Page 1 of 4 123 ... LastLast
Results 1 to 10 of 35
  1. #1
    Moderator
    Join Date
    Oct 2007
    Posts
    473

    Help us with new Blight Input feature

    Hello all,



    I'm planning on adding a new auto-configuration feature to our SDL input plugin (formerly known as Blight input) while I'm converting it to the new API. The way that this feature will work is, the first time you run the emulator (or if you delete the configuration file), the SDL input plugin will read the name of the joystick and set some sensible default controls for you. I only have 2 joysticks, both Logitech pads, so I would like to ask you in the community to gather some data for me so that this feature may support other joysticks as well.

    If you are willing to lend your help with this, please do the following:

    1. Unplug all of your joysticks and controllers from your PC
    2. Plug in just one joystick that you want to test and configure
    3. Run mupen64plus 1.5 or later SVN version
    4. Open the configuration dialog with Options -> Configure...
    5. Select the Plugins tab
    6. Select "blight's SDL input plugin" in the Input box
    7. Click Config to open the SDL configuration window
    8. Write down the exact name shown in the "Device:" box in the upper-right corner of the window
    9. If the Device name is Keyboard or None, then your joystick was not recognized; maybe it's turned off or not supported by SDL
    10. Set reasonable default configuration controls for each N64 controller input. Make sure that you set all 18 controls.
    11. Click OK on the SDL dialog, then OK on the Configure dialog. Close Mupen64Plus.
    12. Write an email to: mupen64plus@googlegroups.com. Include the joystick name from step 8, and attach your blight configuration file (normally in ~/.mupen64plus/blight_input.conf, or if you are using the Mupen64Plus package in the Ubuntu repository, it's in ~/.config/mupen64plus/blight_input.conf)

    Thanks
    Last edited by Richard42; January 2nd, 2010 at 14:42. Reason: ubuntu build was patched to store blight_input.conf in different folder


    • Advertising

      advertising
      EmuTalk.net
      has no influence
      on the ads that
      are displayed
        
       

  2. #2
    Whatever Tillmann's Avatar
    Join Date
    Apr 2005
    Posts
    116
    Sorry my ignorance, but i really do not know where is the svn repo, if you don't mind to paste the url here i would gladly test 2 joysticks that i have here ("snes" joystick plugued by lpt1 and a "tool" usb joystick ps2 alike)
    My english is really poor... So Please hehehe help me to improve it ok!?
    --------------------------
    Sys specs: Debian testing (always testing), NVidia GeForceFX 5200, AtlhonXP 2.6 (1150), 1gb Ram, Asus A7v8x-x, Onboard sound device (via chipset).
    ---------------------------

  3. #3
    Moderator
    Join Date
    Oct 2007
    Posts
    473
    Quote Originally Posted by Tillmann View Post
    Sorry my ignorance, but i really do not know where is the svn repo, if you don't mind to paste the url here i would gladly test 2 joysticks that i have here ("snes" joystick plugued by lpt1 and a "tool" usb joystick ps2 alike)
    You can check out the source code from SVN at:

    svn://fascination.homelinux.net:7684/mupen64plus/trunk

    The username is "mupen64" and the password is "Dyson5632-kart".

  4. #4
    EmuTalk Member
    Join Date
    Aug 2006
    Posts
    9
    I wrote to mupen64plus@googlegroups.com with bligth_input.conf, but later... the conversion is very easy!

    If anyone have a device "USB Human(2p) Interface Device" and need help...

    For example, this run ok on my computer (added to InputAutoCfg):

    [USB Human(2p) Interface Device]
    ; this is a 2-port USB device. The Right port is controller #1, the Left port is #2
    plugged = True
    plugin = 2
    mouse = False
    ;AnalogDeadzone = 2500,2500
    ;AnalogPeak = 20000,20000
    DPad R= axis( 2+ )
    DPad L= axis( 2- )
    DPad D= axis( 5+ )
    DPad U= axis( 5- )
    Start= button( 0 )
    Z Trig= button( 1 )
    B Button= button( 3 )
    A Button= button( 2 )
    C Button R= hat( 0 Right )
    C Button L= hat( 0 Left )
    C Button D= hat( 0 Down )
    C Button U= hat( 0 Up )
    R Trig= button( 5 )
    L Trig= button( 4 )
    Mempak switch= button( 9 )
    Rumblepak switch= button( 8 )
    Y Axis= axis( 1-,1+ )
    X Axis= axis( 0-,0+ )
    __NextController:
    plugged = True
    plugin = 2
    mouse = False
    ;AnalogDeadzone = 2500,2500
    ;AnalogPeak = 20000,20000
    DPad R= axis( 6+ )
    DPad L= axis( 6- )
    DPad D= axis( 7+ )
    DPad U= axis( 7- )
    Start= button( 12 )
    Z Trig= button( 13 )
    B Button= button( 15 )
    A Button= button( 14 )
    C Button R= hat( 1 Right )
    C Button L= hat( 1 Left )
    C Button D= hat( 1 Down )
    C Button U= hat( 1 Up )
    R Trig= button( 17 )
    L Trig= button( 16 )
    Mempak switch= button( 21 )
    Rumblepak switch= button( 20 )
    Y Axis= axis( 4-,4+ )
    X Axis= axis( 3-,3+ )




    SORRY!!!!


    The original blight_input.conf :

    [controller 0]
    plugged=1
    plugin=2
    mouse=0
    device=0
    DPad R=key( 0 ); button( None ); axis( 2+ ); hat( None , None ); mouse( None )
    DPad L=key( 0 ); button( None ); axis( 2- ); hat( None , None ); mouse( None )
    DPad D=key( 0 ); button( None ); axis( 5+ ); hat( None , None ); mouse( None )
    DPad U=key( 0 ); button( None ); axis( 5- ); hat( None , None ); mouse( None )
    Start=key( 0 ); button( 0 ); axis( None ); hat( None , None ); mouse( None )
    Z Trig=key( 0 ); button( 1 ); axis( None ); hat( None , None ); mouse( None )
    B Button=key( 0 ); button( 3 ); axis( None ); hat( None , None ); mouse( None )
    A Button=key( 0 ); button( 2 ); axis( None ); hat( None , None ); mouse( None )
    C Button R=key( 0 ); button( None ); axis( None ); hat( 0 , Right ); mouse( None )
    C Button L=key( 0 ); button( None ); axis( None ); hat( 0 , Left ); mouse( None )
    C Button D=key( 0 ); button( None ); axis( None ); hat( 0 , Down ); mouse( None )
    C Button U=key( 0 ); button( None ); axis( None ); hat( 0 , Up ); mouse( None )
    R Trig=key( 0 ); button( 5 ); axis( None ); hat( None , None ); mouse( None )
    L Trig=key( 0 ); button( 4 ); axis( None ); hat( None , None ); mouse( None )
    Mempak switch=key( 0 ); button( 9 ); axis( None ); hat( None , None ); mouse( None )
    Rumblepak switch=key( 0 ); button( 8 ); axis( None ); hat( None , None ); mouse( None )
    Y Axis=key( 0 , 0 ); button( None , None ); axis( 1- , 1+ ); hat( None , None , None )
    X Axis=key( 0 , 0 ); button( None , None ); axis( 0- , 0+ ); hat( None , None , None )

    [controller 1]
    plugged=1
    plugin=2
    mouse=0
    device=0
    DPad R=key( 0 ); button( None ); axis( 6+ ); hat( None , None ); mouse( None )
    DPad L=key( 0 ); button( None ); axis( 6- ); hat( None , None ); mouse( None )
    DPad D=key( 0 ); button( None ); axis( 7+ ); hat( None , None ); mouse( None )
    DPad U=key( 0 ); button( None ); axis( 7- ); hat( None , None ); mouse( None )
    Start=key( 0 ); button( 12 ); axis( None ); hat( None , None ); mouse( None )
    Z Trig=key( 0 ); button( 13 ); axis( None ); hat( None , None ); mouse( None )
    B Button=key( 0 ); button( 15 ); axis( None ); hat( None , None ); mouse( None )
    A Button=key( 0 ); button( 14 ); axis( None ); hat( None , None ); mouse( None )
    C Button R=key( 0 ); button( None ); axis( None ); hat( 1 , Right ); mouse( None )
    C Button L=key( 0 ); button( None ); axis( None ); hat( 1 , Left ); mouse( None )
    C Button D=key( 0 ); button( None ); axis( None ); hat( 1 , Down ); mouse( None )
    C Button U=key( 0 ); button( None ); axis( None ); hat( 1 , Up ); mouse( None )
    R Trig=key( 0 ); button( 17 ); axis( None ); hat( None , None ); mouse( None )
    L Trig=key( 0 ); button( 16 ); axis( None ); hat( None , None ); mouse( None )
    Mempak switch=key( 0 ); button( 21 ); axis( None ); hat( None , None ); mouse( None )
    Rumblepak switch=key( 0 ); button( 20 ); axis( None ); hat( None , None ); mouse( None )
    Y Axis=key( 0 , 0 ); button( None , None ); axis( 4- , 4+ ); hat( None , None , None )
    X Axis=key( 0 , 0 ); button( None , None ); axis( 3- , 3+ ); hat( None , None , None )

    [controller 2]
    plugged=0
    .....
    .....


    AND A BETTER CONFIGURATION!!!!


    [USB Human(2p) Interface Device]
    ; this is a USB device with 2-ports for PS2 or PS1 controllers.
    plugged = True
    plugin = 2
    mouse = False
    ;AnalogDeadzone = 2500,2500
    ;AnalogPeak = 20000,20000
    DPad R= axis( 2+ )
    DPad L= axis( 2- )
    DPad D= axis( 5+ )
    DPad U= axis( 5- )
    Start= button( 6 )
    Z Trig= button( 7 )
    B Button= button( 3 )
    A Button= button( 2 )
    C Button R= hat( 0 Right )
    C Button L= button( 0 )
    C Button D= button( 1 )
    C Button U= hat( 0 Up )
    R Trig= button( 5 )
    L Trig= button( 4 )
    Mempak switch= button( 9 )
    Rumblepak switch= button( 8 )
    Y Axis= axis( 1-,1+ )
    X Axis= axis( 0-,0+ )
    __NextController:
    plugged = True
    plugin = 2
    mouse = False
    ;AnalogDeadzone = 2500,2500
    ;AnalogPeak = 20000,20000
    DPad R= axis( 6+ )
    DPad L= axis( 6- )
    DPad D= axis( 7+ )
    DPad U= axis( 7- )
    Start= button( 18 )
    Z Trig= button( 19 )
    B Button= button( 15 )
    A Button= button( 14 )
    C Button R= hat( 1 Right )
    C Button L= button( 12 )
    C Button D= button( 13 )
    C Button U= hat( 1 Up )
    R Trig= button( 17 )
    L Trig= button( 16 )
    Mempak switch= button( 21 )
    Rumblepak switch= button( 20 )
    Y Axis= axis( 4-,4+ )
    X Axis= axis( 3-,3+ )


    AnalogDeadzone and AnalogPeak ... I haven't problems playing the games
    Last edited by cebolla; January 23rd, 2010 at 06:27.

  5. #5
    EmuTalk Member
    Join Date
    Feb 2010
    Posts
    6
    Hi!

    Just wanted to share what I needed to add to get my xbox360 wired controller to work in.

    [XBOX 360 For Windows]
    plugged = True
    plugin = 2
    mouse = False
    AnalogDeadzone = 4096,4096
    AnalogPeak = 32768,32768
    DPad R = axis(6+)
    DPad L = axis(6-)
    DPad D = axis(7+)
    DPad U = axis(7-)
    Start = button(7)
    Z Trig = axis(2-)
    B Button = button(2)
    A Button = button(0)
    C Button R = axis(4+)
    C Button L = axis(4-)
    C Button D = axis(3+)
    C Button U = axis(3-)
    R Trig = button(5)
    L Trig = button(4)
    Mempak switch = button(8)
    Rumblepak switch = axis(9)
    X Axis = axis(0-,0+)
    Y Axis = axis(1-,1+)


    Also Can you control the deadzone on the stick used for the C buttons? As its really sensitive now. Cant strafe in Goldeneye without the aim going up or down. This doesn't happen in other N64 emus using NRage input plugin.

  6. #6
    EmuTalk Member
    Join Date
    Jul 2007
    Posts
    131
    Quote Originally Posted by hulkenstrong View Post
    [...] Also Can you control the deadzone on the stick used for the C buttons? As its really sensitive now. Cant strafe in Goldeneye without the aim going up or down. This doesn't happen in other N64 emus using NRage input plugin.
    Maybe you can assign a number of C buttons to real buttons intead of the joystick. For my xbox360 controller I assigned all the C buttons to the left joystick and two of them to real buttons (see this post for more information).

  7. #7
    EmuTalk Member
    Join Date
    Feb 2010
    Posts
    20
    Hmm, I've been thinking about the same thing, I use the right analog stick for the C buttons, but it's not really optimal since it's too sensitive and you quite often push some other C button in the game then the one you want to (have been playing Zelda OoT recently, and the C buttons are definitely the biggest problem, you play the songs wrong if you don't take it quite slow, and you don't always use the weapon you want to), I have been trying to figure out another layout where I use some buttons instead of the stick, but it means that I would have to move A and B to some other place which would not be any good, at least not for Zelda.

    I tried to change the deadzone, but it doesn't change much at all (I don't even know if it work for other axis then 0 and 1), from what it looks like you would need to add deadzones between all the axis the stick uses, like between axis(4+) [C Button R] and axis(3-) [C Button U] for example, but I may have gotten something wrong here, if the case was that the deadzone function doesn't work on all the other axis..

  8. #8
    EmuTalk Member
    Join Date
    Feb 2010
    Posts
    6
    Quote Originally Posted by Surkow View Post
    Maybe you can assign a number of C buttons to real buttons intead of the joystick. For my xbox360 controller I assigned all the C buttons to the left joystick and two of them to real buttons (see this post for more information).
    Well sure but I really feel the controller is optimally setup as is. As this "problem" doesn't happen when using nrage input plugin and project64. Maybe the nrage plugin simply ignore the left upp and so on or use the second analouge stick in digital mode.

  9. #9
    EmuTalk Member
    Join Date
    Feb 2010
    Posts
    20
    I had to try with Project64 and the latest NRage plugin, and it all works very nicely having the C buttons bound to the analog stick, it doesn't feel super sensitive at all. Tried with Goldeneye.


    Edit:

    After doing some more testing it looks like NRage for the N64 buttons when you bind them to some of the axis only react when you move the analog stick all the way out to the edge (like the deadzone is really high), but it also looks like there is a deadzone between the different axis on the analog stick too as I tried to describe in my previous post, and it looks like hulkenstrong did the same.

    One drawback with this is that the right and left trigger on the Xbox 360 pad is also axis so you have to press those all the way down for them to actually do something.
    Last edited by guran; February 24th, 2010 at 16:39.

  10. #10
    EmuTalk Member
    Join Date
    Feb 2010
    Posts
    6
    Quote Originally Posted by guran View Post
    I had to try with Project64 and the latest NRage plugin, and it all works very nicely having the C buttons bound to the analog stick, it doesn't feel super sensitive at all. Tried with Goldeneye.


    Edit:

    After doing some more testing it looks like NRage for the N64 buttons when you bind them to some of the axis only react when you move the analog stick all the way out to the edge (like the deadzone is really high), but it also looks like there is a deadzone between the different axis on the analog stick too as I tried to describe in my previous post, and it looks like hulkenstrong did the same.

    One drawback with this is that the right and left trigger on the Xbox 360 pad is also axis so you have to press those all the way down for them to actually do something.
    Exactly, love that "feel" of the second stick and second L/R buttons. Makes it more like a real N64 that only had one analogue stick. To have a deadzone option or maybe axis option for the analogue sticks would perfect the input to be close to a real N64 gamepad.

Page 1 of 4 123 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •