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Old July 9th, 2008   #381 (permalink)
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Quote:
Originally Posted by ChickenLiver View Post
Benny_a: Try the morii (or is it mora?) DirectInput drivers. They're mentioned a few pages back. Can't remember if there's a link, if not, just use google.
Thanks ill try

(Masahiko Morii)
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Last edited by Benny_a; July 9th, 2008 at 08:17. Reason: Automerged Doublepost
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Old July 9th, 2008   #382 (permalink)
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Just one little note: I'm using LylyPad, and it is possible tu use Lulu's overdrive in FFX (i changed pad plugin ONLY cause of it)

I bound the right analog stick to the same buttons i use for the D-pad (arrow keys) so it's 4 direction. Still, if you're fast it's possible to obtain circles. I bound the analog activation to a dedicated key to enable it only when needed. I can't get many circles, just 5-6 but it's definetly possible.

The problem Theoneguff has may be caused by the binding of the keys. If you use 8 keys to have all 8 directions at your disposal, there's a 99% chance that you simply can't press them fast enough to have the overdrive to work. With 4 key the motion is inaccurate but you can press them much faster. At least it's the way I do it.

The one and only weird bug i noticed with this plugin happens when having LilyPad set for PAD1 and PSSXpad set for PAD2.
With this configuration (i ended up with this just cause i didn't notice the second pad...) whenever i try to switch save state (F2 key) it moves on by steps of 2.

So from savestate 0 it goes to 2, then 4 and so on, actually leaving you with half savestates and the fear of having wasted previous saves. I don't see any reason why it should work this way as F2 key is not bound to any pad button/direction in the 2 plugins.
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Old July 9th, 2008   #383 (permalink)
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That issue has been discussed and is mentioned in the readme. It's not a bug, just how PCSX2 works. If you have two plugins monitoring keypad input, and you press F2, they both send the F2 on to PCSX2. Either disable LilyPad's keyboard input, set both pads to LilyPad, or add all the F-keys to LilyPad's ignore list.
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Old July 9th, 2008   #384 (permalink)
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My bad, I didn't see it in the readme, anyway it's not a pad command, it's a pcsx2 hotkey so it _shouldn't_ even matter if i'm using a pad plugin at all...

I'm currently using LilyPad on primary and ZeroPad on secondary and that doesn't cause savestate skipping. By the way you explained it I see that pad plugins trace down every key pressed, even the unbound ones, resulting in a layer beetween the device and pcsx2, so the more different plugins active, the more iterated input pcsx2 receive.
If so then no matter wich 2 different plugins i use, they should cause savestate skipping, but they don't.
Did I misunderstand anything?
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Old July 9th, 2008   #385 (permalink)
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You aren't misunderstanding (Though I point out you can only use two pad plugins, so you can only have two different pad plugins active sending keyboard input to PCSX2).

ZeroPad may ignore key presses when it's only being used as pad 2. Not sure it actually does, as I've never used it. This is not part of the PCSX2 specs, but it's one other possible way for a pad plugin to work around the issue. I implemented another instead, as already described. Zero's has the advantage of being newbie proof, if all pad plugins used it (Which they don't). Mine has the advantage of working with other plugins that don't use my method in either slot, and fitting in nicely with the rest of LilyPad's configuration architecture.

Some methods of monitoring the keyboard interfere with each other, which is probably why the pad plugin is responsible for hot keys (Though I'll point out that this was not my design decision. If it really bothers you, complain to the PS2 devs). Also, PCSX2 doesn't have any knowledge of the emulation Window, and most, though not all, ways of monitoring keyboard input would break that abstraction. The method implemented also lets the pad plugin bind the F-keys, which wouldn't be possible, either, though I can't see any reason anyone would want to do that.

Last edited by ChickenLiver; July 9th, 2008 at 15:58.
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Old July 13th, 2008   #386 (permalink)
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Using for Light Gun Games

Can we use this plugin to play light gun games like Time Crisis in real sense. I mean can this plugin map Windows mouse coordinates on PCSX2 display window (not using relative coordinates).
I've tried that, unfortunately croshair never mapped to mouse cursor.

Any suggestions?
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Old July 13th, 2008   #387 (permalink)
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Have no idea how light guns communicate with the game. Also not sure it's possible with PCSX2's plugin architecture, depends how they work.
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Old July 18th, 2008   #388 (permalink)
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i don't know how to configure this plugin with my gamepad

i have a logitech rumblepad 2
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Old July 20th, 2008   #389 (permalink)
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After installing 0.9.2 my F4 key stoped working. I read something about Alt+F4 not changing frameskip mode anymore, but that's not the case. Now F4 doesnt work at all.

I use it a lot, to change from frameskip to normal or limit modes.

I had to change back to 0.9.1. Someone knows how to fix that?

(the bug happens with any pcsx2, 0.9.4 or 0.9.5)
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Old July 20th, 2008   #390 (permalink)
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IIRC using "Use DirectInput" in keyboard mode fixes issues with PCSX2 shortcuts and lilypad
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Old July 20th, 2008   #391 (permalink)
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Actually, in this case, problem was the opposite. Windows messaging (And possibly raw) modes worked, but Direct Input disabled the function I was using to check the state of alt. Edit: Windows messaging had the same issue. Think it may have actually been a threading instead of Direct Input issue.

Thanks for pointing out the bug. See if this fixes the issue. If it does, after a little more testing, I'll slap a new version number on it and release it as a new version.

<outdated, removed>

Last edited by ChickenLiver; July 20th, 2008 at 09:42.
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Old July 20th, 2008   #392 (permalink)
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that new test-version works flawless

F4 working again

Quote:
Originally Posted by ChickenLiver
Thanks for pointing out the bug
glad to help

EDIT:
...talked too soon. resident evil code veronica dont even boot with lilypad 0.9.3 test-version (the game dont recognize the controller).

changing back to 0.9.1 corrected the problem.
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Last edited by intellect; July 20th, 2008 at 07:37.
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Old July 20th, 2008   #393 (permalink)
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It's probably a result of trying to produce more accurate PS2 pad messages in an effort to make GH2 happy.

Could you enable logging with both 0.9.1 and 0.9.3 and compress and post the resulting files (log\padLog.txt)? The log will be overwritten on the second run, so rename the file (Or move it elsewhere) after the first run. Thanks.

Edit: Nevermind, found the issue. Try this one. If it doesn't work, follow the above instructions.

<Outdated, removed>

Last edited by ChickenLiver; July 27th, 2008 at 06:18.
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Old July 20th, 2008   #394 (permalink)
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ChickenLiver,

it seems now everything is ok. both F4 key and Code Veronica working fine

thanks!

Quote:
Originally Posted by ChickenLiver
(...)in an effort to make GH2 happy.
who cares about gh
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Old July 27th, 2008   #395 (permalink)
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Bump for a new release. Pretty minor update, but fixes for a few long standing issues.
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Old July 30th, 2008   #396 (permalink)
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I am using a ps3 dual shock 3 controller with this plugin and there's only one problem: the dropdown menus for the force feedback are grayed out.

Any fix?
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Old July 30th, 2008   #397 (permalink)
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Your Direct Input drivers must support force feedback for anything to appear in the drop down menu. Nothing I can do if they don't. Have yet to hear of a case where the drivers support Direct Input but I don't detect it.

Last edited by ChickenLiver; July 30th, 2008 at 14:31.
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Old July 30th, 2008   #398 (permalink)
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Well that's a bummer. I can only find one set of drivers for the PS3 controller and I'm pretty sure they were written before the dualshock3 was even announced, which means no current rumble support. Lame.

Good job on the plugin anywho :P
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Old August 4th, 2008   #399 (permalink)
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Hey guys, I'm trying to setup my xbox360 controller but I'm having some issues.

The lower triggers on the x360 controller are analog, so I can't really set them to L2/R2.
I noticed there is an option to set it on axe but I'm confused cause it sets the same axe for both L2/R2.

Also I wonder if there is any way to make rumble work.

Thanks in advance, Mike.
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Old August 4th, 2008   #400 (permalink)
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Microsoft's DirectInput driver treats L2/R2 as a single axis, with L2 at one end and R2 at the other, so yes, you need to bind it to the L2/R2 axis. Microsoft does this because, due to a lack of foresight, DirectInput has no real support for pressure sensitive buttons.

Microsoft deliberately crippled their Xbox Direct Input driver so that it doesn't support force feedback. I suspect that this was to try and strongarm people into writing code that uses XInput, which is an entire API only for Xbox controllers.

The two ways around this are to use 3rd party Xbox controller Direct Input drivers which fix this problem (Like the xbcd or morii drivers), or to use a pad plugin that supports XInput. You can get Xpad from the first post in the GSDX thread, which supports XInput.

As I don't have an Xbox (And think Microsoft is being deliberately evil), I have no plans to add XInput support to LilyPad, though it will work fine with either the xbcd or morii drivers. Edit: Note that XBCD drivers do not support wireless Xbox controllers.

Last edited by ChickenLiver; August 4th, 2008 at 16:13.
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