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Old April 24th, 2012, 08:36   #21
SupergamerX
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Hi, KrossX can I use it for Epsxe somehow?
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Old April 24th, 2012, 09:11   #22
KrossX
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Yup, with Shark you can use input plugins with ePSXe.
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Old April 24th, 2012, 10:20   #23
SupergamerX
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Thanks! I've never tried "Shark" before.
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Old July 16th, 2012, 04:26   #24
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Updated the first post a bit. Since last update, the plugin now supports nullDC 1.0.4, Chankast 0.25 and Nintendo 64 emulators that use the Zilmar plugin specs.
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Old August 6th, 2012, 17:31   #25
primusine
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Wow, KrossX.

I've been reading your posts all over this forum for hours figuring out how to work ePSXe, shark, plugins, etc., all have been great help.

I was using shark + lilypad for ePSXe 1.70 with FFVIII, but the deadzone was non-existent and Squall would just run all over the place erratically. Tried to fix that by calibrating with joy.cpl, but it didn't fix anything.

This plugin made everything work perfectly with no additional effort at all. Very nice.
The only oddity I have noticed so far is that right on the right stick acts as the O button. O button also works as O button. This is likely due to some lazy mapping/mistake on my part, though. It's been a long night; damn Mars landing and all...

Great work!
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Old August 6th, 2012, 18:07   #26
KrossX
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Thanks. =D

That should only happen when the analog mode is off (scroll lock LED, scroll lock key for toggle). With analog off, the left stick copies the dpad and the right stick the face buttons. I made it so cuz my DualShock2 does that, and I like that it makes use of the sticks while in digital mode.

Maybe that caused the weird behavior with LilyPad? Having the analog mode off that is.
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Old October 9th, 2012, 03:10   #27
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I asked this on the googlecode, but how do you make profiles for the plugin? I'm mainly want to make control profiles for Project64 and NullDC.

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Old October 9th, 2012, 09:41   #28
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Quote:
It was an idea since I first made the plugin public, but never got to implement it. =P
Currently, it's just a placeholder and a reminder to myself.
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Old November 11th, 2012, 16:59   #29
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I tried it with Epsxe 1.8.0 and Shark don't enables the rumble for X360Controller when using the "Pokopom", but for 1.7.0 it works.

Ofcourse it is another ver. but savestates from 1.7.0 works correctly with 1.8.0 too (but those savestates does not work with 1.6.0 for ex.) and that is why I was thought what maybe Shark with Pokoprom will work too. Seems I was wrong. Or I can fix it somehow?
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Old November 11th, 2012, 18:19   #30
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obviously......
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Old December 5th, 2012, 12:40   #31
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Hello, thank you for this great work. I have some suggestion for you. I tryed to plays some racing games with the xbox 360 steering wheel ( the wrw01 version). The wheel work very nice but there 2 problems.
1- With Gran Turismo 4 the rumble effect is almost inexistent (altough with the joypad work nice)

2- Is not possible to configure the Z axis (the axis used from some racing games for accelerator/brake.

can you add this features in one of the futures releases?

thank you again bye!
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Old December 5th, 2012, 14:57   #32
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Well, no idea cuz I don't have a wheel to mess with. Only stick axes can be remapped on the settings (no triggers, which I assume is the Z one), but at least the rumble slider should give you stronger vibrations.
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Old December 31st, 2012, 20:14   #33
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Great, but some requests:

-Ability to disable the stick push to swap sticks for at least N64. I accidentally press down a fair amount and it's a bit unnerving.
-Ability to swap RB and RT in N64 emulation. Most games as-is expect me to alternate between LT and RB which is a tad awkward. I'd rather R be RT and Z be LT since most N64 games ignored the L key entirely.

Finally, is there a good strategy here for, say, Metal Gear Solid, where at one point you pretty much have to use 'controller 2'.
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Old December 31st, 2012, 23:53   #34
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^ I don't think the first 2 options are a good idea but the last statement is. There should be a designation of 2 usb ports on your pc that you can define in the emulator or within the plugin so that when you remove a controller, it can be placed back in. Currently, removing the controller and then plugging it back in will result in you resetting the emulator because the controller will no longer read.
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Old January 1st, 2013, 00:32   #35
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Hmm... I guess an INI option could be added to disable that, but the trigger buttons will stay as they are though. The N64 controller is already awkward. XD

I've thought about the Metal Gear thing, and the closest thing would be a keyboard key to swap the xinput port from pad1 and pad2.

Removing the controller and putting it back it shouldn't cause any reset though (unless the game doesn't like controllers being removed), but it won't change the port at all.

#EDIT: For example in FF12, unplug the controller and you'll get the message "Insert DualShock 2 blah blah" message. Replug the controller, and it's good to go again.
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Old January 1st, 2013, 00:39   #36
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Unplugging and then replugging makes you not be able to play. Once you take the controller out and put it back in, you cannot move anymore. This happens with every emulator. Even without this particular plugin. The game won't give you the warning like it is supposed to when unplugged as well.
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Old January 1st, 2013, 00:48   #37
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When I was testing that feature, I think only one game gave me troubles. It worked fine for the rest. Some games won't give a warning, and some games might not like it at all.

Note that this is for X360 controllers. Using x360ce or something and removing the device, will cause x360ce to loose the hook and thus stop working until reset.
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Old January 1st, 2013, 00:53   #38
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DirectInput doesn't offer a simple way to detect destroyed controller GUID's, which is why x360ce won't reaquire the control if removed.

but Xinput and common class drivers do support hotplugging properly.
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Old January 1st, 2013, 01:37   #39
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Ahh, that explains it. I checked these following direct input apps just for future reference:

pcsx2 = hotplug
dolphin = hotplug
vba-m = hotplug
fceux = hotplug
nulldc = hotplug
fusion = hotplug
ssf = hotplug
magic engine = hotplug

mednafen = no hotplug
snes9x = no hotplug
desmume = no hotplug

The ones with hotplugging, for the games that give messages if a controller is unplugged irl, no game gave the messages.

Last edited by shinra358; January 1st, 2013 at 02:19..
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Old January 1st, 2013, 02:11   #40
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vba-m doesn't use xinput, but Billiard replaced the input code with his work from dolphin, so he might have implemented the necessary detection loop dolphin uses as well.
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