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Old July 23rd, 2008, 12:35   #61
MakaveliKnightG
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Yes thank you i finally can play with my ps2 controleur on your great emulateur
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Old July 23rd, 2008, 17:07   #62
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Quote:
Originally Posted by DJoneK View Post
Xbox 360 Wired Controller, using XBCD+ drivers.

Here is my Perfect Setup config file for XBCD, load this and you'll be sorted!
Attached Files
File Type: zip Perfect_Setup.zip (308 Bytes, 249 views)
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Old July 23rd, 2008, 19:21   #63
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Yeah, thanks for the help urbangansta101. I actually know that I can change the triggers to buttons and it will recognize it that way. I actually have 2 profiles set up just for that. BUT, what I would like is for the proggie to recognize the analog buttons properly like the GC controllers.

For example like in Super Mario Sunshine, where if you press the analog halfway, you can run around while shooting water everywhere (and how much water you shoot depends on how far you press the button), but if you press it fully, then you stop and shoot water. I believe (someone please tell me if I'm wrong) that something like that should be possible in the long run, so starting with recognizing the analog triggers would be a start.

I realize not even the original "Dolphin KB/X360 pad" plugin does this but it would be nice to have it sometime in the future.

Thanks again.
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Old July 23rd, 2008, 19:28   #64
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OK... everything works just great. Vibrations, sound... Eaagh... can you tell me which game runs? I`ve tried RE: ZERO and ZELDA... they are 90% glitchy to be played....???
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Old July 23rd, 2008, 20:52   #65
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Quote:
Originally Posted by DJoneK View Post
Yeah, thanks for the help urbangansta101. I actually know that I can change the triggers to buttons and it will recognize it that way. I actually have 2 profiles set up just for that. BUT, what I would like is for the proggie to recognize the analog buttons properly like the GC controllers.

For example like in Super Mario Sunshine, where if you press the analog halfway, you can run around while shooting water everywhere (and how much water you shoot depends on how far you press the button), but if you press it fully, then you stop and shoot water. I believe (someone please tell me if I'm wrong) that something like that should be possible in the long run, so starting with recognizing the analog triggers would be a start.

I realize not even the original "Dolphin KB/X360 pad" plugin does this but it would be nice to have it sometime in the future.

Thanks again.
You can setup the Half-Press option on nJoy, just hold that button and it will half the pressure on analog buttons.
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Old July 23rd, 2008, 21:32   #66
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Well, it doesn't seem to be working in Super Mario Sunshine. I set the Half Press to the right analog stick (as a button), but mario still wont shoot water while running. Have you tested it in any other game?
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Old July 24th, 2008, 01:16   #67
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Mario doesn't run and shot water for me neither.
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Old July 24th, 2008, 19:12   #68
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Help

i have one problem, the njoy works 90% fine!
all buttons are perfekt, but if i move the left analog stick up it moves down, why??? left, richt, down is perfekt but up dont work!?!?!?
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Old July 24th, 2008, 19:19   #69
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Mario doesn't run and shot water for me neither.
What controller do you use ?
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Old July 24th, 2008, 20:38   #70
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Xbox 360 controller.
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Old July 24th, 2008, 20:41   #71
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Oh... it is better to get game cube controller which works beautifully.
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Old July 25th, 2008, 14:47   #72
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Quote:
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Oh... it is better to get game cube controller which works beautifully.
For the time being.
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Old July 26th, 2008, 20:38   #73
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Copied from emutalk:

Quote:
Originally Posted by Knuckles View Post
sadly, the same bug as always happens when left Analog is pushed all the way up = does like it's all the way to the bottom.. you should really take reports more seriously falc, I told you about that years ago when you had the 1st version out!
(1) Download this file
http://falcon4ever.pcsx2.net/joysticktest.zip

(2) Connect 1 controller only (the rest is ignored)

(3) It will print out the current value of the analog 1 2 3 4
(usually mapped on main x, y, sub x, y)

Give me the min and max values of each row from SDL and emu mode.
To use emu mode, press and hold button 1.

And please state the name of the device.


Example:
Logitech Rumblepad 2
sdl analog row1: -32768 <-> 32767 (left - right)
sdl analog row2: -32768 <-> 32767 (up - down)
sdl analog row3: -32768 <-> 32767 (left - right)
sdl analog row4: -32268 <-> 32767 (up - down)

emu analog row1: -128 <-> 127 (left - right)
emu analog row2: 127 <-> -127 (up - down)
emu analog row3: -128 <-> 127 (left - right)
emu analog row4: 127 <-> -127 (up - down)


ONLY USE THIS TOOL/POST YOUR RESULTS IF YOU'RE SUFFERING FROM THE BUG


sourcecode: http://falcon4ever.pcsx2.net/keyboardtest.cpp
based on: http://code.google.com/p/dolphin-emu...c/nJoy.cpp#255

Last edited by Falcon4ever; July 26th, 2008 at 20:43..
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Old July 26th, 2008, 21:13   #74
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my results are pretty much the same as yours as we got the same controller (logitech rumblepad 2, mine is the wired version)
except i noticed when pressing up/down on the 4point thingy(first 2 rows) the tester keeps registring up/down untill you press something else. left&right are safe
value's in sdl mode:
-32257 <-> 31986 (left right with non analog stick, the 4point thingy)
-32257 <-> 31986 (up and down)

as for the analog(3th and 4th row) , same as yours
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Old July 28th, 2008, 00:20   #75
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Do you guys have any recommendations for GC -> USB adapters, or is there no real relevant distinction between these various choices?
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Old July 28th, 2008, 05:52   #76
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Works perfect on my ps2 pad adapter! Thank you so much you rule!
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Old July 28th, 2008, 09:58   #77
Falcon4ever
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Ok it seems like knuckles was still using some old version of nJoy, the analog should be fixed.

@besso3c: no clue, I dont think there are much differences anyway.
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Old July 29th, 2008, 21:54   #78
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I'm crashing with a controller connected to my USB port as soon as any game starts. I'm using some really crappy Century Concept controller with no analog controls at all. If I unplug the controller from the USB port, games do not crash anymore. It seems this controller itself is not compatible at all but it is the only one I have at the moment.
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Old August 3rd, 2008, 03:51   #79
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With rev126 Zelda TP crashed with this plugin when I hit the "back button" on my 360 controller. Telling me it has to disable rumble now.
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Old August 3rd, 2008, 04:05   #80
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Hey, Falc. do rumblefunction support a XBOX 360 Controller (wired, wireless)? Cause, when I press the "half press"-button down, I get a error that says "Rumble is disabled" or something like that, and the emulator crash. Is this normal?

And, it would still be lovely if you could add z-axis, you have certainly spotted this issue, and I appreciate your hard work. Keep it up. =)
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