What's new

NRage Input Plugin V2.00 BETA (an overhaul)

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rabiddeity

Plugin Hacker
Rabiddeity

the non-debug plugin is writing a debug file

Doesn't seem to be doing it on my system. Debug version of the plugin is selected separately in plugin selection screen, so make sure you haven't got the Debug version selected by accident. You can actually safely delete the NRage_DInput8_V2_2.00_DEBUG.dll file as I haven't updated it since the latest RELEASE.
 

squall_leonhart

The Great Gunblade Wielder
oh ok, i figured out whats happening.

whenever i open up the global emulator properties (to the plugin selection screen) it creates the log file.....

it doesn't actually do it for the original plugin. (it never used to create the log file, just by having the debug build in the list)
 
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rabiddeity

Plugin Hacker
Ah yeah, that actually makes sense. It writes to the debug file whenever a function is called, including the DLL functions for getting info about the plugin. I think it should only do this if you go into the plugin selection screen though.

You know, I don't think I released a 2.00 DEBUG to match the latest RELEASE version. Well anyway, 2.1 DEBUG will be out soon enough for you guys to play with. Give me another week or so.
 

mudlord

Banned
Hi there (loving the work, by the way),

I was wondering if I can borrow the INI loading/save code? (if its not too much to ask...)
 

lion10

New member
I am unable to load the newest build in Project64, there is displayed the following error message: “Failed to load plugin.” Note, I have a legacy Win OS (ME), it’s possible that this error only affects this platform…

Next little issue, I am unable to select in the plugin configuration a game pad (Adaptoid) device. If only one player is selected, everything works fine. But if I activate a second controller, it will be (also) “linked” to the first Adaptoid. So, I can manage with one physical Adaptoid two controllers? Paradox, there must be something wrong. And where is the “device selecting window” gone?
 

lion10

New member
you need to download Unicode abstraction layer

you can get it from microsoft at the following link.

http://www.microsoft.com/downloads/...D7-ED06-4F0D-80A4-2A7EEAEE17E2&displaylang=en

extract it to C:\Windows\system\

Thanks for this information. I now that and I use the unicows.dll in each emulator folder. Until now it works perfectly, only the newest Nrage build makes problems in Project64.

Mupen64 and 1964 works with the exception of the strange “single device limitation” great. Can you select in the controller plugin configuration more than only one gamepad device?
 

Kruci

New member
yeah new nrage2.00b is not working in pj64 - load of plugin failed - i cant choose it.
In 1964 i can use play, change setting, but if I want load setting from file - couldnt read profile.
Yeah I forget test it:p
 
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rabiddeity

Plugin Hacker
Alright guys, if you're on win98 or ME, just hold on until 2.1 comes out. I can make an ANSI build for you if you think it will help, but I think if I did that I'd spend more weeks just debugging the stupid registry code.
 

mudlord

Banned
I can make an ANSI build for you if you think it will help, but I think if I did that I'd spend more weeks just debugging the stupid registry code.

Which makes me think more of a reason to switch the plugin to use a INI file. Less screwing with the registry, I think, and then it completely sidesteps the issues you were having with it previously. :)
 
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rabiddeity

Plugin Hacker
News update, I've finished the code for saving to INI, and I'm working on the code to load from INI. While I was messing around with the structs for storing buttons (in an effort to eliminate unneeded variables and simplify things), I broke the profile and shortcut formats. It's not a huge problem; it just means I need to rewrite the profile format as well, which will take time. I'm going to rewrite it to be almost exactly the same as the INI format. (The old profile and shortcuts wrote everything out as a series of bytes in hexadecimal, based upon offsets in the internal data format... ugh.) This means the old profile and shortcut files won't work, but I'll write a program to convert these files to the new format. The good news is that if I decide to make further changes to internal structures or add new tweakable options, it won't break the plugin format again.
 
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rabiddeity

Plugin Hacker
But of course!

INI save/load is pretty much done, I sent you a PM with the details so you can adapt it to Rice if you want.
 

Legend

New member
Do you think that using an ini now will aid in being able to have different configs for different games sometime soon?
 

squall_leonhart

The Great Gunblade Wielder
yes, coupled with Project64 1.7 this will be possible, but not in the current version, of 1.7

per rom plugin support is still to be worked on.
 
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rabiddeity

Plugin Hacker
Hey squall, do you happen to have a copy of the 1.7 beta? If so, I might ask you to do a test or two for me. I think the team fixed that 1.1 control spec bug already, and it should be fixed in the latest build (if not, I need them to get on it and fix it).
 

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