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#121 (permalink) |
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LilyPad Author
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Location: Perdition
Posts: 467
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See if this works (Lets you use both the small and large motor - no changes for the test button).
The way LilyPad is written, the test button actually should be initializing all configured effects. I have one function that initializes all input and effects (Initialization function is rather ugly, the way I do it, so simpler to have one function which I use everywhere...For binding, testing, and actually running the plugin). Unless I can replicate it, or divine inspiration strikes, thinking I'll give up on getting the "FF Test" button working for you. Just have no clue what could be causing it. Have you tried enabling the "Background Monitoring" option? Could be a focus issue, I suppose. <Removed, as it's exactly like 0.8.3, except 0.8.3 has a very slightly improved config screen layout> Last edited by ChickenLiver; November 22nd, 2007 at 06:51. |
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#122 (permalink) |
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NGemu's Kawaii Imoutochan
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Location: Super Mario World
Posts: 2,472
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chickenliver, thanks a ton adding the option to select what type of function is preformed for the vibration!
i tested it, and i'm able to get the small motor to vibrate when assigned to sine. and big motor to vibrate when assigned to constant. i still have the problem that the FF test button dosn't want to work unless i open the controller properties, but i agree with you that you should give up cuz its probably just a problem with my controller's drivers. plus as long as it works in-game, its fine and i tested in-game and both the motors work now. again thanks alot ![]() (i still think its weird that it works in-game, and not in the config window. the only thing i can guess is that something is being initialized when the game is running that isn't being initialized in the plugin configuration. or maybe for some reason my gamepad's driver only lets it vibrate when it detects a game is running or something... i mean its weird, but it dosn't really matter as long as it works ;p )
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#123 (permalink) |
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LilyPad Author
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Location: Perdition
Posts: 467
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New release. *sigh*. 0.8.3 is just like the last bugfix I posed 2 posts back. It implements a very minor bugfix (Alt-tabbing out while mouse has capture, and background monitoring is enabled will no longer leave the cursor trapped in the bounds of the window), a hack to hide the cursor in MTGS mode when using GSDX9, support for setting the function used by each force feedback effect (Note that all effects are actually set so the force is constant - sole purpose for this is cases where different functions map to different motors), and a minor change to how two PS2 messages are handled (Was skimming MegaPad's source and decided I like how he was handling one message I'd never thought much about before - I didn't copy NHervé's code, just what he does, but thought I should give him credit. Also shows why I really should release my source code).
Leaving 0.8.2 up just in case that one minor change broke anything, though I doubt it did (May increase compatibility...though I don't think that's all that likely either), but better safe than sorry. Last edited by ChickenLiver; November 22nd, 2007 at 07:14. |
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#124 (permalink) |
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Angel of Death
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2002
Location: Athens, Greece
Posts: 3,056
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Hey ChickenLiver,great job there a wonderful plugin
![]() Found a pretty weird bug (happened in both 0.8.1 and in 0.8.3 which i just tried). When I'm using your plugin,Silent Hill 4 stops its' loading after some cdreads 0_o Works fine whenever I'm using any other pad plugin.Using a logitech Cordless Rumblepad 2.If you need settings i can provide,also i could send you a blockdump to run it yourself
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#126 (permalink) |
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Its Not An Option
![]() Join Date: Jan 2004
Location: PR
Posts: 84
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hi i realy like your plugin i love cus i think i can map my controler to match my psp controls for MH1 but thing is i cant map my d pad no matter what version i use my pad is a logitech
dual action pad, if you know eny thing to solv ethat problem plz do tell i really wana map my dpad heh thx in advance
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Toledo AMD64 X2 3800 2.0@2.6,1.5gb ddr,ZOTAC 8800GTS 320mb stock |
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#127 (permalink) | |
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NGemu's Kawaii Imoutochan
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Location: Super Mario World
Posts: 2,472
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Quote:
your gamepad most likely uses POV for its dpad. all you have to do, is instead of selecting (up,down,left,right), you click on "Vert Axis" and then press the UP key on your dpad next you click the "Horiz Axis" and click the Right key on your dpad then you're all set. the reason you have to do this is because in your dpad, instead of counting the UP, DOWN, LEFT, & RIGHT keys as seperate buttons (that have and on & off state), they are grouped as two Axis, where the UP & DOWN keys are counted as a single variable and the RIGHT & LEFT keys are counted as another variable. And its the range of the variable's value that determines which key is being pressed. well actually, i'm not completely sure how it works, it might actually count all the up,down,left,&right keys as a single variable and determine which key is being pressed by the value of that variable.
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#128 (permalink) |
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LilyPad Author
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Location: Perdition
Posts: 467
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Just thought I'd add a bit more to that (Thanks for providing him with help, though cottonvibes. You're exactly right on what he needs to do, but thought I'd give a bit more info, if anyone's interested). D-pads actually only provide a single value, which is a direction.
Most of the other plugins divide it into 4 separate values (up, left, right, down) and make it act like they're different controls. This is very flexible arrangement, but it's not what LilyPad does. LilyPad instead binds one direction (left/right or up/down) of the pov control to the a single PS2 axis. If the there's an axis perpendicular to that axis (As is the case with the PS2 d-pad and analog sticks), the pov control's other direction is automatically bound to it. This isn't quite as flexible, but for almost all situations, it works just as well. The reason for the difference is that my configuration stuff just binds a single button/control to one (Or more) PS2 buttons, so I'd have to do a fair bit of reorganizing to use the other more general approach. In short, just click the "vert axis" button and press up or down or the "horizontal axis" button and press right or left. Don't have to do both, though it doesn't hurt (They should be merged into a single bind, I believe, even with multiple binds enabled). |
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#129 (permalink) |
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NGemu's Kawaii Imoutochan
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Location: Super Mario World
Posts: 2,472
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thats interesting chickenliver,
this might be a bit off topic, but i'm a bit curious on how you determine what value stands for what direction. like when i press the Test Device button on your plugin, then i look at the values for HAT SWITCH, i get Code:
Key Value --------------- right - 89.92 down - 179.84 left - 269.76 up - just stays at -1 Code:
Key Value --------------- right - 90 down - 180 left - 270 up - just stays at -1 so say if you press the RIGHT key on the Dpad, your plugin will record a value of 90, and then it will just add 180 in order to get the value of the LEFT key? is it something like that, or am i completely wrong on how this works
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#130 (permalink) |
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LilyPad Author
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Location: Perdition
Posts: 467
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Another day, another release. Version 0.8.4 released. It fixes the Silent Hill 4 issue. Also added support for a PS2 pad command that looks like it's supposed to make a pad exit DS2 native mode, or at least Silent Hill 4 seems to think it is. The -1 when pressing the up button is also fixed. Very urgent, that
.edit: Hmm...Just noticed the times between my release dates are following the Fibonacci sequence...18, 19, 20, 22, 25... I'm not sure just what this means. cottonvibes: The -1 when up is pressed is a bug in my display code (No effect when in game, but now fixed anyways ). POV objects give a value from 0 to 36000 when they're pressed, which is just 100 times the angle, in degress. Also return either 65535 or -1 when up, depending on how well the drivers adhere to the spec. Despite all the digits, a lot of pov controls only return one of 8 values (straight in one direction, or diagonal).I actually don't keep track of right and left separately. I keep track of one value each for the 6 axes...2 for the d-pad and 2 more for each stick. Right/down is positive, left/up is negative (Or vice-versa on up/down. Can't remember). Once everything is summed up, for each pair, I check if either value is above/below 256/-256 (Which correspond to fully left/right). If so, I normalize the axis values so the larger's absolute value is 256, so, for example, if one axis is -512 and the other is 256, I convert them to -256 and 128. This doesn't happen often (Unless you're using a mouse), but it's useful in conjunction with the mode lock button...Or if you have multiple controls bound to one button. I have to return just up or down for the digital buttons, but for the sticks and in full analog mode, the wider range is useful. And your first gamepad is indeed not calibrated perfectly - that's pretty odd. Off by a constant factor of 8992/9000. Last edited by ChickenLiver; November 26th, 2007 at 04:40. Reason: Massive global Fibonacci conspiracy |
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#131 (permalink) |
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NGemu's Kawaii Imoutochan
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Location: Super Mario World
Posts: 2,472
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i just tested the latest version.
the -1 in the Test Device is now fixed, now i get 0.00 when i press up ![]() and the gamepad that isn't calibrated perfectly, is the same one that gave us all the trouble with the FF lol theres a calibration menu in my game-controllers properties, but its a bit confusing and i don't think it really matters if its off by 8992/9000 lol. as long as it works (and it does) then i'm happy.
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#132 (permalink) |
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LilyPad Author
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Location: Perdition
Posts: 467
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Gak. My desktop's boot drive died completely (Can't boot Windows from another drive or even install windows when it's plugged in). Almost all my code is on my other (RAID 1) partition and backed up on my laptop as well...Except for LilyPad, which foolishly lies in my PCSX2 directory. Thought about moving it over many times, but was just more convenient to have it all in one place (Boot drive had applications on it, RAID partition has data). I still have an ancient version of it, but unless I manage to salvage a relatively recent version from my old drive (Which currently seems unlikely), not sure I'll ever release a new version.
Last edited by ChickenLiver; December 9th, 2007 at 17:21. |
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#133 (permalink) |
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professional taste tester
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: Canada ──────────────────── PC Accelerator (aka PCXL) was a Computer gaming magazine published from 1997 until 2000
Posts: 2,174
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Oh man thats not good. I'd love to help you out, see my pm.
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#134 (permalink) |
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NGemu's Kawaii Imoutochan
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Location: Super Mario World
Posts: 2,472
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damn thats horrible chickenliver
so if you have that drive connected your PC won't boot? i'm thinking if its a SATA drive, you might be able to save the code if you start up your PC and boot windows w/ another drive. then you plug in your sata drive after the PC has been booted and when you're already logged on. then windows will just count it as a plug n play drive, and maybe you can look at your files. but that really is a bummer; but i'll be honest, this plugin is already amazing and it already has all the features you could want in a pad-plugin, so luckily you near-perfected it b4 you lost the code.
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PC Specs: AMD X2 4400+ @ 2.921 Ghz, 1.47 vCore | G92 8800 GTS 512mb @ 740/1944| 4GB Dual Channel OCZ Memory @ 835 Mhz (5-4-4-15-2T) | 700 Watt PSU | DVD-RW Drive | 500 GB Hitachi SATA II Hard Drive, 30 GB & 40 GB Western Digital IDE Hard Drives | 1920x1080 40" LCD Flat Pannel HDTV monitor | Consoles: 1 PS3 (60 GB), 2 PS2s, 1 PS, 3 GBAs, 1 GB, and 1 old school NES Having troubles with PCSX2? Check out my guide to get it running correctly. Running PCSX2 Guide for Noobs ![]() |
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#135 (permalink) |
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PCSX2 & O/C Addict
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Location: My Computer
Posts: 2,730
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I can supply you with a very nice software for getting back files even if hdd has become damaged if interested...
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#136 (permalink) |
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LilyPad Author
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Location: Perdition
Posts: 467
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cottonvibes: Already tried that. Drive is a WD Raptor SATA. Windows just locked up while displaying "The device has been installed successfully".
RPGW1ZaRD: If it works from its own boot disk, I am indeed interested. Last edited by ChickenLiver; December 9th, 2007 at 18:10. |
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#137 (permalink) |
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PCSX2 & O/C Addict
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Has to be installed on an already working drive.
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#138 (permalink) |
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LilyPad Author
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Location: Perdition
Posts: 467
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Still haven't managed to get any OS to boot when the drive's plugged in (Windows crashes at the loading screen, and safe mode doesn't seem to help). Still need to try w2k and a USB/SATA drive enclosure, though.
Drive itself is starting to look completely dead. Managed to get a pair of recovery programs to look at it and neither one of them was very happy (One just crashed. The other kinda sat there, locking up Windows off and on and sitting at 0 percent / sector 0 for an hour or two (On my other drives, it goes through sectors at a rate of over 50k per second...Given that there are like 600 million sectors, doesn't look promising). May start a completely new version. I was considering a significant rewrite of the code to clean it up before releasing it as open source, anyways. We'll see. Last edited by ChickenLiver; December 10th, 2007 at 05:57. |
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#139 (permalink) |
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Registered User
![]() ![]() ![]() Join Date: Nov 2007
Location: IDK
Posts: 394
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That stinks for the entire PCSX2 gaming community. At least I'm not the only one who has a hard drive crash recently. Did you consider trying to use a decompiler? I'm not sure there is one but...
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#140 (permalink) |
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LilyPad Author
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Location: Perdition
Posts: 467
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Managed to recover the files using Spinrite, which PCXL-Fan suggested I try, as it creates its own boot CD. I'll release the LilyPad source after a significant rewrite (Right now DirectInput and non-DirectInput modes share almost no code. Want to fix that).
Last edited by ChickenLiver; December 11th, 2007 at 09:52. |
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