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#81 (permalink) |
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VBA-M Team
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Location: Australia
Posts: 4,188
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i booted into safe mode and you know what, control worked to an extent.
BUT, i think i know why now. THE PLUGIN DOES NOT POLL THE CONTROLLER FAST ENOUGH TO DETECT BUTTON PRESSES. weapon charging didn't work at all in Megaman ZX, which means the button wasn't been detected as held.
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#82 (permalink) |
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Rockman fan
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Location: Earth!
Posts: 3,729
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I guess he will need to release the next version again.... >.>
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![]() ![]() CASE: EagleTech Sidewinder Gaming Tower Case w/420W Power Supply Black OS: Windows XP Professional X64 CPU: Intel core 2 Duo Processor E8400 (2x 3.0GHz/6MB L2 Cache/1333FSB) Processor Cooling: Thermaltake V1 CPU Cooling Fan System Kit Silent & Overclocking Proof Graphics Card: NVIDIA GeForce 8800GT 512MB w/DVI + TV Out Video Memory: 2048GB [1024GB X2] DDR2-800 PC6400 Memory Module Corsair-Value or Major Brand Sound Card: 3D Premium Surround Sound Onboard |
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#83 (permalink) |
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VBA-M Team
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Location: Australia
Posts: 4,188
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lol, done some further testing
Controls Xbox S-type using XBCD 0.2.6 Gravis Tiltpad (damned if i know the driver) Win9x compatibility - X works, Y doesn't WinNT (2k compatibility and XP) - Y works, X Doesn't. safe mode - all buttons work, but polling is way to slow.
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#87 (permalink) |
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VBA-M Team
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Location: Australia
Posts: 4,188
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lol i did?
i told you the first one acted like al buttons were pressed at once... lol maybe i offline messaged it :\ just for kicks i booted up Dosbox and plays tyrian with my controller :P using the buttons that just won't work in ideas
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#89 (permalink) |
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VBA-M Team
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Location: Australia
Posts: 4,188
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i saw that as well, i was going to mention it to mudlord, its probably why the keyboard controls act up when the plugin is enabled. it also, reads mouse input,. well, middle clicks anyway.
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#90 (permalink) | |
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Emu author
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Location: Italy
Posts: 297
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Strange i have received an email by emuforum but I don't succeed in seeing it.
Quote:
I knew that the SDL had the initialization for every layer, graphics, sound etc etc. |
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#91 (permalink) |
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VBA-M Team
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Location: Australia
Posts: 4,188
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yeah, the problem is, that the emulator already gets the keyboard, and having the plugin also get it, can cause conflicts.
as it is, i would prefer to see the emulator internally support dinput controls, rather then handling it via a plugin. otherwise, drop the internal controls all together and just handle it all via plugin. your bound to come across conflicts using both methods at some time or another.
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#97 (permalink) |
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Emu author
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Location: Wuzzleberg
Posts: 1,362
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Code:
BOOL APIENTRY DllMain(HINSTANCE hInstance, DWORD dwReason, LPVOID Reserved){
switch(dwReason){
case DLL_PROCESS_ATTACH:
hInst=hInstance;
OpenSDL();
LoadConf();
return TRUE;
case DLL_PROCESS_DETACH:
CloseSDL();
return TRUE;
}
return FALSE;
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#100 (permalink) |
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Rockman fan
![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2002
Location: Earth!
Posts: 3,729
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Actually, you need to recheck it just to make sure because it works perfect but if you try any buttons like Megaman Star Force that asked to press X button for Save.. No responsive. And you can check anything else... I don't think it's perfectly... yet.
__________________
![]() ![]() CASE: EagleTech Sidewinder Gaming Tower Case w/420W Power Supply Black OS: Windows XP Professional X64 CPU: Intel core 2 Duo Processor E8400 (2x 3.0GHz/6MB L2 Cache/1333FSB) Processor Cooling: Thermaltake V1 CPU Cooling Fan System Kit Silent & Overclocking Proof Graphics Card: NVIDIA GeForce 8800GT 512MB w/DVI + TV Out Video Memory: 2048GB [1024GB X2] DDR2-800 PC6400 Memory Module Corsair-Value or Major Brand Sound Card: 3D Premium Surround Sound Onboard |
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