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NRage Input Plugin V2.00 BETA (an overhaul)

Legend

New member
Legend, that thing you wanted in RC2 isn't likely to happen without a good look at the changes, they seem to break text completely on most roms, i was only able to get the text to be visible once. infact it seems to be pulling text to display by random

it even showed the plugins directory location at one point.

Doesn't look like much was changed and he noted everything. Here's what he said this morning about it on the other thread.

"Weird indeed. It's garbage on the screen you're seeing. Might be a string buffer overrun or memory leak. The modification was done in several minutes so I may have missed a thing or two. Perhaps Rabbidity can work things out before I do. I've already thrown in some comments in the sources so hopefully the modification will be self explanatory." -Koolsmoky

Hopefully, Rab can read the comments, understand what changed and find a quick fix. We're so close to having that system be perfect.
 

p_025

Voted Least Likely to Succeed
I wonder if fixing that stuff would also fix the issues I was having with the "display messages" thing. It's a pretty annoying crash bug actually.
 

Legend

New member
Yeah, stability's all good now, just some junk text on some games. Sounds like the ball is in Rab's court now. So again, hopefully an easy fix.

"it hasn't fixed Jabo fullscreen though lol"
So long as it works with Glide64 fully that's all I care about. ;)
 

p_025

Voted Least Likely to Succeed
I prefer Jabo's for the widescreen capabilities. Once Glide implements that, and maybe doesn't have so many ambiguous options, then I'll use it normally.

I'll test out my crash bug with that other build, see what happens.
 

Apache Thunder

New member
Posting this to notify you of a bug I noticed. In the version I have (v2.2.00b), the C buttons assignments don't work with my Gamecube's "C" control stick. (I use a USB converter thingy from Wal-Mart to use my Gamecube controller on the PC, works great!)

But the older version (V2 1.80a) works fine with the C stick, so I know its not my drivers or anything.

Something in the new version broke it since the C stick doesn't respond when assigned to the C buttons in the latest version.

By the way, do I have the latest version? My latest version is "V2 2.00b". I am currently using "V2 1.80a" due to the bug in the newer one.

If there is any more info you need from me, I will be more then happy to provide it.

My current setup:

Project64 v1.6 using Glide64 'Napalm' Public Release V1.0, Azimer's HLE Audio v0.56 WIP 2, and N-Rage Direct-Input8 V2 1.80a.
 
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p_025

Voted Least Likely to Succeed
One thing that's been bugging me, you have to mash an axis or rotation to 100% before it'll use it for a button push (GameCube Adaptoid, C-stick to c-buttons). This gets really annoying when you want to push more than one c-button at a time.
It's currently set to 90%, because when experimenting with previous versions of the plugin it felt too easy to accidentally press two buttons at once (like in Zelda, hitting C-right to use an item sometimes resulted in me hitting C-up to go into first person, very jarring indeed). Right now, that number is hardcoded into the plugin, but I've been wanting to add it as a settable value for a long time. Now that the INI code is finally done, I think I can do that.

If you have the same adaptor as me (TigerGame NGC Joypad to USB Box), use the digital mode for the C buttons and leave the D-pad unassigned. I'd still rather use the analog mode, but this was the only way I could find that would let me use the c-stick. To switch modes, hold the start button for about three seconds, you'll know you've got it right when the c-stick starts reading as buttons. If you don't use that adaptor, check the documentation for a similar digital mode.

EDIT:
Wow, it does seem to have fixed the crash bug with displaying a message, pausing emulation and trying to go into a menu. That bug really pissed me off a couple times. But it is displaying garbage. This is an improvement I'd love to see, but working right. And not flickering in fullscreen. :p

Also, it's kind of annoying how when you close the config dialog it automatically locks the mouse. Any chance that can be changed?
 
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Legend

New member
I prefer Jabo's for the widescreen capabilities. Once Glide implements that, and maybe doesn't have so many ambiguous options, then I'll use it normally.

Glide64 just released a widescreen capable version in case you didn't know. Although he outfited the last version of Glide64 to try out, for whatever reason, but he should release the 1.0 version with it implemented any time now.
 

Apache Thunder

New member
I don't have that model you mentioned. I have a "Universal USB Converter" by "Gamemon".

The option you suggested does not apply to this model as it is not configurable in the driver settings. I searched for something smiler, but to no avail.

I don't get why the C stick works 100% fine with a slightly older version then it does with this version.

Righ now its not a big deal since v1.80b works fine for me, so using that version, the C-Stick works.


My adapter can also do XBOX and PS1/PS2 controllers as well. I make sure to leave those disabled since I don't have either.
 
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p_025

Voted Least Likely to Succeed
Glide64 just released a widescreen capable version in case you didn't know. Although he outfited the last version of Glide64 to try out, for whatever reason, but he should release the 1.0 version with it implemented any time now.
It's not just the capability I'm after, Jabo's plugin will actually force 4:3 games into your resolution's current aspect ratio. On some games it's too buggy to be worth it, but it works great on most, especially the Zeldas. Is that what Glide does? If so I really must give it a try.
 

Clements

Active member
Moderator
At the moment, the Widescreen version of Glide64 just adds black borders if your monitor is not 4:3, to give a correct aspect. The feature you want is to preserve the aspect yet force it widescreen, which is a Jabo-only feature.
 
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rabiddeity

Plugin Hacker
Ah, he's got a good solution using threads. But it's showing garbage because the string he's passing can fall out of scope and be destroyed before the thread can grab that string. I can fix it, just give me a little time.
 
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p_025

Voted Least Likely to Succeed
Ah, he's got a good solution using threads. But it's showing garbage because the string he's passing can fall out of scope and be destroyed before the thread is executed. I can fix it, just give me a little time.
That's fantastic! Also, I've noticed that when two messages are displayed at once, it flickers between the first and second, which can be a bit disconcerting.
 

Legend

New member
Ah, he's got a good solution using threads. But it's showing garbage because the string he's passing can fall out of scope and be destroyed before the thread is executed. I can fix it, just give me a little time.

Really, really good news! Thank you! I can't wait!:bouncy:
 
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rabiddeity

Plugin Hacker
OK, we are at rc2 and source revision 43. I'm pawing through score_under's combined gcc/glovepie patch right now, just sent him a PM about that. And I've sent squall another PM about what exactly he wants in his tarball, so hopefully we'll have the SVN switched over soon, and then we can give everyone their own branches to play with.

IF YOU WANT TO HAVE COMMIT ACCESS please PM me! (If you have a useful patch you should PM me for commit access. Both score_under's gcc fixes and Koolsmoky's message window fix count as useful patches. It's much easier to test these if they're branches on the subversion server rather than being just random patches.)
 
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Legend

New member
As you may know, the messages work nearly perfectly. In some games (Lego Racers for example) it can still "stutter" before it shows the new pak. But it is fine - probably can't get much better...

Thanks for working on that sir. Dont' forget to update the help file - it doesn't seem to cause any problems now. :)

Any plans on looking at the reinst times for paks possibly alllowing the "Switch paks" shortcut to work better? And I take it that the missing rumble in some games still can't be fixed?
 

p_025

Voted Least Likely to Succeed
I'm guessing he probably couldn't fix that without at least doubling the time spent displaying the message, which would probably lag the game quite a bit more. It may be fixable, but not without causing some problems with speed or something. It may have to use a whole other method. I'm no expert, though. Hell, this entire post is probably pointless.
 
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rabiddeity

Plugin Hacker
The way it works is the message thread fights with the main thread to draw over the window. I guess sometimes the message thread gets on top and sometimes the main thread gets on top. I'll look into it.
 

squall_leonhart

The Great Gunblade Wielder
the display message does indeed seem to cause a slight performance hit, when in fullscreen mode. i would gather its because its using a GDI Overlay.
 

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