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Old September 18th, 2011, 04:47   #1
KrossX
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Pokopom XInput Pad Plugin

Pokopom XInput Pad Plugin

An open source XInput input plugin for PSX emulators, PCSX2, nullDC 1.0.4, Chankast 0.25 and many N64 emulators.



[Wiki] | [Download] | [Changes]

If you have any issues, feel free to post it here or use the [Issue Tracker].
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Old December 26th, 2011, 17:02   #2
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New version 1.7



Code:
1.7 - 	2011-12-26
		Added GUI and settings are saved to an INI file. The file is saved
		besides the plugin for PSX emulators and on the INI folder for PCSX2.
Finally a GUI that looks nice with those blasted tab controls, cuz I used to have ugly backgrounds on static text and whatnots. Anyhow... I hate tabs now.
Attached Images
File Type: png pokopom17.png (55.9 KB, 358 views)
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Old December 26th, 2011, 19:27   #3
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Haven't checked it out yet, but it's cool to see something fresh in the PSX emu scene.
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Old December 26th, 2011, 22:13   #4
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I messed something up already though, since Ape Escape doesn't want to detect it. XD

Also controller 2 should have Xinput#2 as default, to avoid both pads active on the same controller.

#EDIT: There, new version. =D

Code:
1.7b - 	2011-12-26
		Fixed a bunch of bugs from the new "features". 
		Changed Dualshock1 ID for the one used on DualShock2. (Ape Escape)		
		Default to Xinput#2 device for second pad.
Missing parenthesis are evil. Still, I remember that old ID to be working though... or maybe I was using the DS2 ID. *ponders*
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Old February 15th, 2012, 08:26   #5
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Just a small change (v1.7c), replacing the Spacebar key for the Scroll Key for the analog mode toggle.

#EDIT: more changes...

Code:
1.8 - 	2012-02-19
		Vibration effects will last at least 150ms now to compensate for motor
		delay. Makes some instant effects noticeable. And was about time to
		change the version number. XD

1.7d - 	2012-02-18
		Follow up on the previous change, now the Scroll Lock led will be on
		if either pad is with the analog mode on. If you try to switch it off
		but cannot, that's because the pad is on lock mode.
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Old February 20th, 2012, 08:48   #6
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One more!

Code:
1.9 - 	2012-02-20
		New vibration curve, tested specially to feel nice on Chrono Cross's
		intro. Also, a guitar build for X360 Guitar owners that wanna play
		Guitar Hero in PCSX2. (really WIP)
The Chrono Cross intro is supposed to have an incremental effect towards the tower then again gradually off, but the plugin made barely any difference. That's what |reset| said to me, and was totally true. So after getting some numbers I ended up with this curve http://i.imgur.com/6I0Ue.png that really feels a lot nicer than straight linear.

As for the guitar, I was able to make Guitar Hero detect the controller as a guitar. But since I don't have a guitar I merely compared what the controller seemed to do against MSDN's information of XInput guitars. I think for the most part it should work nicely though.

#UPDATE!

Code:
1.10 - 	2012-02-23
		Some guesswork at command 0x40, and some bugfix at command 0x4F. That
		fixed some games not detecting the Dualshock2 controller. Also, fixed
		the deadzone which was bugged.
Should work well now in Tales of Destiny, Sakura Wars and some other games for the PS2.

#UPDATE2!

Code:
1.11 - 	2012-02-23
		After gathering some analog stick data I saw the corner cases where
		always beyond the ideal circle, so I now extend only when that happens.
		This means, almost no range is lost in order to reach the corners. =D
		Also an extra check to stop vibration on pause.
The gathered data in pdf format: http://www.mediafire.com/?7bk7udrd8e5d3mt

The blue and violet dots are the left and right stick respectively. Then is just the ideal circle, the exted circle to reach the corners and the evil square. Interestingly, I thought the controller was more circular.
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Old March 9th, 2012, 07:21   #7
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Very good pad plugin. Seem to work very good so far.

I have encountered a very strange problem thou; in Castlevania SOTN (the only game I've been trying) I get random sound popups of sounds that are in the game, but should not appear at that moment. Like say, if I jump, sometimes I get a sound of a elevator chain rattling. It does not appear instead of the intended sounds, but more like together with it.

Any idea how this is even possible? I kind of suspected XInpit, but LilyPad with XInput does not have this sounds bug.

LilyPad is good, but I'd rather use Pokopom as it seems a touch more stable for me.
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Old March 9th, 2012, 15:38   #8
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Not XInput's fault at all, but buggy emulation from the plugin. I'll check that game later on, thanks for reporting it.
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Old March 9th, 2012, 17:18   #9
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Great. FYI, this is the jap version of the game. It should be the same as the us version.
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Old March 9th, 2012, 21:07   #10
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I played a bunch and didn't encounter such issue at all. =S
What emulator and sound plugin are you using?

New version 1.12

Code:
1.12 - 	2012-03-09
		Fixed/improved the analog toggle key.
Quite silly of me with my usage of GetAsyncKeyState. Since I forgot it can also return whether the key was pressed on a previous call or not. And since I was indeed "pressing" it to toggle the LED, it would then toggle the analog on the next pass if the game had not locked it.

Due to that, Disgaea could start up flickering the light while trying to stubbornly get the analog mode to stay on. It would seem like it should've used the lock mode, but sends a 0x01 for that instead of 0x03.
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Old March 9th, 2012, 21:53   #11
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I'm using PCSX-Reloaded and PEOPS DSound 1.10b repair SVN7. I cannot say exactly how to reproduce the bug, but it happens ever so often as you run through the castle. I guess it could be some other incompatibility, but I have never been able to reproduce it without using your pad driver.
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Old March 10th, 2012, 02:48   #12
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I played half an hour with LilyPad (XInput), half with Pokopom and another half with SSSPSX/Keyboard. I didn't notice any sound of place. =S

Try with this one: http://www.mediafire.com/?7dgkjbcbcxru1hd
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Old March 10th, 2012, 07:38   #13
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I already had v1.12 yesterday, is this the same? Anyway, a short playtest with the file you linked to gave no sound errors. I will try more this evening. Duty calls... ;-)
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Old March 10th, 2012, 11:01   #14
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Great. Please also test the "official" 1.12 for comparison.

#UPDATE! Open source: http://code.google.com/p/magical-tools/downloads/list =D
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Old March 10th, 2012, 17:44   #15
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Using v2.0r7, I've been playing for about 40 mins without any sound bugs. Have you made any changes that could possibly affect the sound or have I just not been able to reproduce the problem?
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Old March 10th, 2012, 17:48   #16
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Nah, just refactoring so that it was more presentable. So... dunno... weird. XD

There was only one potential issue, which I replaced with a warning too. But you should've seen some messages on the console and possible some controller problems while at it. So nope, should be just the same. =S
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Old March 13th, 2012, 13:13   #17
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Been testing some more now, still using v2.0 r7... the sound bug happened again, thou only once in a loading area (going into reversed cursed library) but it did happen. I could however not reproduce it at all. :-/

I have played through the game once with LilyPad on XInput settings and I had no such bugs happen (lots of other bugs thou ;-p). I also played it through with SSSPSX v1.7 DirectInput and it also worked ok.

By this I only suggest that most likely no other of the plugins used should be the cause of this.
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Old March 20th, 2012, 05:44   #18
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Doesn't work at all with my dualshock 2 + usb-to-psx|n64 converter.
No controls and no rumble either.
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Old March 20th, 2012, 05:47   #19
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It's for XInput controllers only, like the X360 controller. Will not work unless your controller supports XInput. You could try with X360ce I suppose, but no idea how it would work.
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Old April 18th, 2012, 09:24   #20
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This is the only plugin that works with the limited corner range (analog) of the xbox 360 controller. With others I couldn't run diagonally in games like FF8/9.

Thanks!
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