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  1. #41
    Plugin Hacker
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    Alright, I'm posting in secret from a lab computer here at the conference. Hope this works. Posting a special debug version of the plugin. If you're having trouble getting rumble to work, please use this larger debug version (should be almost 500KB unpacked). It will output a file called NRage-Debug.txt to the same directory as your emulator exe file (so make sure you have write access). If your emulator folder already has a file called NRage-Debug0.txt you can delete it; it's a leftover from when they were testing the plugin before Project64 release.



    Run the plugin, run a game or two that should have rumble support, close the emulator, and then package up and send the file to me somehow. You'll know it's the right file because the first line will have information about the build date of the plugin. Please do not send me the old NRage-Debug0.txt file.

    The debug file will help me figure out why the plugin is failing to rumble. Again, I'm not going to have a fix for you guys until at least Monday when I get back, but it will help me figure out these weird issues in the meantime.

    edit: please download the following updated version instead:
    http://www.randomwisdom.com/files/NRage_Debug.zip
    Last edited by rabiddeity; August 21st, 2006 at 07:12.

  2. #42
    The Great Gunblade Wielder squall_leonhart's Avatar
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    lol i don't even have to save it.

    its a small log.

    here it is.
    Code:
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
        Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    Config interface: Open
    GetInputDevice in RumblePakProc: OK
    Test Rumble: OK
    Test Rumble: OK
    Config interface: Closed
    Initiating controllers...
        Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    RomOpen
    RomClosed
    Initiating controllers...
        Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    DLL Detach
    ---DEBUG FILE CLOSED---
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
        Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    RomClosed
    RomOpen
    RomClosed
    RomOpen
    RomClosed
    RomOpen
    RomClosed
    DLL Detach
    ---DEBUG FILE CLOSED---
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
        Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    DLL Detach
    ---DEBUG FILE CLOSED---
    Ran Zelda OoT
    did the following things
    *Got attacked by fire bats*
    rolled into wall
    spin attack
    joystick roll spin attack.
    blew self up with bomb.

    Ran Zelda MM
    did the same as above +
    triggered 3rd day guardian event - (the 4 guardians catch the moon, thier steps are supposed to cause earthquakes and the rumblepack to shake)
    this did not occur.


    from what the log file shows me, the plugin isn't recieving the rumble command from the emulator?
    Last edited by squall_leonhart; August 8th, 2006 at 17:55.

  3. #43
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    Ah hah, the telling sign is "Didn't get FF Device 0". Meaning the DI FF device isn't being initialized. In the source code (which unfortunately isn't completely up to date on the site but you can still take a look) the function "PrepareInputDevices" tries to initialize the FF Devices based on their GUID (an identification number). Previously it did it by enumerating devices and searching by strings, if I remember properly. SO this probably means that either the GUID isn't being stored correctly in the emulator, or the plugin is failing to init properly by GUID. Can't do it here but when I get back I can add more debug output to give me a better look at why it's failing. Or maybe I'll see the problem in the code right off the bat.

  4. #44
    The Great Gunblade Wielder squall_leonhart's Avatar
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    excellent,.. so now we are gettinh somewhere

  5. #45
    EmuTalk Member Legend's Avatar
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    I really apperciate you working on this and i'm totally willing to help out, let me know what more I can do. Squall's log pretty much sums it up though. No rumble and I can't switch between mempak and rumble pak properly also.

    But I can't wait for you to fix all this, it's been the only pain to N64 emulation(using mempaks and rumble paks in the same game). What is the proper way to do that? Insert mempak and save settings, then start game, let it load save, then switch to rumble, and switch back when it needs to save again? I can never get this to work right.

    Also, what's the difference between the 2 rumble types? Just strength.

  6. #46
    16-bit Corpse | Moderator Agozer's Avatar
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    Yes, that's how it's done on the real N64 since Nintendo didn't really think thing through when they brainstormed the Controller Pak schematics. :/ When you need to save you plug in the Memory Pak. When you play (or rather just before you start the actual game or the game prompts you to switch) you take out the Memory Pak and plug in the Rumble Pak.

    ElektroDragon: I hate dying over and over. I don't learn from my mistakes. I couldn't play Dark Souls because of this. I bought the Bloodborne Collector's Edition. Like I said, I don't learn from my mistakes!

  7. #47
    The Great Gunblade Wielder squall_leonhart's Avatar
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    mate, the packs switch fine, it just doesn't show that its switched to rumble pack. although it has.

    btw agozer, Zelda (both games) allows for the rumble pack to be pluged in at any time.

  8. #48
    EmuTalk Member Legend's Avatar
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    I guess they do sort of. In the "shortcuts" tab there's a toggle for memP>rumbP which I thought you could hit to go between the 2 paks. However, it switches to rumble just fine but to go back to mpk, you have to use another button to unplug the rumble pak THEN hit that toggle key to plugin the mempak again. It's fine I guess, maybe it could be easier though.

    Also, I guess you have to have raw data checked to toggle properly, which involves YOU managing the mempaks instead of the emulator which is kindof a pain in the butt.
    I still can't figure out why some of my games' mpk's don't have any info (Name, country, blocks) in the content window. The ones that do, I can save and add to another mpk so I can only have like 3 total mpk's for all my games to switch between. Any ideas on that?

    Maybe if there was a shortcut to toggle "raw data" you could have rumble AND have the emulator take care of all the mpk's as well. What do ya think?
    Last edited by Legend; August 11th, 2006 at 09:59.

  9. #49
    The Great Gunblade Wielder squall_leonhart's Avatar
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    i think the current beta release is the one that has issues with mempak saves.

    blast corps would mess up with 4 or more of the same saves on it.

    also.
    Mempak <> rumblepak works fine here.

    btw, rawdata is for when your emulating an n64 controller.

    you turn it off when you have an adaptoid to plug a real n64 control in

  10. #50
    EmuTalk Member Harlay's Avatar
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    Code:
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
    	Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    DLL Detach
    ---DEBUG FILE CLOSED---
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
    	Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    RomOpen
    RomClosed
    DLL Detach
    ---DEBUG FILE CLOSED---
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
    	Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    Config interface: Open
    GetInputDevice in RumblePakProc: OK
    Config interface: Closed
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
    	Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    Config interface: Open
    GetInputDevice in RumblePakProc: OK
    Test Rumble: DIError: undocumented: 1
    Test Rumble: DIError: undocumented: 1
    Test Rumble: DIError: undocumented: 1
    Test Rumble: DIError: undocumented: 1
    Test Rumble: DIError: undocumented: 1
    Config interface: Closed
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
    	Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    DLL Detach
    ---DEBUG FILE CLOSED---
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
    	Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    RomOpen
    RomClosed
    DLL Detach
    ---DEBUG FILE CLOSED---
    DLL Attach (2.00 Beta-Debugbuild | built on Aug  7 2006 at 21:30:57)
    Initiating controllers...
    	Loaded settings from registry
    Controller 4: unplugged
    Controller 3: unplugged
    Controller 2: unplugged
    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    Didn't get FF device 0
    Didn't get FF device 1
    Didn't get FF device 2
    Didn't get FF device 3
    DLL Detach
    ---DEBUG FILE CLOSED---

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