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Old November 18th, 2007, 16:45   #101
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chickenliver : your debug build fixes the problem.
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Old November 19th, 2007, 02:53   #102
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New release -> bump. Haven't played with it as much as I probably should, since the multiple binding thing required pretty significant changes, but not going to have much time this week and it seems to work, so figured I'd just release now.

NHervé: Great. Thanks for getting back to me.

Last edited by ChickenLiver; November 20th, 2007 at 05:25.. Reason: Didn't fix a typo. Honest. I don't make typoes
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Old November 19th, 2007, 17:47   #103
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ChickenLiver, cool plugin.

my favorite feature is that it has ForceFeedback!
but can you add like a ForceFeedback test in the configuration, cuz i'm a bit confused which motor to assign in my controller. right now i have Small Motor to FF 1 and Big Motor to FF 2
thats how you have it in the picture you posted, but i want to confirm that its the same with my gamepad.
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Old November 19th, 2007, 17:49   #104
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Good idea. I'll add it to the next release.
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Old November 19th, 2007, 17:57   #105
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Quote:
Originally Posted by ChickenLiver View Post
New release -> bump. Haven't played with it as much as I probably should, since the multiple biding thing required pretty significant changes, but not going to have much time this week and it seems to work, so figured I'd just release now.

NHervé: Great. Thanks for getting back to me.
Good job! Multiple binding works great
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Old November 20th, 2007, 03:01   #106
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Very minor update. 0.8.1 just adds the ability to test a bound force feedback axis. It locks the application for about 1.5 seconds while the axis vibrates (Too much effort to not lock up the app - besides, I don't think it really matters).

Anyways, makes figuring out how to configure force feedback a bit simpler.

Interface is getting just a little cluttered, though I'm not sure there's a whole lot I can do about it. Suppose I could give force feedback its own tab and split general onto two pages, but that would make things even messier.

That's basically the only difference from 0.8.0, so no urgent need to update if you just downloaded it.

Last edited by ChickenLiver; November 20th, 2007 at 03:16..
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Old November 20th, 2007, 10:11   #107
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thank you very much
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Old November 20th, 2007, 13:59   #108
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which game pad should i buy
and what suits pcsx2 better
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Old November 20th, 2007, 18:18   #109
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There are a lot of pads out there that mimic the Dualshock. I use a Logitech Rumble pad 2, myself. I'm rather fond of it, and it's not too expensive. Alternatively, you could look into an adapter for an actual PS2 controller or even use an xbox controller (Don't believe they need an adapter).


<What should be another post>

The addition of the vibration test and my fix for the small motor makes it obvious I'd been flipping the small and large motors' vibration values. 0.8.2 fixes that. Should probably have tested it more from the start, but I'm not a big fan of vibration, in general (Just think supporting it is nifty). Sorry for all the releases. Hope this is the last for a while...Until someone discovers a bug or suggests a nifty feature, at least.

</What should be another post>

Last edited by ChickenLiver; November 20th, 2007 at 20:23.. Reason: Automerged Doublepost
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Old November 21st, 2007, 00:25   #110
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ChickenLiver, thanks for the speedy updates!
i havn't tried it yet, but i will when i get back from my classes

and @ Krom, i'm using an adapter w/ the original PS2 gamepad, so w/ chickenlivers' plugin its just like playing on the real PS2.
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Old November 21st, 2007, 00:52   #111
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The plugin works really great but there's one thing I'd like to point out if you don't mind, with GSdx9 the mouse pointer is visible in foreground in both windowed and fullscreen mode. It's hidden when using ZeroGS plugin though. With the latest updates by gabest on GSdx9 it has really become a wonderful plugin which is really a good alternative to ZeroGS so it would be highly appriciated if the mouse pointer could be hidden also when using GSdx9 plugin.

Optional thing I have in mind is the mouse focus thing, would be nice if "win" key or similiar key was enough to press to get the mouse focus disabled until you click on the window again so you could easier resize window or when you're capturing screenshots or whatever. You feel so "locked" right now if running in window mode. Currently you have to press alt+tab which minimizes pcsx2 window and then you also have to press win key despite the window is minimized to get it out of the mouse focus mode so you can freely move mouse outside pcsx2 window too.
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Old November 21st, 2007, 01:31   #112
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It's a threading issue. I capture the mouse and hide the cursor in the thread that calls PADopen() as this is where pads are supposed to initialize input. The other thread is the GS thread and has control of the window, however. Running in single threaded mode and it works fine. Apparently ShowCursor(0) only affects windows owned by the currently running thread. (Note - could be wrong about this, but this is what seems to be the issue, as I both hide the cursor and set it to be a completely transparent image, and perfectly explains all behavior I've observed, like working in single threaded mode)

The work around is to bind a key to the "mouse" button using Windows messaging or raw keyboard input mode. Then either press it twice whenever you start PCSX2 running or check "start without mouse focus" and press it once, so mouse initialization occurs in the GS Window's thread (DirectInput key presses are handled in the primary thread).

Alternatively, modify GSopen() in GSDX to call ShowCursor(0) like ZeroGS does. Or modify PCSX2 to call PADopen() in the GS thread. In the latter case, however, changing mouse input modes while pausing emulation could cause issues. I'd really class this issue as a PCSX2 MTGS bug/oversight.

There are a number of complete workarounds I could manage, but I consider all of them to be pretty hackish, and don't like them (Always subclass the GS's window and check for initialization every message - but I like to keep the option of not monitoring input from the GS window open. Alternatively, I could just blindly hide the cursor whenever a new thread is started, from the new thread (Not sure that would work, though)...Or I could implement PADupdate() just to hide the cursor the first time its called, which seems a bit silly, though I could also show the cursor when I don't have capture that way).

Edit: Ahh...what the hell? Why not another hack...Not going to bother with a new version number. Unlike pretty much every other LilyPad setting, modifying the new setting if you escape out of emulation will have no effect. Has to be set when the GS window is created to work. Not bothering to increment the version number for now.

Edit 2+ (Hmm...I do edit a lot): Also, bind a key to the "mouse" button. That'll free the mouse for working with other windows. I use tilde for it, myself. About the alt tab thing - enable a hack or use Windows messaging mode to get around that. I have to get rid of the clipping rectangle when the window loses focus, but I only learn about that when I'm stealing events from the window (Which I only do if you have a non-DirectInput mode set or a hack enabled. Any of the hacks will do). There is a bug that will still cause that behavior when you have background monitoring enabled. I forgot about the mouse capture thing when I added the option (Which, currently, doesn't release any input when you alt-tab out). I'll fix it in the next release, though no real rush, as the "Mouse" button works great.

<Removed. 0.8.3 has the changes>

Last edited by ChickenLiver; November 23rd, 2007 at 20:12..
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Old November 21st, 2007, 02:27   #113
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ChickenLiver,
i tried the latest plugin, but for me the force feedback test button dosn't work

this is odd, cuz i tested in-game and forcefeedback works while playing the game.
so could their be a glitch in the FFtest function?
is it working for your gamepad?
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Old November 21st, 2007, 02:32   #114
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By doesn't work, do you mean it's grayed out? You have to select a bound FF motor on the left (Or bind a new motor, which will then automatically be highlighted) before it works. You cannot select an axis in the drop down and then press the "Test FF" button. Reason for this is that it uses the sensitivity value, which my interface only lets you set after binding the motor/axis.

And yes, it does indeed work for me.

Last edited by ChickenLiver; November 21st, 2007 at 02:43..
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Old November 21st, 2007, 07:59   #115
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i'm pretty sure i did it correctly; heres what i did
under the forcefeedback dropdown list, it gives me the choices
DX PSX Gamepad 1 (1)
DX PSX Gamepad 1 (2)
DX PSX Gamepad 1 (1,2)

i'm assuming the (1) and (2) are the two different vibration motors in my gamepad.

i then select DX PSX Gamepad 1 (1), and click on Big Moter.
then it gives me the option of FF test, but when i click it nothing happends (except the locking of the program for 1.5 seconds)

this is odd, b/c in-game i can get a vibration (i tested this with Persona 3, in the menu you can select Analog On/Off and then when you switch between the two, the gamepad vibrates)

i guess it dosn't really matter, since the vibration works in-game.

btw, what does the sensitivity tab do for FF? does it increase/decrease the amount of vibration?

EDIT:
this is weird, if i open up my "Game Controllers" in windows control panel, then click properties. and then while that window is up, i click on the FF test in your plugin, it vibrates.

heres an attached image to show you what i mean
Attached Images
File Type: jpg untitled.JPG (214.2 KB, 40 views)
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Last edited by cottonvibes; November 21st, 2007 at 08:25..
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Old November 21st, 2007, 09:08   #116
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You're doing everything exactly right. Not sure why it's not working for you. It's not a huge issue, but I'd like to figure it out. Only way I've been able to get similar behavior is by going back to another tab before pressing Test FF, which I'm sure you're not doing, though it could be some sort of related issue. Here's a dll that fixes that, and (under certain cases) won't lock up the app when it fails to vibrate. I don't think this will fix whatever's going on, but do tell me if it fails to lock the app. Will at least tell me a bit more about how I'm failing. Not sure if I'm going to spend much time on this issue, but I might.

Sensitivity does indeed set the amount of vibration. 1.0 maps max PS2 vibration to max Windows vibration. 0.25 would map max PS2 vibration to 1/4th Windows vibration. This could be useful for the small motor, which is always off or at max. Could set the small motor to activate both your axes at 1/4th strength, avoiding the issue of which is the smaller motor entirely. Also useful if you only like a lesser amount of vibration. Values above 1.0 just make it reach max Windows vibration at lower PS2 vibration levels. Useless for the small motor.

<Attachment no longer useful, removed>

Last edited by ChickenLiver; November 22nd, 2007 at 05:46..
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Old November 21st, 2007, 16:41   #117
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yeah i agree its not that big of a problem; but i appreciate you trying to fix it.

ok, so heres what i found out:

with the lilypad-debug, it dosn't do anything at all when i press ff test (and it dosn't lock the program)
also with Lilypad-debug, the control panel/ game controllers properties trick i did with version 8.2 dosn't work at all either.
i then went back to version 8.2, and tried the "control panel/game controllers trick" and was able to get the vibration


-------------------------
also heres something else thats interesting, i figured out that i can only get one of my motors on my gamepad vibrating with the plugin. I have the original PS2 controller w/ adapter, and the only motor that vibrates in the plugin is the Large motor.
it dosn't matter if i select DX PSX Gamepad (1) or (2) or (1,2), they all just vibrate the same motor.

-------------------------
ok, i just did some testing and i think i know how to fix the second problem (w/ the large motor only vibrating)

on my game controller/ properties/ forcefeedback i have these options (you can see them in the picture i posted earlier)
Constant: None/Small/Large/Auto
Ramp: None/Small/Large/Auto
Square: None/Small/Large/Auto
Sine: None/Small/Large/Auto
Triangle: None/Small/Large/Auto
Sawtooth Up: None/Small/Large/Auto
Sawtooth Down: None/Small/Large/Auto
Spring: None/Small/Large/Auto
Damper: None/Small/Large/Auto
Inertia: None/Small/Large/Auto
Friction: None/Small/Large/Auto
Custom: None/Small/Large/Auto

i can set for each whether i want the small or large motor to vibrate, when that type of function is preformed.

i'm not quite sure how directX's Input programming goes, but i'm guessing you are able to have a certain vibration for each of those.

in your plugin, i'm guessing you took two of those functions, such as Constant and Square, and made them the DX PSX Gamepad (1) & DX PSX Gamepad (2).

now probably, the two functions that you selected, I must have them both set to use the large motor in my properties tab. whereas for your gamepad you have the two functions using two different motors.


So in order to test my theory, i set all my Functions in the game properties tab to "Small", and then i tested the FF Test button in your plugin.
and now the small motor in my gamepad vibrates, and the large one dosn't do anything.
so i'm pretty sure this proves my theory is correct.

--------------------------
so a way to fix the problem above, would be if instead of using DX PSX Gamepad (1) and (2) in the Forcefeedback, you can make it so it says "DX PSX Gamepad (Constant), DX PSX Gamepad (Sine), DX PSX Gamepad (Ramp), etc..

there actually was a Gamepad plugin for PS1, that did this. and i was able to select "Constant" for my large motor, and "Sine" for my small motor.


but really, i don't know how hard this would be to implement in the program, so i don't want to be an a**hole and request it.
but if its something you can easily do, then it would probably help people in the future if they have the same problem.

or if you don't want to change it, can you tell me what Functions/forces you are using as (1) and (2), so i can set my large motor to (1) and small motor to (2) using my control panel/game controllers/properties/forcefeedback tab

and once again, i appreciate you taking the time to help me with my problem
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Old November 21st, 2007, 17:36   #118
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So there are functions and force feedback axes. Each created effect has a single function and one or more axes. "1" and "2" refer to force feedback axes, and should cause different motors to vibrate.

Functions affect how the amount of vibration varies over time. A new vibration value is specified every time a PS2 reads input, so only logical value for this is "constant", which I use to create all effects. Sine and ramp (And everything else, for that matter) mean to use non-constant force over the course of the effect, which isn't how PS2 effects are designed to work, so they don't seem to make much sense, particularly as specifying a new amount of force restarts the effect. The function should not affect which motor is triggered, only which axis (Or axes) is selected should. I could make an option to set what function is used, but it shouldn't be necessary.

Run this version and try the FF Test button (Which, as usual, probably won't work). Then pop up the pad config window that makes it work, and press FF Test again (Which should cause it to vibrate as before - wasn't working with the last one for a different reason all together). Then start the emulator. Then post the contents of the debug.txt file which should now be in your PCSX2 directory. The file will log the creation/failed creation of effects, along with all parameters, as well as just what's going on when you try and trigger one with the test button.

Edit: Attachment stuff is not working well... Not sure why...Finally worked on 5th attempt.

<Attachment no longer useful, removed>

Last edited by ChickenLiver; November 22nd, 2007 at 05:46..
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Old November 21st, 2007, 20:55   #119
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Here is exactly what i did.
i went into your plugin, then highlighted the FF 1 on the left, which i had binded to small motor, and i clicked FF test; then nothing happened.
i then highlighted FF 2 on the left, which i had previously binded to big motor. and clicked FF test; then nothing happened.

i then opened up Controller properties in my control panel, and did the same thing with FF 1; then the large motor on my gamepad vibrated.

i then selected FF 2 and hit FF test; then the large motor vibrated again.


next i pressed "OK" and opened up Persona 3 to test the FF in-game

i then clicked the "start" key like twice, to get into the title screen.

then there is a menu, and i went into it and there is an option "Analog On/Off"
i then switched between these, about 3 times. and the controller vibrated with the Large motor every time i switched it to Analog On.

Below is the Log i got:

Code:
Creating effect for motor: Pad 1 small (2 5 1 2 65536)
Using axis: 0 (1000002) (X Axis)
Creation Succeeded

Creating effect for motor: Pad 1 big (2 5 2 1 65536)
Using axis: 1 (1000102) (Y Axis)
Creation Succeeded

Testing axis: 2, 5, 1, 2

Effect found, object created.  Triggering effect.

Creating effect for motor: Pad 1 small (2 5 1 2 65536)
Using axis: 0 (1000002) (X Axis)
Creation Succeeded

Creating effect for motor: Pad 1 big (2 5 2 1 65536)
Using axis: 1 (1000102) (Y Axis)
Creation Succeeded

Testing axis: 2, 5, 2, 1

Effect found, object created.  Triggering effect.

Creating effect for motor: Pad 1 small (2 5 1 2 65536)
Using axis: 0 (1000002) (X Axis)
Creation Succeeded

Creating effect for motor: Pad 1 big (2 5 2 1 65536)
Using axis: 1 (1000102) (Y Axis)
Creation Succeeded

Testing axis: 2, 5, 1, 2

Effect found, object created.  Triggering effect.

Creating effect for motor: Pad 1 small (2 5 1 2 65536)
Using axis: 0 (1000002) (X Axis)
Creation Succeeded

Creating effect for motor: Pad 1 big (2 5 2 1 65536)
Using axis: 1 (1000102) (Y Axis)
Creation Succeeded

Testing axis: 2, 5, 2, 1

Effect found, object created.  Triggering effect.

Creating effect for motor: Pad 1 small (2 5 1 2 65536)
Using axis: 0 (1000002) (X Axis)
Creation Succeeded

Creating effect for motor: Pad 1 big (2 5 2 1 65536)
Using axis: 1 (1000102) (Y Axis)
Creation Succeeded

Creating effect for motor: Pad 1 small (2 5 1 2 65536)
Using axis: 0 (1000002) (X Axis)
Creation Succeeded

Creating effect for motor: Pad 1 big (2 5 2 1 65536)
Using axis: 1 (1000102) (Y Axis)
Creation Succeeded
--------------------------


and i understand what you are saying about the different functions and force feedback axes.
but for some reason even if you tell another Axis in my gamepad to preform the Constant function, it always just goes back to what it is set in my gamepad configuration properties (which is use large motor)

I even changed the Constant function to (Auto), but it still only uses the large motor.
this might be a glitch in my gamepad drivers, but theirs no updates for them so i can't really do anything about that.

--------------------------
EDIT: one thing i found interesting was in the log it would give the message
Code:
Creating effect for motor: Pad 1 small (2 5 1 2 65536)
Using axis: 0 (1000002) (X Axis)
Creation Succeeded

Creating effect for motor: Pad 1 big (2 5 2 1 65536)
Using axis: 1 (1000102) (Y Axis)
Creation Succeeded

Testing axis: 2, 5, 1, 2

Effect found, object created.  Triggering effect.
when i just press the FF test for FF 2. so its creating an effect for the Small and the Big, when it should probably only be creating the effect for the small.
i don't know if this is a problem, or its suppost to do this.


also from the log it looks as if i should be getting a vibration from the first two times i tried the FF test, but i got no vibration. the log remains the same no matter if i have the Game Controllers property tab open or closed.


When i have time i'll do some more tests and experiments, and i'll try and find that PS1 plugin that i know used to have FF working with my controller and i'll see if i can do some tests with that too. but right now i have to study for a discrete math test...
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Last edited by cottonvibes; November 21st, 2007 at 21:12..
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Old November 21st, 2007, 21:27   #120
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well i know its a double post, but my other post was pretty big so i just wanted to show you the plugin i was talking about for PS1

its called Harakiri
and the way you assign the Small motor, and Big motor is by using the different force functions.

attached is a picture that came with the plugin, so you can see what i'm talking about

i would just select constant, for my large motor
and sine for my small motor (as shown in the picture)
Attached Images
File Type: png default.png (9.7 KB, 28 views)
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