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EPSXE

Also, Rumble doesn't seem to be carrying over sometimes when switching from digital to analog via the home button on the controller.
When switching via the plugin itself, all seems well.
But sometimes if you have it on digital or analog via the plugin, then switch to analog/digital via the controller, 1 mode will have rumble and the other will not (and vice-versa). I just noticed this when playing FFVIII on EPSXE.
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PCSX2
For PS2 games, the analog button is supposed to disable/enable the analog sticks. Currently here, it doesn't do anything.
 

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Discussion Starter · #82 · (Edited)
Some PS1 games only work in "dualshock" mode when the controller is analog, as a controller check I suppose. If the controller goes to digital mode, the game might just behave as if it was a digital controller (no rumble). Other games just send the rumble commands in case they work, I think Quake does that.

The analog button/toggle on the DualShock was there for compatibility reasons, so as to be able to use the controller in older PS1 games that only work with the digital pad. Games can lock the controller mode (analog/digital) making the button do nothing. I think all PS2 games do this, so it's correct that it doesn't do anything.

#EDIT: Pokopom has its own thread here by the way. :p
 

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For the EPSXE part,
currently while playing FFVIII, if it is on digital in the plugin, and I play the game and put it on analog via the controller (because it is an analog game), the rumble stops working.
If It is on analog in the plugin, and I play the game and put it on digital via the controller, the rumble also stop working in the new mode.
But if It is on analog in the plugin by default, rumble works. If it is on digital by default in the plugin, rumble works.
That's why I thought all functions didn't carry over when switching via the home button and something may have been misaligned and/or forgotten.

Another thing that makes me think something is off is when I play for example: when i do the analog switch on FFVIII in the middle of a rumble, rumbling gets stuck to on the whole time similar to a previous bug (that you fixed) that dealt with turning the emulator off while it was rumbling and the rumble got stuck.


Ok, I understand about the ps2 part.
 

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Discussion Starter · #84 ·
Well, the analog button does nothing but change the current mode reported by the controller. Just as the controller would do. The plugin setting just sets the default mode, as in "what is the controller set to before booting the game".

If you let FF8 boot (no savestate load), the game will set the controller mode to analog. Check the LED to see what the current mode is. If rumble works only with the LED on (analog mode) then it's working fine.
 

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I can not use Duranzo. When i try to run it it says it has encountered a problem and needs to close.
Running windows xp 32.
 

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Well, the analog button does nothing but change the current mode reported by the controller. Just as the controller would do. The plugin setting just sets the default mode, as in "what is the controller set to before booting the game".

If you let FF8 boot (no savestate load), the game will set the controller mode to analog. Check the LED to see what the current mode is. If rumble works only with the LED on (analog mode) then it's working fine.
Aight, yeah it was the savestates that was misaligning functions. I was using savestates to look at some different shaders. So it does work correctly for epsxe. Thanks.
 

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Discussion Starter · #87 ·
I don't remember FF8's compatibility with savestates, but Quake gets rumble broken indeed. PS1 savestates do not store input plugin state, PCSX2 does though.

I can not use Duranzo. When i try to run it it says it has encountered a problem and needs to close. Running windows xp 32.
Durazno DLL, or the GUI ? Make sure to have proper runtimes installed and do not run the GUI in a game location.
 

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What runtimes do i need? I remember using this tool back in January and it worked fine. And the GUI is not starting and i am also running it in its own folder.
 

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What runtimes do i need? I remember using this tool back in January and it worked fine. And the GUI is not starting and i am also running it in its own folder.
http://code.google.com/p/magical-tools/
Runtimes are at the lower left corner. Everything in the shark folder in the download goes in the main directory of epsxe. You can't use shark in its own folder.
 

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Ya i have shark set up the right way...i just can not move from 1.8 to 1.9 shark...it will not patch. Im talking about duranzo. I have all those runtimes...i will reinstall to make sure.
 

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Oh, my bad. I got mixed up in your other statement in your other post on another thread. I'll go post there.
 

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I have both. C++2012 86 and netframework 4.
Do i need to also install the c++ 64?
 

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Did back before you updated it again...the original worked. This one does not. I have all the tools to make it work. Idk. I got my controller to work again by switching back to 1.8 shark...so i will come back to duranzo later when 1.9 shark is worked on a bit more.
 

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I think it was the one before your Edit 2 on your original post on page 2 of this thread. I remember reading the thread and before the edits. I know the version i had that did work i could not remap the controls...so it might be the one before that one. I have to hit bed...work early...but if you can send me a version before that i can tell you if it works. Will be able to test it tomorrow after work.
 

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Discussion Starter · #98 ·
Updated Durazno a bit, now the trigger deadzone is changed to trigger range with min/max settings. Default values are 0 and 255 for Min and Max respectively. Min is basically the deadzone, and Max is for games that really want a 255 value and forces you to keep the trigger pressed tight.

Also added the option when remapping to disable a control, any customizable. Just press the DELETE button when remaping that control and it should show as "OFF". It was super easy to do, I thought it was gonna be way more complicated. :p

@Taran, if you can test this one and still crashes please post the crash information.
 

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I will test it tonight when I get off of work. Hopefully it will work this time...if not I will post any error message I get.
 
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