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  1. #21
    EmuTalk Member
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    Quote Originally Posted by Richard42 View Post
    It's not too surprising that the devices have different names on different operating systems, but what about the fact that Acidnine wrote a config for a controller named [XBOX 360 For Windows (Controller)], while guran wrote one for [Controller (XBOX 360 For Windows)]? That's pretty strange.
    Not if they are using drivers made by completely different people. To narrow it down you probably need to know the driver used before blaming anything else. I wouldn't be surprised if Microsoft had different teams doing drivers for x86 and x64. Also it is a popular controller, meaning theres 3d party drivers circulating.



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  2. #22
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    Oct 2007
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    Quote Originally Posted by guran View Post
    Sounds nice! Even if it affect all the axis (I would just want to change the right analog stick and not the left and right trigger buttons), but I don't even know if this would completely fix the too sensitive analog stick anyway, but it's still worth a try.
    I have added a new feature to the input plugin which allow custom deadzone values when mapping a joystick analog axis to an N64 controller digital button. To use it, just add a comma and a positive deadzone value in the axis() word of the config parameter. For example, you could do something like this:

    C Button R = axis(3+,32000)
    C Button L = axis(3-,32000)
    C Button D = axis(2+,32000)
    C Button U = axis(2-,32000)

    This would set the deadzone very high (32767 is max) for the analog joystick axes 2 and 3 which map to the C buttons on the N64 controller.

    I have committed the new feature to the Hg repository. If you don't have a build environment set up to build the input plugin, let me know and I can build the latest code and put it somewhere for you to grab and test.

  3. #23
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    I've noticed that at some point the mupen64plus.cfg file gets parameters added with the controller automatic setting feature. Would it interfere with anything if my frontend in response to there being no parameters in the .cfg file ran the following code:

    m64p_handle InputSDLControl = NULL;
    ConfigOpenSection(section.c_str( ), &InputSDLControl);

    ConfigSetDefaultBool(InputSDLControl, "plugged", 0, "Specifies whether this controller is 'plugged in' to the simulated N64");

    ConfigSetDefaultInt(InputSDLControl, "plugin", 1, "Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak");

    ConfigSetDefaultBool(InputSDLControl, "mouse", 0, "If True, then mouse buttons may be used with this controller");

    ConfigSetDefaultInt(InputSDLControl, "device", -1, "Specifies which joystick is bound to this controller: -2=Keyboard/mouse, -1=Auto config, 0 or more= SDL Joystick number");

    ConfigSetDefaultString(InputSDLControl, "AnalogDeadzone", "4096,4096", "The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.");
    ConfigSetDefaultString(InputSDLControl, "AnalogPeak", "32768,32768", "An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value");

    ConfigSetDefaultString(InputSDLControl, "DPad R", "", "");
    ConfigSetDefaultString(InputSDLControl, "DPad L", "", "");
    ConfigSetDefaultString(InputSDLControl, "DPad D", "", "");
    ConfigSetDefaultString(InputSDLControl, "DPad U", "", "");
    ConfigSetDefaultString(InputSDLControl, "Start", "", "");
    ConfigSetDefaultString(InputSDLControl, "Z Trig", "", "");
    ConfigSetDefaultString(InputSDLControl, "B Button", "", "");
    ConfigSetDefaultString(InputSDLControl, "A Button", "", "");
    ConfigSetDefaultString(InputSDLControl, "C Button R", "", "");
    ConfigSetDefaultString(InputSDLControl, "C Button L", "", "");
    ConfigSetDefaultString(InputSDLControl, "C Button D", "", "");
    ConfigSetDefaultString(InputSDLControl, "C Button U", "", "");
    ConfigSetDefaultString(InputSDLControl, "R Trig", "", "");
    ConfigSetDefaultString(InputSDLControl, "L Trig", "", "");
    ConfigSetDefaultString(InputSDLControl, "Mempak switch", "", "");
    ConfigSetDefaultString(InputSDLControl, "Rumblepak switch", "", "");
    ConfigSetDefaultString(InputSDLControl, "X Axis", "", "");
    ConfigSetDefaultString(InputSDLControl, "Y Axis", "", "");

  4. #24
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    Thanks for that feature, it looks very promising!

    I would appreciate if you were to build it.

  5. #25
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    Oct 2007
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    Quote Originally Posted by guran View Post
    Thanks for that feature, it looks very promising!

    I would appreciate if you were to build it.
    Okay, I have built the latest SDL-input plugin (rev 74) with the new feature and uploaded it here:

    http://www.speedyshare.com/files/211...-input-sdl.zip

  6. #26
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    Tried it a little with Goldeneye and Zelda now, and so far it all seems to work really well!

    Edit:

    Don't have much to add, but it works like the NRage input plugin, but it's better imo since I can use different values for every axis.

    You press the C button you want to press right now instead of how it was before with too sensitive and it felt a little random sometimes with what C button you were to press down..

    Thanks once again.
    Last edited by guran; February 28th, 2010 at 15:00.

  7. #27
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    Mar 2010
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    Hello!
    I'll share what I added to InputAutoCfg.ini to make my Thrustmaster gamepad to work:

    Code:
    [Thrustmaster Dual Trigger 3-in-1]
    plugged = True
    plugin = 2
    mouse = False
    AnalogDeadzone = 4096,4096
    AnalogPeak = 32768,32768
    DPad R = hat(0 Right)
    DPad L = hat(0 Left)
    DPad D = hat(0 Down)
    DPad U = hat(0 Up)
    Start = button(9)
    Z Trig = button(3)
    B Button = button(0)
    A Button = button(1)
    C Button R = axis(2+)
    C Button L = axis(2-)
    C Button D = axis(5+)
    C Button U = axis(5-)
    R Trig = button(5)
    L Trig = button(4)
    Mempak switch = button(6)
    Rumblepak switch = button(7)
    X Axis = axis(0-,0+)
    Y Axis = axis(1-,1+)
    I hope it will be useful

  8. #28
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    May 2010
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    I, too, am in the same boat as Acidnine, running Windows 7 32bit. I managed to figure out all the relevant buttons and axis myself, but I can't get the DPad to work, whether I use the hat buttons or axis(5/6/+/-). The strange thing is, if I run Mupen64Plus v1.3, with the blight plugin that it shipped with, and go to the GUI configuration screen, the d pad buttons are correctly detected as hat buttons. Could this be a problem with my ROM, then, rather than with the input plugin?

    For reference, here's what I'm (trying) to use

    [XBOX 360 For Windows (Controller)]
    plugged = True
    plugin = 2
    mouse = False
    AnalogDeadzone = 4096,4096
    AnalogPeak = 32768,32768
    DPad R = hat(0 Right)
    DPad L = hat(0 Left)
    DPad D = hat(0 Down)
    DPad U = hat(0 Up)
    Start = button(6)
    Z Trig = button(4)
    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 = axis(2-)
    L Trig = axis(2+)
    Mempak switch =
    Rumblepak switch =
    X Axis = axis(0-,0+)
    Y Axis = axis(1-,1+)

    Also, does the input plugin shipped w/ 1.99.3 support analog deadzones when mapped to buttons (like for the C buttons)? Because the link provided above no longer works.

  9. #29
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    Oct 2007
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    493
    Slizyboy, 1.99.3 does not have the feature discussed above. To troubleshoot your setup problem, I would recommend the SDL joystick test program:

    http://code.google.com/p/mupen64plus...2.zip&can=2&q=

    Run it from a DOS window with one parameter - the SDL joystick number that you want to test (0 is first). See what it prints out when you move the hat. This should help.

    Richard

  10. #30
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    May 2010
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    Thanks for the quick reply Richard. The joystick does indeed respond as expected - the utility shows me the following:

    Joystick 0 hat 0 value: right
    Joystick 0 hat 0 value: centered
    Joystick 0 hat 0 value: up
    Joystick 0 hat 0 value: centered
    Joystick 0 hat 0 value: left
    Joystick 0 hat 0 value: centered
    Joystick 0 hat 0 value: down
    Joystick 0 hat 0 value: centered

    For the various motions. So, unless the dpad doesn't actually do anything in OoT (which would be strange, as I've tried it in the new-character creation name selection, and in the start menu in-game), something isn't talking to someone else right. I've even tried changing the capitalization of R/right, in case that made a difference, and it didn't.

    I'll try poking at it some more later, but if you have any suggestions for what else I could try I'm all ears.

    Edit: If you could repost the input SDL with the analog cutoffs, that would be useful as well, unless it's not compatible with 1.99.3.

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