What's new

NRage Input Plugin V2.00 BETA (an overhaul)

mudlord

Banned
rabiddeity, I might have something to contribute to this project.

If you are interested in a downloadable CHM documentation, I am willing to rewrite the online manual to fit in with this, as well as providing the altered HTML source, if thats ok with you.
 

mudlord

Banned
As promised, I rewrote the documentation to be in downloadable, CHM form. :)

The template for the headers and footers was borrowed from my own Rice Video docs, but I'll put them on the SVN server, when I'm less busy with uni.

You'll need WinCHM to compile the documentation into CHM tho...(I use WinCHM Pro for my Rice Video docs.)
 

lion10

New member
OK, try the manual language set with this DEBUG and see if it works...


The new build crashes completely on every emulator. On Win2000 I was able tho run one time project64 (and set to German language) but after exit, and restart, the c++ error also occurs on this platform. See attachments for more details.
 
OP
R

rabiddeity

Plugin Hacker
The new build crashes completely on every emulator. On Win2000 I was able tho run one time project64 (and set to German language) but after exit, and restart, the c++ error also occurs on this platform. See attachments for more details.

OK, this is useful information. Please try this DEBUG version. It may fix some issues with button, modifier, and shortcut loading as well.
 

heyitsroth

New member
Hi, I know this is a little trivial, and I'm sorry if someone has already asked it, but when I use your input plugin (I've tried the debug 2.1, and the v2.00 that you have posted right at the start of the thread) and try to use 'config 2' under the controls tab, the emulator crashes.

I'm using pj64 1.6, and I've tried using different roms, binding the config 2 controls to my mouse, touchpad, and gamepads, using a modifier to switch to config 2 and just starting a rom with it selected - just about everything I can think of.

Its nothing to with the controls assigned to the config 2 either - I've assigned identical controls to both configs, and config 1 works fine, but then pj64 crashes as soon as I switch the config 2

any help would be great - thanks!
 

lion10

New member
OK, this is useful information. Please try this DEBUG version. It may fix some issues with button, modifier, and shortcut loading as well.


The crashes are gone, on 1964 and mupen64 it run’s again great, with project64 I am still unable to load any language plugin successful. The problem also exists if I change to manual language setting on NRage.ini.

Little question about the optic look of the NRage configuration dialog, why this one changes itself if I load a language? This occurs on 1964 and mupen64 with every language. If you compare the screenshots, the “neutral” plugin dialog is clearly larger and different. On project64 I have constant the dialog size of “the neutral” one. Can there be a link to the inability to load a language on pj64?
 
OP
R

rabiddeity

Plugin Hacker
heyitsroth: That sounds like a bug. I'll look into it right away.

lion10: The different look of the main page is a result of how the dialogs are saved when compiled. When I compile the plugin, I select "Debug" or "Release". The Debug version writes the debug file, performs a few extra checks, and also compiles in a different dialog box. The language plugin files have the "release" template compiled in by default, and I'd have to compile and release a separate set of DEBUG plugin files to make them match. That's confusing, not very important, and so it's not something I'm really willing to do.

I'll have a new DEBUG ready for you in a few days.
 
Last edited:
OP
R

rabiddeity

Plugin Hacker
The profile reading code has been changed quite a bit in DEBUG; it should work OK on RELEASE. When I compile a 2.1 RELEASE, I will double check all the posted config files and change them as necessary.
 
Last edited:
OP
R

rabiddeity

Plugin Hacker
The issue with using Config 2 should be fixed now. Note that the control panel tries to disable all active modifiers while in the menu and reactivate them when it closes. In some situations this may cause the control panel to display the wrong one as being active, as when you've switched using a toggle modifier. However, you can still change the bindings as you wish.
 

painkiller78

New member
Hi, I'm using a N64 controller with an Adaptoid, I checked that the Adaptoid Pack option on the Controller Pak tab is removed, i checked the Shortcuts tab and there's a button to assign Direct Adaptoid Pak.
I assigned a key on the keyboard to this option, but my saves on my memory pak are not recognized, I tried with castlevania 64 and duke nukem zero hour, and they say that no pak is inserted on the controller.
Is this feature removed from the plugin or there's else something going wrong?
 
OP
R

rabiddeity

Plugin Hacker
Sounds like NRage is having trouble detecting your Adaptoid. If you have your adaptoid selected in the FF Devices list, and "Adaptoid pak" does not appear under the list of paks, then please post a copy of your INI file. Also, if you could click the "Save Profile" button and post that file as well, I can try to fix it.
 

Iconoclast

New member
This may or may not be on topic, but there's a game called Mario no Photopie. In the first eras of N64 emulation, no graphics plugin cound render this game. Lately, technology has developed to the point where it has been possible to emulate this game's graphics, but not the input. Even though it involves 64DD emulation, it's not like microphone input for Hey, You, Pikachu! or anything. It seems to want to read a file/disk for storing some kind of data, which seems more implementable in an input plugin.

But, even if you can get the game's graphics booting (which is best done as of now on Mupen64 or Nemu64 if you want sound), an error message comes up in Japanese (game was only released in Japan). No one yet has translated this text, but I have made a Flash imitation of the game with the inaccurate texture mapping for it fixed so it is easier to read. Now, since you are in Japan, I figured you might have a translation for this text. Perhaps even a way to simulate this input.

http://img354.imageshack.us/my.php?image=marionophotopiepf5.swf

Once this error message is prevented in emulation, you will be able to get in-game and the game will be playable (unconfirmed, unless 64DD is actually emulated fully). That is, only when using Mupen64 with Rice's Video Plugin/Direct64/Glide64 and your input plugin.

Information on this input I have found here.

http://64dd.net/modules/newbb/viewtopic.php?topic_id=160

While it may require new hardware, can a sort of camera function/whatever the hell this game is asking for be attached to the input plugin?
 
Last edited:
OP
R

rabiddeity

Plugin Hacker
This may or may not be on topic, but there's a game called Mario no Photopie. In the first eras of N64 emulation, no graphics plugin cound render this game. Lately, technology has developed to the point where it has been possible to emulate this game's graphics, but not the input. Even though it involves 64DD emulation, it's not like microphone input for Hey, You, Pikachu! or anything. It seems to want to read a file/disk for storing some kind of data, which seems more implementable in an input plugin.

But, even if you can get the game's graphics booting (which is best done as of now on Mupen64 or Nemu64 if you want sound), an error message comes up in Japanese (game was only released in Japan). No one yet has translated this text, but I have made a Flash imitation of the game with the inaccurate texture mapping for it fixed so it is easier to read. Now, since you are in Japan, I figured you might have a translation for this text. Perhaps even a way to simulate this input.

http://img354.imageshack.us/my.php?image=marionophotopiepf5.swf

Once this error message is prevented in emulation, you will be able to get in-game and the game will be playable (unconfirmed, unless 64DD is actually emulated fully). That is, only when using Mupen64 with Rice's Video Plugin/Direct64/Glide64 and your input plugin.

Information on this input I have found here.

http://64dd.net/modules/newbb/viewtopic.php?topic_id=160

While it may require new hardware, can a sort of camera function/whatever the hell this game is asking for be attached to the input plugin?

The N64 input plugin spec only handles the controller and any peripherals directly attached to the controller (mem paks, rumble paks, etc). If it hooks into the N64 or 64DD directly, you'll have to take it up with the core guys.

On top of that, the error message is illegible.
 

painkiller78

New member
Sounds like NRage is having trouble detecting your Adaptoid. If you have your adaptoid selected in the FF Devices list, and "Adaptoid pak" does not appear under the list of paks, then please post a copy of your INI file. Also, if you could click the "Save Profile" button and post that file as well, I can try to fix it.

Hi, this is my NRage.ini file and controller profile. Also, I could not see any FF Device list, here is an attachment of my Devices Tab.
Hope it help, thank you. This is a great plugin.
 
Last edited:

Iconoclast

New member

Clements

Active member
Moderator
Mario No Photopie has nothing to do with the 64DD. The actual cart has two Smartmedia card slots on the top (sort of like a Sufami Turbo cart), so presumeably, that error message probably has to do with not detecting any Smartmedia cards.
 

Iconoclast

New member
...Hm. That's something that should be pointed out to both the Project64 RDB and the 1964 database file supports.

But, if this indeed has nothing to do with detecting these cards, it interests me more; for detection of these cards I would think is harder to emulate than a basic error message derived from some form of a call.
 

Top