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  1. #51
    The Great Gunblade Wielder squall_leonhart's Avatar
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    hmm... your controller isn't even triggering rumble... wierd.

  2. #52
    EmuTalk Member Legend's Avatar
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    Quote Originally Posted by squall_leonhart
    i think the current beta release is the one that has issues with mempak saves.
    For me it's the same with 1.83.


    Quote Originally Posted by squall_leonhart
    Mempak <> rumblepak works fine here.
    Maybe it's my controller but I have to UNPLUG rumble to plugin Mempak.




    Quote Originally Posted by squall_leonhart
    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
    I do know that, but call it blasphemy but hate the N64 controller and I use a thrustmaster so I have to have rawdata checked to get rumble. I don't think a rawdata toggle is a terrible idea.
    Thanks for the replys.
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  3. #53
    The Great Gunblade Wielder squall_leonhart's Avatar
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    i don't really like the n64 control much either nowadays

  4. #54
    Spanish Member NaSeR's Avatar
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    Hi! I have another one: Mouse movements in "Modifiers" doesn´t save, this happens in "Shortcuts" too.

    Yes, I´m a mouse freak =P

  5. #55
    EmuTalk Member Poobah's Avatar
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    Quote Originally Posted by squall_leonhart
    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
    The rawdata option determines whether the emulator or the plug-in handles the "pak". I don't think NRage's plug-in even handles adaptoids, but I may be wrong. (Why not just use the adaptoid plug-in?)
    Last edited by Poobah; August 12th, 2006 at 00:17.
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  6. #56
    The Great Gunblade Wielder squall_leonhart's Avatar
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    hey rabiddeity, maybe you could send me the source code, and let me have a look at it, im not a coder, but it'd be a start lol, if i get a chance i could look at the transfer pack implementation and see why pokemon yellow isn't working properly in 1.83 and 2.0 but worked in 1.82a

  7. #57
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    Ack, sorry guys, I don't have internet access at home here and for some reason they closed and locked up my office for the past 3 days.

    If you are having problems with RUMBLE, please use this debug build, and send me the log as explained in the above post (I've updated it since a week and a half ago, just to give me more useful debug information, so please use this build): http://www.randomwisdom.com/files/NRage_Debug.zip

    Everyone else can use the regular "release" style code listed under the first post. Make sure you have the latest release before posting a bug.

    Alright, now to the fixes...

    Alright, let's take a look at the past week and a half...

    SAVING INDIVIDUAL MEMPAK NOTES TO A64 FILES MAY BE BROKEN. At least, I'm pretty sure it doesn't work right. So if you're having an issue with a mempak, and you imported .a64 files, that's probably it. If you make a copy and delete the notes you tried to add, does it still crash? My guess is no.

    Also, does anyone know where the a64 standard came from, and what an a64 file is SUPPOSED to look like? Even 1.83 doesn't write them consistently.

    NaSeR, yep, I've got issues with assigning mouse axes/buttons inside the "Modifiers" area. The issue with saving modifiers to files should have been fixed before... I'll look at it again. As for saving shortcuts properly to files, yep, I see that too. I'll have the save bugs fixed within a couple hours. Maybe a bit longer for the assignment bug.

    squall: You're saying that Blast Corps save bug is still there? I haven't seen it myself... which version of Blast Corps are you running? Can you give steps to reproduce it, or send me a mempak file that crashes it?

    About the rawmode stuff, hmm... okay, let's list these off in order.
    -The plugin is designed to work with RawMode on all the time. Is there a reason some of you aren't using RawMode?
    -Adaptoids SHOULD work just fine in RawMode. If they don't, that's a bug and I need to fix it. The reason they're handled by this emulator: what if you've got one adaptoid and one ps2 controller and you and your buddy want to play Super Smash Brothers? Adaptoid plugins only handle adaptoids.
    -A lot of emulators handle mempaks poorly, if at all. For example, Project64 makes 128kb files for a 32kb mempak, and doesn't handle the volatile areas like it should (each pak has a small area of ram for diagnostic purposes so that the N64 can make sure it can read and write to the pak itself before it starts writing to flash; this memory is only stored as long as the N64 pak is plugged in and the console is powered up). PJ64 makes separate mempak files for each game, which is handy in a way; too bad the plugin doesn't get enough information to do the same thing. NRage in raw mode opens these files up just fine, but it will warn you that the files are oversized. When a64 support is finally fixed, you'll be able to save the individual notes to a64 files and load them into another mempak.

    I think that covers most of your questions.....

    Quote Originally Posted by squall_leonhart
    hey rabiddeity, maybe you could send me the source code, and let me have a look at it, im not a coder, but it'd be a start lol, if i get a chance i could look at the transfer pack implementation and see why pokemon yellow isn't working properly in 1.83 and 2.0 but worked in 1.82a
    Take a look at page 1, the link to the source is right there. I'll try to keep the source updated for you, but the portions you're looking at aren't really changing on my end. The code you want is all in GBCart.cpp; I don't think I've changed anything of consequence in there besides unicode modifications. To be honest, I'd start by pulling the source for 1.82a and 1.83 and doing a diff of that file between those two versions.

    Alright guys, I switched over the shortcut display so that it shows the window for rumble pak. It's the same behavior as before, but it's more clear which mode it's switched into. Again, if your rumble isn't working, use the debug version so that you get a debug file. Default behavior is for it to always append to the log, so to keep things clean you probably want to delete the log when you update to the latest debug version.

    "Release", debug, and source updated.
    Last edited by Clements; October 6th, 2006 at 19:28. Reason: Merge

  8. #58
    The Great Gunblade Wielder squall_leonhart's Avatar
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    yet again, Test rumble works

    rumble in Zelda OoT doesn't.



    Code:
    *** DLL Attach (2.00 Beta-Debugbuild | built on Aug 17 2006 at 09:53:17)
    Initiating controllers...
    GetInputDevice: gGuid is {6F1D2B60-D5A0-11CF-BFC7-444553540000}
    GetInputDevice: gGuid is {6F1D2B61-D5A0-11CF-BFC7-444553540000}
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
        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
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 0
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 1
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 2
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 3
    Config interface: Open
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice in RumblePakProc: OK
    Test Rumble: OK
    Test Rumble: OK
    Test Rumble: OK
    Config interface: Closed
    *** DLL Detach
    ---DEBUG FILE CLOSED---
    *** DLL Attach (2.00 Beta-Debugbuild | built on Aug 17 2006 at 09:53:17)
    Initiating controllers...
    GetInputDevice: gGuid is {6F1D2B60-D5A0-11CF-BFC7-444553540000}
    GetInputDevice: gGuid is {6F1D2B61-D5A0-11CF-BFC7-444553540000}
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
        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
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 0
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 1
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 2
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 3
    RomOpen
    RomClosed
    RomOpen
    RomClosed
    *** DLL Detach
    ---DEBUG FILE CLOSED---
    *** DLL Attach (2.00 Beta-Debugbuild | built on Aug 17 2006 at 09:53:17)
    Initiating controllers...
    GetInputDevice: gGuid is {6F1D2B60-D5A0-11CF-BFC7-444553540000}
    GetInputDevice: gGuid is {6F1D2B61-D5A0-11CF-BFC7-444553540000}
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
        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
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 0
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 1
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 2
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 3
    *** DLL Detach
    ---DEBUG FILE CLOSED---
    *** DLL Attach (2.00 Beta-Debugbuild | built on Aug 17 2006 at 09:53:17)
    Initiating controllers...
    GetInputDevice: gGuid is {6F1D2B60-D5A0-11CF-BFC7-444553540000}
    GetInputDevice: gGuid is {6F1D2B61-D5A0-11CF-BFC7-444553540000}
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
        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
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 0
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 1
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 2
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 3
    RomOpen
    Config interface: Open
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice in RumblePakProc: OK
    Config interface: Closed
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 0
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 1
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 2
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 3
    Config interface: Open
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice in RumblePakProc: OK
    Config interface: Closed
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 0
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 1
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 2
    GetInputDevice: gGuid is {00000000-0000-0000-0000-000000000000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 3
    RomClosed
    *** DLL Detach
    ---DEBUG FILE CLOSED---
    ...i can't seem to find a working download for the 1.82a souce
    Last edited by Clements; October 6th, 2006 at 19:29. Reason: Merge


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  9. #59
    EmuTalk Member Poobah's Avatar
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    Quote Originally Posted by rabiddeity
    Is there a reason some of you aren't using RawMode?
    I never use the "RawMode" option because I like to have a separate mempak for each game; it's very convenient! Maybe you could convince some of the popular N64 emulator developers such as Zilmar or Rice to see about having more information provided to the plug-ins so that input plug-ins could also have this functionality.
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  10. #60
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    Here we go. According to your log...:

    Controller 1: rumble device set, plugged in, with paktype 2, RawMode is 1
    GetInputDevice: gGuid is {60745C20-8156-11DA-8002-444553540000}
    GetInputDevice: Device does not appear available
    Didn't get FF device 0

    ...yet it was enumerated successfully above. There's a piece of code that's supposed to verify that the controller is actually plugged in, but it's obviously not working right. I've adjusted it. Download the latest DEBUG version from my site again, the DLL itself should have a timestamp of Aug 17 2006 around 4:35pm.

    If that doesn't work, I'll remove the verification completely, as it's not really that important.

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