Pokopom PSX/PS2 Pad Plugin

By: KrossX
September 17th, 2011
8:47 pm

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.



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86 comments on "Pokopom PSX/PS2 Pad Plugin"

  • KrossX
    December 26, 2011 at 9:02 am

    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.

  • ShendoXT
    December 26, 2011 at 11:27 am

    Haven't checked it out yet, but it's cool to see something fresh in the PSX emu scene.

  • KrossX
    December 26, 2011 at 2:13 pm

    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*

  • KrossX
    February 15, 2012 at 12:26 am

    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.

  • KrossX
    February 20, 2012 at 12:48 am

    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.

  • Muyfa666
    March 8, 2012 at 11:21 pm

    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.

  • KrossX
    March 9, 2012 at 7:38 am

    Not XInput's fault at all, but buggy emulation from the plugin. I'll check that game later on, thanks for reporting it.

  • Muyfa666
    March 9, 2012 at 9:18 am

    Great. FYI, this is the jap version of the game. It should be the same as the us version.

  • KrossX
    March 9, 2012 at 1:07 pm

    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.

  • Muyfa666
    March 9, 2012 at 1:53 pm

    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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