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NRage Input Plugin V2.00 BETA (an overhaul)

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rabiddeity

Plugin Hacker
Yeah. Aren't those INIs fun to set? :p Some wise config, I might add.Alright, well, that was more of a thing where I stretched it out so it would be correct size as in the ROM. I will post the native texture dumped. Tell me if it seems to be saying anything.

http://img67.imageshack.us/img67/7461/ab63969921b24b14a0cios2.png

I have not modified it one bit (don't want to screw anything up by accident).

It's still really tough to make out. I can make out "smart" at the very beginning, so I think Clements is right; this looks like it can't find any smartcards.
 
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rabiddeity

Plugin Hacker
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.

FF Devices would be under the Rumble Pak settings. Can you set your Adaptoid as a regular Rumble Pak and select your Adaptoid in that list? If you do that and then save, can you then select the Adaptoid Pak?
 

Iconoclast

New member
Hm...I was too optimistic.

Well, I did some Googling.

http://www.nintendo64.se/Objects/400.jpg

Likely then that these SmartMedia cards involve not the 64DD area or connection to the console itself, but the funky game cartridge, thus read directly by the ROM file/game. I was searching about this before, and I could swear I saw these cards used in the cartridge....

Is there no software emulation of this card then? Could an input plugin not move this function over to the N64 controller, by reading a SmartMeda-formatted file of some kind?
 

painkiller78

New member
FF Devices would be under the Rumble Pak settings. Can you set your Adaptoid as a regular Rumble Pak and select your Adaptoid in that list? If you do that and then save, can you then select the Adaptoid Pak?

Yeah, that solved the problem, after the save the Adaptoid Pak option showed up.
By the way, the slowdown while running some games it's still there, but now it's not so slow, i tried running OoT with Adaptoid pak selected and now the emulator runs the game at 42-47 fps, with Fightint force 64 it runs at 30-35 fps. Of course, if I select another pak the game runs totally fine, full speed.
Maybe in your last stable release that bug get eliminated, thank you for your help.
 
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rabiddeity

Plugin Hacker
Yeah, that solved the problem, after the save the Adaptoid Pak option showed up.
By the way, the slowdown while running some games it's still there, but now it's not so slow, i tried running OoT with Adaptoid pak selected and now the emulator runs the game at 42-47 fps, with Fightint force 64 it runs at 30-35 fps. Of course, if I select another pak the game runs totally fine, full speed.
Maybe in your last stable release that bug get eliminated, thank you for your help.

Adaptoid code is still using synchronous mode for all its communications, and I haven't rewritten it yet. The N64 controller takes a finite amount of time to send or receive raw data, and currently the emulator has to wait for that data to go through before it can do anything else. If I ever get around to rewriting all that code, I'm going to switch to a threaded model or asynchronous calls to minimize that waiting time. But that adds a lot of complexity and a lot of potential for bugs, so I'm waiting to fix any existing bugs first.
 

painkiller78

New member
Adaptoid code is still using synchronous mode for all its communications, and I haven't rewritten it yet. The N64 controller takes a finite amount of time to send or receive raw data, and currently the emulator has to wait for that data to go through before it can do anything else. If I ever get around to rewriting all that code, I'm going to switch to a threaded model or asynchronous calls to minimize that waiting time. But that adds a lot of complexity and a lot of potential for bugs, so I'm waiting to fix any existing bugs first.

Oh, I see, it seems like it's not going to be an easy task, I hope you can get the time an motivation to do that, anyway you're doing I great work so far. Thank you for your help and this nice **overhaul** :happy:
 

Kruci

New member
If I have setting for gamepad, but gamepad is not pluged, after start emulation, pj64 crash.
If I had mempack, and I give Delete mempack or format mempack so I see emty window, with emtpy buttons. But If I move this window out of screen(or I do ALT-TAB,...), description appears.

Current NRage plugin: DEBUG 2.1, dll date 5/30/2007 2:12PM
I downloaded curret version, but file has timestamp 5/18/2007 9:36
 

psyren

New member
I'm mostly just writing to give many thanks to Rabiddeity for this plug-in. Maybe there was a similar one before, but I never figured out how to use it. I still don't know much about plug-ins, but this one seems easy enough to work with for me, and opens up the possibility of playing games I never imagined I could with an emulator.

Please though, I've read the manual and most of the posts here, but can't figure out how to get the mouse support working right.

Only using mouse for L/R turning and up/down looking with Quake2. It works, but I've tried deadpan, absolute, buffered, and with/without actual N64, and at various speeds. It either moves so slow I get shot to pieces, or so fast I can't fix my aim on anything - end up turning a 180 when I wanted only about 45 degrees.

Can anyone help with suggested settings?

Thank you. :)
 
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rabiddeity

Plugin Hacker
Kruci, I've re-uploaded the file. I distinctly remember uploading that new version before... but my webhost just got bought out by another company so I think when they moved the servers they restored from an old backup. Try it now, the timestamp should be correct.
 

p_025

Voted Least Likely to Succeed
Okay, I've been wanting to post in this thread for months now, but I've had problems with account activation. I FINALLY got the email, after telling the forum to change it about four times.

There are a couple bugs I'd like to report, so listed in no particular order:
1. You know how you can set two different configurations for the analog control stick? I usually set one of the configs to mouse axes and the other to joystick axes, and switch between them. The problem is I liked to do that using a modifier (Mod Type: Configuration) and switching between the two quickly and easily. This worked in 1.80a AND 1.83, but does not work in your 2.00~. If you could fix that, I'd be very happy.

2. I like to update my configuration as I go in the game, figuring out what works best. However, sometimes when I open the configuration dialog during the game and try to bind things to a mouse event (Axis, click, scroll wheel) it doesn't work at all. It's as though it doesn't detect the mouse's actions.

3. Occasionally, after emulation has ended (F12) the mouse won't do anything, as though it's still locked. You either have to navigate using the keyboard or close the emulator window and open it again.

One other thing that I didn't think fit into the category of a bug, but is still annoying, is if you have more than one joystick/gamepad. What if you want to use gamepad1 for Controller 1 and gamepad2 for Controller 2?

EDIT: Hah, for bug #1 heyitsroth already beat me to it. Oh, well, the other two bugs still stand.
 
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rabiddeity

Plugin Hacker
OK, in order:

1. This one should be fixed in the latest 2.1 DEBUG. Double check and see; if it doesn't work I'll fix it again.
2 and 3. Again, see if this stuff happens in the latest DEBUG. I believe this stuff has been fixed there, but DirectInput mouse problems are hard to track down because the Win32 mouse locking implementation is so inconsistent.

As for the last one, you should be able to use multiple joysticks however you want, including using one controller per input or even splitting controls (using two controllers for one N64 controller). If you can't, post your INI file and debug file, along with the name of the kind of controllers you're trying to use.
 

p_025

Voted Least Likely to Succeed
Yeah, that's my bad, number 1 has been fixed, thanks for that.

Numbers 2 and 3 I'll try to recreate, I was using a 2.1 debug version but I think it was an earlier build. I have the latest build now.

EDIT: Yeah, 2 and 3 are still a problem.

EDIT2: I've had troubles with a crash bug. With "Show messages" on, I unlock the mouse (Tab) and pause the emulator (F2). If, while the "Mouse Unlocked" message is still up, I bring a different window into focus, or try to open a dialog from the menus up top, the thing freezes. This is with the 2.1 debug build. It only occurs if I pause the emulator.
 
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rabiddeity

Plugin Hacker
Interesting... do these problems happen with another emulator as well, or just PJ64?

As for quick fixes, it should be possible to avoid #2 by unlocking the mouse before going into the control panel (and if not, that's a serious issue). #3 you can bypass by doing the same thing: unlock the mouse first, and stop emulation through the menus rather than with F12. I know it's less than ideal, but that appears to be the workaround for now. I think that second one has to do with NRage not getting a stop signal from the emulator when it shuts down; I've had several issues with PJ64 1.6 when switching between games, but when I close the emulator and restart it those issues disappear. I assume they've all been fixed in 1.7.
 

p_025

Voted Least Likely to Succeed
Interesting... do these problems happen with another emulator as well, or just PJ64?

As for quick fixes, it should be possible to avoid #2 by unlocking the mouse before going into the control panel (and if not, that's a serious issue). #3 you can bypass by doing the same thing: unlock the mouse first, and stop emulation through the menus rather than with F12. I know it's less than ideal, but that appears to be the workaround for now. I think that second one has to do with NRage not getting a stop signal from the emulator when it shuts down; I've had several issues with PJ64 1.6 when switching between games, but when I close the emulator and restart it those issues disappear. I assume they've all been fixed in 1.7.
I'm afraid #2 would be the serious issue then, because I always had to unlock the mouse to open the Options menu anyway. I know how to do it with the keyboard, but don't feel like doing things that way. And I just tried, it doesn't matter. I can explain in greater detail though.

It opens the dialog, and I can click the button to make it ask for a new input, but once it starts counting down, it acts as though it doesn't detect mouse axes. If I click any button, the dialog box actually goes out of focus as if I'd clicked a different window.

#3 though, the workaround works. Unlock the mouse, then end emulation through menus or F12, it doesn't matter.

Also, don't forget the Edit2 of my post above yours. That was an actual crash bug.

I'll have to try a different emulator, I'll edit this post as soon as I get the results from those. But I'd bet anything that it hasn't been fixed in 1.7. Can anyone try to make sure, or bring this to the attention of the PJ64 team? Or can someone test it with 1.7?

EDIT: I just tested, all three (#2, #3, and EDIT2) are all problems in 1964 as well.
 
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rabiddeity

Plugin Hacker
Alright, if it's happening in 1964 as well, then it's definitely a plugin problem and not an emulator problem. I'd test against 1.7, but they haven't released it yet. I don't think it would change things much at this point.
 

squall_leonhart

The Great Gunblade Wielder
Feature Request - Read Roms from zip files

most gba emulators can do it, PJ64 itself can read n64 roms from zip files, so it seems pretty annoying that the plugin can't open GBA roms in zip files.
 

Schnarchnase

New member
Hi,
i downloaded the new Version of NRage, but if i want to start Project64, a error is popped up.
Can not read file "nameofPlugin"

If i use the Debug.dll, i can start it normally, but if i try to use it, there comes up

????????????? etc....


I have WinME, if it helps

Thanks for reading :)
 

Schnarchnase

New member
hi,

i installed it and it works with debug mode, thank you :)

One question : What is so special with the debug mode?

Have i be careful about something?

Sorry for bad English :)
 

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