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Old June 16th, 2009   #1 (permalink)
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Nrage DirectInput Overhaul

Quote:
Originally Posted by rabiddiety
This is my overhaul of NRage's DirectInput8 Plugin.

2.1 rc3 RELEASE

I got sick of wrestling with a bug or two in NRage's DirectInput8 plugin, and decided to delve into the code and fix them myself. Well, one thing led to another, and I kinda wound up rewriting most of it. If you're going to fix one bug, you might as well fix them all, right?

THE MANUAL (please read this before asking questions):
CHM or Online Manual

RELEASE BINARY (most people want this):
http://www.randomwisdom.com/files/NR...V2_2.1_rc3.zip

DEBUG BINARY (Generates a file called NRage-Debug.txt in your emulator folder. This file can get huge, so don't download this version unless the release version doesn't work!)
http://www.randomwisdom.com/files/NRage_Debug.zip

SOURCE (for hackers and those who lurve the GPL):
download from Subversion server

LANGUAGE SDK (for people doing translations):
http://www.randomwisdom.com/files/NR...8_Lang_SDK.zip

Translations (unpack the dll file to your emulator's directory, NOT the plugin directory)
German by aTomIC
Simplified Chinese by Harlay
Spanish by NaSeR
French by Siskoo

Finally, here's a Keyboard/Mouse basic config file to give you some ideas for Goldeneye and Perfect Dark:
http://www.randomwisdom.com/files/NR...g_KeyMouse.zip

This version of the plugin will NOT overwrite settings from 1.83 and before, but neither will it read from older config files or saves (it stores config data differently). This means that you can run the plugin alongside older versions of the plugin, for comparison. But it also means you will have to bind your keys from defaults when you first run 2.x versions.

Current TODO list:

-running with a gamepad unplugged or unplugging during emulation must not cause crashes
-mouse locking: fix problems with mouse binding in control panel while running
-mouse locking: should unlock mouse when closing a ROM
-redo keyboard/mouse cpf on this post
+rewrite Adaptoid code to be asynchronous
+add reading gba ROMs from zip files

Fixed, added, or changed:

+ Switching between paks with shortcuts unplugs the current pak and waits before putting in the new one.
+ Shortcut "notifications" should work correctly now (Thanks Koolsmoky)
+ Better detection of devices; more joysticks should work now, as well as steering wheels and things that aren't strictly "gamepads"
+ N64 controllers can now get input from multiple gamepad type devices
+ Now able to assign a key, mouse, or gamepad control to as many N64 control surfaces as you like
/ device selection for keybinding no longer needed; devices list now shown as "Force-Feedback Devices" under ControllerPak selection (pick Rumble, and tick the "RawMode" box)
/ no longer possible to send FF events from multiple controllers to the same FF device (this shouldn't have worked anyway)
+ now captures mouseclicks properly in Controllers tab (disable button clicks while polling)
+ INTERNATIONAL SUPPORT (and internally switched to Unicode)
+ releases exclusive mouse while in config menu (fixed a mouse bind while locked issue)
+ add independent X/Y mouse sensitivity
+ changed absolute mouse support: now choose between Buffered (default from before), Absolute, and Deadpan (control only moves while you move the mouse)
+ various optimizations, bugfixes, and spelling fixes
+ LOTS of documentation added to the source; it should be more legible now
+ rewrote controller save and restore (underlying CONTROLLER and BUTTON structs changed...)
/ Button mappings and modifiers will need to be reset on first load
+ now rewrites mempak and transferpak RAM to disk immediately after writing to controller (1.83 and previous didn't save the mempak until RomClose)
+ now possible to map shortcuts to buttons and axes as well as keys (be careful)
+ tabbing within the config window actually works now
+ can save and load shortcuts
+ Transferpak MBC5 support fixed (Pokemon Yellow, Perfect Dark)
/ Win98/ME registry load finally fixed
+ lots of crash bugs fixed

2.1 is now in "release candidate" stage. Please test any bugs you find vs the latest DEBUG version, and if they still exist there please post.
--rabid
moving this discussion here.....
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Old June 17th, 2009   #2 (permalink)
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Wow, this would have helped me a lot when I was trying to get Conker's Bad Fur day to work lol

Luckily this did help me, I got it to stop spinning the camera around

Thanks for this :}
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Old July 5th, 2009   #3 (permalink)
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What's rabiddeity up to now anyway? I haven't seen that guy around in over a year.
Also, I thought you moved the SVN hosting to Google Code.
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Old July 6th, 2009   #4 (permalink)
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hes busy with.. err.. stuff.

but seriously, i suppose i can get some help from other emudevs, omega or mud maybe, but they'll work behind the scenes only really.
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Old July 7th, 2009   #5 (permalink)
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That's cool, I know all about “err stuff.”
Unfortunately I'm not much of an emudev. :\ And I've somewhat shifted away from emulators recently, I've been too obsessed with Rock Band 2. But I can probably help test anyway, and find any other bugs. Mostly I'd like to see an N-Rage plugin for the Dolphin emulator, but many people wouldn't like that since N-Rage isn't cross-platform. So if I wanted that I'd probably have to do it myself.
Maybe they'll teach me something useful in college...
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Old July 19th, 2009   #6 (permalink)
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Rumble Pak - Nrage Plugin - Project 64 - N64 - Trouble - Problems - Not Working

Just picked up a couple of Rumble Paks and want to use them with my Project 64 emulator. I am having trouble with the set up. When I go to the Controller Pak tab in the latest version of Nrage's plugin, I have the RawData option ticked and the dropdown menu set to Rumble Pak, yet under Force-Feedback device nothing is appearing and all the text is greyed out. I am using real N64 controllers with real N64 rumble paks with brand new batteries. Squall, do you know anything about this (you were very helpful last time)? I am stumped - and my fingers are exhausted from all the Google-ing!!! FYI - I tried unticking the RawData box with no result. I also restarted Project 64 repeatedly with no result.
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Old July 19th, 2009   #7 (permalink)
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If you are using real n64 controls, then the driver has to support the rumble pak.
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Old July 19th, 2009   #8 (permalink)
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I am, but it is still not working for some reason. Very strange. I have attached an image of my settings. There is nothing under the bottom dropdown to select except for "None".
Attached Images
File Type: jpg 7-19-2009 12-33-26 PM.jpg (84.4 KB, 16 views)
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Old July 19th, 2009   #9 (permalink)
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what adapter are you using?
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Old July 19th, 2009   #10 (permalink)
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Mayflash - 2 port.
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Old July 19th, 2009   #11 (permalink)
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Here is an image of it (Attached)
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File Type: jpg 2.jpg (35.9 KB, 9 views)
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Old July 20th, 2009   #12 (permalink)
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OK, so I tried the adaptoid plugin and it doesn't seem to work for me. When I try to run the game, no buttons work. It doesn't seem to be sensing my controllers at all. The controllers are greyed out. When I try to configure the options from Project 64, a pop-up window asks "HAve you installed the drivers?". No luck yet.
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Old September 4th, 2009   #13 (permalink)
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Now that's an adapter I haven't seen before.
First, make sure the adapter you're using actually supports rumble. If it does, you probably need to install proper drivers for it (did it came with a floppy disk or something? My Mayflash GameCube controller adapter did). If it doesn't, you're SOL and need to either live with not having rumble or get an Adaptoid from eBay.
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Old September 4th, 2009   #14 (permalink)
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the mayflash adapters don't support rumble,.. unfortunately.

if someone were to RE the adapter they could create a custom driver with rumble support......
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Old September 7th, 2009   #15 (permalink)
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Will this version be included in any new emulator coming out? Like Mupen64plus?
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Old September 7th, 2009   #16 (permalink)
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"Disclaimer:
This software is distributed as is, without any guarantees of
merchantability or fitness for a particular purpose. Basically,
you can't sue us if you screw up your own computer.
This program is freeware released under the GPL. It's freely
distributable, as long as you follow the GPL. You are free to modify it,
but of course we ask that you tell us so we can incorporate bugfixes
in the next version.
Finally, don't try to earn money by distributing it."

if they want to thats fine by the GPL.

anyway,.. still needs somework... trying to implement reading Cart files from archives...
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Old October 17th, 2009   #17 (permalink)
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Just a quick thought; this thing could use XInput support, otherwise the triggers on X360 controllers conflict with each other. But that could potentially complicate things a lot.
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Old October 27th, 2009   #18 (permalink)
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Squall,

Just switched to Windows 7 and now the plugin doesn't show up any more!!! What could cause this? I have all the VS and .net stuff installed but still nothing. I'm stuck! You're my only way out mate!

EDIT: NM. I was missin the msvcr70.ddl file - only the 80 was mentioned in the readme in the 2.1 RC3 zip I got. Looks like you amended that since, and thank god you did!
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Last edited by legend100; October 27th, 2009 at 00:47..
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Old October 27th, 2009   #19 (permalink)
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Quote:
Originally Posted by p_025 View Post
Just a quick thought; this thing could use XInput support, otherwise the triggers on X360 controllers conflict with each other. But that could potentially complicate things a lot.
not going to happen anytime soon.

Petition Microfail for decent drivers, or use the shoulder buttons with the left trigger as Z.
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Last edited by Squall-Leonhart; October 27th, 2009 at 07:41.. Reason: Automerged Doublepost
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Old November 8th, 2009   #20 (permalink)
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I re-installed my OS recently, & just now when i tried to run project64 with Nrage 2.1 r3 (All my emulator folder, files are intact in another partition/drive), it says it could not load the "NRage_DInput8_V2_2.1.dll". I tried to reselect "NRage_DInput8_V2_2.1.dll", but it just wouldn't appear in the drop down menu.

Help!
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