Doomulation
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I bet it isn't! It's been there since before you wrote the transfer pack I think... :icecream:
Let's race to the finish! I'm working on it as well, but still no clues, hehe. I'm also trying to get n-rage help me with this, but we've gotten nowhere so far!
There should be a test app in the source n-rage used to debug his plugin, as well, I think. So he said in the reply to my mail.
Here's a copy of the mail:
Good luck!
Let's race to the finish! I'm working on it as well, but still no clues, hehe. I'm also trying to get n-rage help me with this, but we've gotten nowhere so far!
There should be a test app in the source n-rage used to debug his plugin, as well, I think. So he said in the reply to my mail.
Here's a copy of the mail:
Hello,
Been some time since I worked on it. I cant reproduce the bug myself with the 1.82a Version.
Im using the Testapp that comes with the Sourcecode.
To use the Testapp you need to select "Initiate Controllers", then "Rom Open". To periodically poll data use the "Get Keys"->"Set Timer".
If you can reproduce the bug with the TestApp, send me a Mail and append your Configuration ( just Key-Bindings please, as JoyPads differ).
That said there are times when a Button wont be reconginsed as pressed, though this is not a bug, rather the way it works or is implemented. The state of the Button is determined in intervalls, Typically 50 or 60 times per seconds for a game running full speed( the Testapp is polling slower if I remember right ). If you happen to tip the button just between those intervalls, it wont be recognised. A solution to this Problem would be to used buffered input - but I cant remember if this is available through DirectX for gamepads.
Other than that It could simply be a messed up Configuration ( using a 1.80 Config in 1.82 and vice-verse counts as messy), certainly wasnt a bright idea to store the configuration in hex.
Cya
Good luck!