perfectly setup though, in xbcd they show as 0 meaning they are in the disengaged zone.

    ok i can see whats happening.

    mate,
    with my xbox control i have split the triggers between the Z- axis and the Z- rotation axis so i can use both buttons at once, this is technically how the xbox control works on the xbox (otherwise you couldn't press both triggers at once.. they would negate each other)

    anyway, you have to allow for such controls to dip into the negative zone. like in the 1.82a plugin.

    ok heres what happens

    if i set the 2 triggers up on 1 axis, 50% would be the neutral zone.
    but since i put the 2 triggers onto separate axis's 0% becomes the neutral zone once calibrated, so you have to allow for that in the plugin.

    ? do you have a modified xbox control available or something so i can show you what i mean with my own custom XBCD profile?

    maybe i could upload some screenshots of what i mean...

    i found a temp fix but it breaks other things.

    resetting the calibration to defaults makes the neutral zone 50% again, which allows PJ64 to be configured

    BUT.
    games like EA's NFSU and NFSU:2 now suffer from not having the control pressed deep enough to accelerate. so it feels like you only have the control half pressed.

    you need to re-allow for a 0% value to be the neutral zone on certain controllers. it worked in 1.82a and still does in 1.83 fine so.. yeah..
    Last edited by squall_leonhart; August 3rd, 2006 at 07:43.

  10. #30
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    Thought the forum ate my post but apparently it didn't... hmm.

    Harlay: Ah hah, the rumble device save problem... it should be fixed now, I hope. See below.

    squall_leonhart: I figured the first bug out; it has to do with using sizeof on a string to determine how many characters, or assuming that lstrlen will return the size in bytes of an existing string. Works fine for char, but breaks when you move to wchar_t. Fixed it... and it was also causing problems with saving rumble device names in the registry (Harlay's most recent issue).
    As for the other bug... I'll look into it. The string thing might have caused those problems too. New post shortly.

    Also fixed:
    Cleaned up a weird leftover registry value that should have only showed up in debug mode. May have caused an odd crash or two in the release code (the one you're all playing with right now.)

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