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Old November 8th, 2009   #21 (permalink)
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read legends post.
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Old November 9th, 2009   #22 (permalink)
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Originally Posted by Squall-Leonhart View Post
read legends post.
It didn't work, I placed both msvcr70.dll & msvcr80.dll in the emulator's directory, plugin's directory & window's system32 directory, all didn't work!? Anyways, previously everything worked fine, i never had these files in the emulators' directory in the 1st place. What's wrong?
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Old November 9th, 2009   #23 (permalink)
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it requires both msvcp70 and msvcr70 dll's.

Last edited by Squall-Leonhart; November 9th, 2009 at 14:52..
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Old November 10th, 2009   #24 (permalink)
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Originally Posted by Squall-Leonhart View Post
it requires both msvcp70 and msvcr70 dll's.
Ahh....finally, it worked.


Thanks.
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Old December 3rd, 2009   #25 (permalink)
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Thumbs up Xinput Support

Hi, i took the sources, and made the plugin capable of handling XInput controllers.
- Triggers and rumble are working.
- Separate configuration dialog (just tick XInput to see it). To configure it, just bind the N64 button to the XInput controller button. For rumble, just check raw data and select rumble pack as with any other control, do not select any FF-device and you will have rumble.

The xinput implementation is made, so the xinput control take over the direct input one, so you don't need to use the original config for the xinput pad.
You only can use the first xinput controller as the first N64 controller, and so on.
If you change the xinput controller configuration, you MUST click the save button located in the xinput config dialog, otherwise it won't change.
I've commented all the source changes i've made to make this work.
You may need the Visual C++ 2008 Redistributable Package (x86) for the plugin to work.

The changed sources and the plugin dll are attached.
Attached Files
File Type: zip NRage_DInput8_V2_2.1-XInput_Support.zip (67.1 KB, 235 views)
File Type: zip NRage_changed_sources.zip (82.6 KB, 26 views)

Last edited by tecnicors; December 5th, 2009 at 06:33..
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Old January 6th, 2010   #26 (permalink)
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Quote:
Originally Posted by tecnicors View Post
Hi, i took the sources, and made the plugin capable of handling XInput controllers.
- Triggers and rumble are working.
- Separate configuration dialog (just tick XInput to see it). To configure it, just bind the N64 button to the XInput controller button. For rumble, just check raw data and select rumble pack as with any other control, do not select any FF-device and you will have rumble.

The xinput implementation is made, so the xinput control take over the direct input one, so you don't need to use the original config for the xinput pad.
You only can use the first xinput controller as the first N64 controller, and so on.
If you change the xinput controller configuration, you MUST click the save button located in the xinput config dialog, otherwise it won't change.
I've commented all the source changes i've made to make this work.
You may need the Visual C++ 2008 Redistributable Package (x86) for the plugin to work.

The changed sources and the plugin dll are attached.
Thanks for this. One issue: There does not seem to be dead zone control when using Xinput. Works fine otherwise.

Last edited by Mike.Reiner; January 6th, 2010 at 11:42..
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Old January 20th, 2010   #27 (permalink)
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Does this help with the pokemon stadium 2 problem of going into gb tower mode
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Old January 21st, 2010   #28 (permalink)
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No, that's a problem with emulation accuracy in the emulator itself. As far as I know, Transfer Pak implementation is near perfect enough for it to work, the problem is in the core.
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Old January 21st, 2010   #29 (permalink)
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But is there another emulator that can play gb tower on pokemon stadium 2
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Old January 25th, 2010   #30 (permalink)
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Hi,all.
I fixed the issue can't read savetype 0x05 such as Pokemon Crystal(Japan).

I will also start a Japanese translation.(If I have time to do...)

NRage_DInput8_V2_2.1_Fixed_0x05.zip

Changed_Source.zip
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Old January 28th, 2010   #31 (permalink)
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Quote:
Originally Posted by ebisc View Post
Hi,all.
I fixed the issue can't read savetype 0x05 such as Pokemon Crystal(Japan).

I will also start a Japanese translation.(If I have time to do...)

Attachment 208400

Attachment 208401
Maybe you can apply that to the source code Nrage DirectInput Overhaul that guy had. This is why I wish squall had put the source code on Google code. I'd be more than happy to do it myself.
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Old January 30th, 2010   #32 (permalink)
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I cannot get Project64 to recognize the n-rage plugin. When i try, it gives me a r6034 error and then fails to load msvcr80.dll.

When I use the N-rage debug, this is shown

*** DLL Attach (2.1 rc3-Debugbuild | built on Jul 9 2008 at 14:52:13)
Couldn't open INI file for input!
Autoselect language: 1033
Couldn't load library: NRage-Language-9.dll
couldn't load language DLL, falling back to defaults
CALLED: GetDllInfo
*** DLL Detach
---DEBUG FILE CLOSED---
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Old January 31st, 2010   #33 (permalink)
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Did you bother to read the rest of this thread?
Get these two DLLs:
msvcr80.dll free download - DLL-files.com
msvcp80.dll free download - DLL-files.com

and either put them in C:\windows\system32 or your Project64 directory (NOT your plugins directory).
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Old January 31st, 2010   #34 (permalink)
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I did both of them, but i am still getting the error message pertaining to msvcr80. Put them in system32 and the directory but still getting the error message.

And i did read the rest of the thread

Quote:
Originally Posted by p_025 View Post
Did you bother to read the rest of this thread?
Get these two DLLs:
msvcr80.dll free download - DLL-files.com
msvcp80.dll free download - DLL-files.com

and either put them in C:\windows\system32 or your Project64 directory (NOT your plugins directory).
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Old February 6th, 2010   #35 (permalink)
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If anyone is interested I have added it to the 1964 emu SVN with all the patch's from this thread(Note that it has being named 1964Input since it replaced the old one that was included with the 1964 source code.
emu-1964 - Project Hosting on Google Code
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Old February 6th, 2010   #36 (permalink)
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Quote:
Originally Posted by ebisc View Post
Hi,all.
I fixed the issue can't read savetype 0x05 such as Pokemon Crystal(Japan).

I will also start a Japanese translation.(If I have time to do...)

Attachment 208400

Attachment 208401

um... what?

your full of ****, theres no issue with pokemon crystal, it uses the same rombank as the E and U versions which also work.

I don't believe you have permission to change the projects name without consulting Nrage and Rapiddiety.

Quote:
Originally Posted by Danoobna View Post
I did both of them, but i am still getting the error message pertaining to msvcr80. Put them in system32 and the directory but still getting the error message.

And i did read the rest of the thread
put them in syswow64.

Last edited by Squall-Leonhart; February 6th, 2010 at 01:26.. Reason: Automerged Doublepost
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Old February 6th, 2010   #37 (permalink)
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I don't believe you have permission to change the projects name without consulting Nrage and Rapiddiety.
I'm pretty sure the GPL v2 doesn't state anything against doing so.
If they don't like it they can contact me and I'll fix it up.(I may just change it back anyway since the only difference is the project name and the dll file name.
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Last edited by deathdroid; February 6th, 2010 at 05:32..
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Old February 6th, 2010   #38 (permalink)
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Quote:
Originally Posted by Squall-Leonhart View Post
it requires both msvcp70 and msvcr70 dll's.

I just took the time to register on these forums to personally thank you for finally helping me to get the nrage overhaul to work...ive been trying stuff suggested on other forums about all sorts of dll's and system 32 and the msvcp/cr80 dlls but nothing was working...i finally come here after the millionth google search tonight and downloaded both msvcp70 and msvcr70 and put them in my P64 folder and it FINALLY WORKED! Thanks to you i can finally play ROMS using my xbox360 controller! So thanks, and keep up the good work =)

Last edited by [-SC-] Willz; February 6th, 2010 at 05:49..
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Old February 6th, 2010   #39 (permalink)
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Quote:
Originally Posted by tecnicors View Post
Hi, i took the sources, and made the plugin capable of handling XInput controllers.
- Triggers and rumble are working.
- Separate configuration dialog (just tick XInput to see it). To configure it, just bind the N64 button to the XInput controller button. For rumble, just check raw data and select rumble pack as with any other control, do not select any FF-device and you will have rumble.

The xinput implementation is made, so the xinput control take over the direct input one, so you don't need to use the original config for the xinput pad.
You only can use the first xinput controller as the first N64 controller, and so on.
If you change the xinput controller configuration, you MUST click the save button located in the xinput config dialog, otherwise it won't change.
I've commented all the source changes i've made to make this work.
You may need the Visual C++ 2008 Redistributable Package (x86) for the plugin to work.

The changed sources and the plugin dll are attached.
This is great, thanks =D

Last edited by [-SC-] Willz; February 7th, 2010 at 02:04..
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Old February 7th, 2010   #40 (permalink)
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Originally Posted by Squall-Leonhart View Post
your full of ****, theres no issue with pokemon crystal, it uses the same rombank as the E and U versions which also work.
Pokemon Crystal in Japan is used difference SRAM size to record Mobile System's data.
In File header, UE's SRAM size is 03(32KB), but Japanese is 05(64KB).

The issue was this plugin don't know SRAM size "05" in header.
So I added it.
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