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#21 |
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Registered User
Join Date: Mar 2010
Location: Russia
Posts: 21
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Hi, KrossX can I use it for Epsxe somehow?
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#23 |
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Registered User
Join Date: Mar 2010
Location: Russia
Posts: 21
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Thanks! I've never tried "Shark" before.
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#24 |
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クロッスエクス
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: Argentina
Posts: 3,649
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#25 |
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Registered User
Join Date: Aug 2012
Posts: 1
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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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#26 |
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クロッスエクス
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: Argentina
Posts: 3,649
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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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#27 |
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Mayor of RamenVille
Join Date: Oct 2012
Location: Missouri, USA
Posts: 2
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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.
Last edited by Dabeavis; October 9th, 2012 at 05:06.. |
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#28 |
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クロッスエクス
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: Argentina
Posts: 3,649
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#29 |
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Registered User
Join Date: Mar 2010
Location: Russia
Posts: 21
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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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#30 |
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Maybe I'm a Lion
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2012
Location: Australia
Posts: 2,474
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obviously......
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#31 |
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Registered User
Join Date: Jul 2011
Posts: 1
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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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#32 |
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クロッスエクス
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: Argentina
Posts: 3,649
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#33 |
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Registered User
Join Date: Dec 2012
Location: United States
Posts: 1
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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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#34 |
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Registered User
![]() ![]() Join Date: Jun 2010
Location: usa/va
Posts: 193
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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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#35 |
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クロッスエクス
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: Argentina
Posts: 3,649
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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. Last edited by KrossX; January 1st, 2013 at 00:40.. |
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#36 |
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Registered User
![]() ![]() Join Date: Jun 2010
Location: usa/va
Posts: 193
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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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#37 |
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クロッスエクス
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: Argentina
Posts: 3,649
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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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#38 |
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Maybe I'm a Lion
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2012
Location: Australia
Posts: 2,474
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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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#39 |
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Registered User
![]() ![]() Join Date: Jun 2010
Location: usa/va
Posts: 193
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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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#40 |
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Maybe I'm a Lion
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2012
Location: Australia
Posts: 2,474
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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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