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Old March 6th, 2013, 00:04   #41
Dancube
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Anybody getting these errors with the latest version?

Those files are in System32 on Windows 7 (x64)
If I place them in the ePSXe folder, I get this:
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Old March 6th, 2013, 00:07   #42
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First post says: "NOTE: From 01-31-2013 Shark require Visual C++ Redistributable for Visual Studio 2012 Update 1 (x86)"

PS: Note that shark require x86 redist because it is 32bit application.
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Old March 6th, 2013, 14:17   #43
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Quote:
Originally Posted by tapeq View Post
First post says: "NOTE: From 01-31-2013 Shark require Visual C++ Redistributable for Visual Studio 2012 Update 1 (x86)"

PS: Note that shark require x86 redist because it is 32bit application.
Ah ****, I thought I had that installed.
I'll give it a go when I'm home, thanks!
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Old March 6th, 2013, 14:20   #44
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Ah ****, I thought I had that installed.
I'll give it a go when I'm home, thanks!
Remember to delete msvcp110.dll file from ePSXe directory too.
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Old March 7th, 2013, 02:27   #45
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Quote:
Originally Posted by tapeq View Post
Remember to delete msvcp110.dll file from ePSXe directory too.
Worked perfectly!
Pad plugin support should be integrated into ePSXe by now.
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Old March 13th, 2013, 01:35   #46
ewertonpires
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Please, I need Tomb Raider hacks working on epsxe_shark.
I copied the files and I've edited the Tomb Raider shark hacks but isn't working.
Somebody can help? What can I do to CDAA sounds loops?
If somebody knows about to edit INI file to works I want to learn.
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Old March 13th, 2013, 10:41   #47
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TR Hack are not implemented yet for 1.8.0.
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Old March 22nd, 2013, 23:01   #48
isamu
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I cannot get the patch.cmd to run. I double click then it says I'm missing MSVCP110 and MSVCR110 dll files. So I downloaded them and placed them in the epsxe folder and now it gives some stupid x00007 error and doesn't run properly. Please help
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Old March 22nd, 2013, 23:04   #49
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Quote:
Originally Posted by isamu View Post
I cannot get the patch.cmd to run. I double click then it says I'm missing MSVCP110 and MSVCR110 dll files. So I downloaded them and placed them in the epsxe folder and now it gives some stupid x00007 error and doesn't run properly. Please help
Read this (whole!) : http://forums.ngemu.com/showpost.php...17&postcount=1

PS: After installing proper redist delete dll files from ePSXe directory !

Last edited by tapeq; March 22nd, 2013 at 23:10..
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Old March 23rd, 2013, 07:20   #50
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OK I am attempting to use HariKari plugin with epsxe-shark. I configure my settings in Harikari via Shark, but upon starting the game I press any buttons and nothing happens. Any one know what's wrong?
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Old March 23rd, 2013, 08:03   #51
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try lilypad
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Old March 23rd, 2013, 15:28   #52
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try lilypad
I already use LilyPad as my default plugin. I just wanted to try something different for spits and giggles. In fact, it's becoming quite clear that LilyPad is only external pad plugin worth using in either epsxe or even PCSX2 for that matter. It's not perfect, but at least it *works* and you don't have to jump through a gazillion hoops to get it working.
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Old March 23rd, 2013, 15:40   #53
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Pokopom is my first choice because ePSXe does not support XInput properly, and Lilypad is second
If you have a XInput device I recommend you to use Pokopom. In latest version then can use even "XBOX360 Guide Button" to switch digital/analog mode !

PS: Pokopom is multi-emu plugin, works in PSEmu Pro (PCSX, ePSXe with shark, etc.), PCSX2, nullDC, Chankast and many N64 emulators! But you must have XInput device to use it. It is really great work. Thanks KrossX !

PS2: It should also be possible to use it with x360ce but I do not recommend this, because this my cause some problems. But you may test it if you feel up to ...

Last edited by tapeq; March 23rd, 2013 at 15:48..
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Old March 24th, 2013, 20:00   #54
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PS2: It should also be possible to use it with x360ce but I do not recommend this, because this my cause some problems. But you may test it if you feel up to ...
Exactly..... I have a custom dll file my friend wrote for me that turns my steering wheel into an xinput device. But I can't get it to jive with pokopom at all. It's all good though....I guess this plug is designed for xbox 360 controllers *only* and assumes you're using one with it, instead of some funky x360ce app.
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Old March 24th, 2013, 20:15   #55
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x360ce is my project (i'm tapcio) and work in almost all xinput games, is not designed to work with plug-ins, but is confirmed to work in both (32 and 64bit) versions of Dolphin. Please note that you need for now upgrade library to r642 and make some config changes to make it work, x360ce configuration app is outdated.

@Squall-Lionh@rt
We need a forum post how to make x360ce work properly with r642 + link on main page, until app will not be updated...
PS: I am very grateful for your support.

Sorry for little off-topic.

//EDIT: I need to test pokopom with x360ce someday

Last edited by tapeq; March 24th, 2013 at 20:21..
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Old March 24th, 2013, 23:14   #56
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Pokopom works with x360ce just fine

the current app still for the most part works with the new dll, and we've already got articles for how to test for compatibility on the wiki and forum.
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Old March 25th, 2013, 18:16   #57
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Quote:
Originally Posted by tapeq View Post
x360ce is my project (i'm tapcio) and work in almost all xinput games, is not designed to work with plug-ins, but is confirmed to work in both (32 and 64bit) versions of Dolphin. Please note that you need for now upgrade library to r642 and make some config changes to make it work, x360ce configuration app is outdated.

@Squall-Lionh@rt
We need a forum post how to make x360ce work properly with r642 + link on main page, until app will not be updated...
PS: I am very grateful for your support.

Sorry for little off-topic.

//EDIT: I need to test pokopom with x360ce someday
Oh hi tapcio. Didn't know it was you. Does x360ce support force feedback for wheels yet?

Also, have you spoken to Racer_S lately? haven't seen him in ages since Toca Edit forums went down.
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Old March 25th, 2013, 18:24   #58
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Oh hi tapcio. Didn't know it was you. Does x360ce support force feedback for wheels yet?

Also, have you spoken to Racer_S lately? haven't seen him in ages since Toca Edit forums went down.
If FFB for wheels means inertia, dumper force etc. effects from DirectInput then, nope. For second question also nope.

PS: XInput way of handling FFB is much better, ie. no predefined effects, only a speed of motors.
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Old March 26th, 2013, 03:31   #59
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Xinput 1_3 and earlier do not support wheel and joystick type feedback effects, so there is not really a way to utilise them with your force feedback enabled wheel.

xinput1_4 was supposed to implement Wheel feedback, but that appears to have been deleted from the 1_4 technet pages.

Last edited by Squall-Lionh@rt; March 26th, 2013 at 03:36..
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Old March 26th, 2013, 18:20   #60
isamu
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Originally Posted by Squall-Lionh@rt View Post
Xinput 1_3 and earlier do not support wheel and joystick type feedback effects, so there is not really a way to utilise them with your force feedback enabled wheel.

xinput1_4 was supposed to implement Wheel feedback, but that appears to have been deleted from the 1_4 technet pages.
That is extremely unfortunate

All the more reason why we desperately need true Logitech ffb drivers implemented in PCSX2(along with JoGcon driver support for LilyPad). Not sure why the devs are asleep at the wheel on this.

Squall you've major influence with them....they'll listen to you. Give 'em a wink and nudge
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