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Discussion starter · #81 ·
You might want to try decreasing (Or increasing) the sensitivity a bit. Not sure it'll help, but worth a try. You currently have to set it for each analog axis independently, though, which can be a bit annoying. Just select the bound axis on the left, and then play with the sensitivity bar.
 
Hey ChickenLiver. I understand you can cheat a little and use the analog sticks as pressure sensitive buttons, but do you think you program the actual buttons to be pressure sensitive ? Since games like metal gear solid 3 subsistence will need it and can't afford to spare either analog stick. Both the xbox1 and ps2 controllers I am using have pressure sensitive buttons. Thanks a bunch!
 
Discussion starter · #83 · (Edited)
Unfortunately, DirectInput doesn't support pressure-sensitive buttons, so there are two ways for DirectInput device drivers to deal with a pressure sensitive button: They can make it a button, in which case it is either up or down, and you lose the pressure sensitivity. Or they map it to an axis, in which case a lot of games won't treat it as a button.

My "Allow mapping axes to buttons" option deals with the latter case. It sounds like you're running into the former case, which I can't do anything about. The drivers themselves just give me a 0 or a 1. I'd love to be able to fix the issue, but to the extent of my knowledge, there's nothing I can do about it.
 
ChickenLiver just something to note, Dance Dance Revolution 2 Extreme does not work with LilyPad. PadWinKey and SSSPSX work but LilyPad does not work. I have found a way around it but this method doesn't use your pad.
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[size=-2]Mod P4 HT 3.18ghz, 1.5gb ram, AGP HIS Radeon X1650 Pro IceQ II / 512MB[/size]
 
Discussion starter · #87 ·
Could you enable logging, start the game, do whatever it is that doesn't do anything, and then exit PCSX2 (Right after doing whatever it is that doesn't work, so I can just look around the end of the log files, as opposed to having to dig around in it)? Then post the log (It's logs\padLog.txt. Should have a bunch of pairs of lines, each pair containing pairs of hex digits, separated by spaces). Tell me what button/axis you're trying to trigger. Just try to trigger the one or two that should be doing something but aren't, when they should be doing that thing. Also, don't load from a savestate. That can mess up pad configuration commands.

Also, you're using a gamepad, right? If not, tell me what mode you're using (DirectInput/Windows Messaging/Raw Input and Mouse/Keyboard).

The logs will hopefully let me see if the problem is when/how the pad values are being read, or if I'm not handling how DDR2 is configuring the pad properly, or what.
 
Discussion starter · #89 · (Edited)
Thanks. Are you holding d-pad right almost the entire time? I'm not sure that's the problem, but it's odd. It's reported as being pressed from the start. I see when you're pressing start and cross, so I'm detecting those button presses properly.

Other than that, I see nothing that seems out of place, other than the fact I'm being told to enter config mode repeatedly and being sent a couple messages that I don't deal with (And SSSPSX doesn't, either, so I assume they're not the problem, though they may be a symptom of it).

Try using this dll and also disabling the "start in analog mode" option, to see if it's mad at me for ignoring it when it asks me to enter digital mode. (The only significant difference is this dll reports analog centered as 128 instead of 127. Don't think that's the issue, either. Not sure which is right. Seen both in different sets of specs. All the other pad plugins use 128, though). This will allow a better direct comparison between what I do and what the other pad plugins do. I can't find some of the old sets of specifications I wrote the plugin with, so comparing with the other pad plugins seems the best way to figure out the issue. If it still doesn't work (And I don't expect it to), post the log again.

Wish I had the game myself so I could play with it directly. Wonder if I know anyone I could borrow it from.

Edit: Found another issue. In an effort to more accurately mimic a dualshock, I required an explicit command to exit config mode. Apparently some of the other commands also have this effect, or exiting explicitly is not needed. Not sure which is the case, but it causes me to respond incorrectly at times. Behavior changed, file reuploaded. Could also be the result of not responding correctly to another command...Really wish there were a complete set of specs out there.

<File outdated, so removed>
 
Hi ChickenLiver, your plugin is great. My pad is a Logitech Cordless Rumblepad 2, rumble function was not detected. I've installed logitech driver, vibration function is detected.
I wanted to test it with Worms 3d, but the pad is not detected, the game tells me "insert a dualshock gamepad" or same stuff.
 
Discussion starter · #92 · (Edited)
Try this one, both of you, with auto-analog disabled (And if that doesn't work, with it enabled). Modified responses to two more instructions to mimic the other pad plugins (And act less like real Dualshock 2s, as I understand their behavior, though I could be wrong. Or the specs I'm using could be wrong). Also fixed it not saving a lot of the settings on the first config screen (oops).

If it doesn't work, could use logs from the both of you (With auto-analog disabled). Think this one may well work - noticed that the second pad is initialized properly in a few games that didn't do anything with it before, at least.

Also, NHervé, by "rumble function was not detected" do you mean the vibration drop down is empty in the config screen, in addition to Worms 3D not recognizing it as a Dualshock 2? That's odd. I have a Rumblepad 2, and it's detected without issue.

<Attachment removed>
 
Discussion starter · #94 · (Edited)
SSSPSX does work with the sticks in DDR2 extreme, right?

Forgot to mention that when disabling start in analog mode, you need to restart PCSX2. It only affects the state of the pad when the plugin is initialized, so pausing/resuming won't cause the pad state to reset, and plugins are initialized when PCSX2 starts, not when you first start it emulating.

Unless I get another log, this one's my last attempt to fix this issue. Under all cases I've tried, gives the exact same response to PS2 configuration commands as SSSPSX. ZeroPAD responds a bit differently to 3 commands, though I think only one really matters (It switches pad 2 to Dualshock 2 native mode on an earlier command than SSSPSX and LilyPad do. Not sure who is right, though my money's on SSSPSX).

As an added bonus, should now read DirectInput data from the graphics thread. Not sure if this will have any noticeable effects, though could result in a stability and/or speed increase. This is not because reading from DirectInput is slow, but because DirectInput may have some dependency on the window, which is owned and operated on by the graphics thread. I've noticed no difference (Other than having to fix a few crash issues when you quit by closing the command prompt window), but your mileage may vary.

<New release, attachment removed>
 
To map a POV object (Better known as a "hat". They are objects that only provide a direction. D-pads are hats on many pad controllers), press an axis button and move the slider in the direction you want to bind to it. Binding one direction to a d-pad/analog stick axis will automatically bind the other direction to the perpendicular axis. As POV objects only report a direction, they have no sensitivity; however, their axes can be flipped independently. Each POV object can only be bound once, so if you bind one to Lx/Rx, up and down will do nothing.
Are you planning to allow the possibility to map a D-pad axis to more than one thing?
It would be useful in some games if you try to play them with a crappy gamepad that does not have analog sticks. A game that comes to my mind is fore example FFXII. To play it I set my d-pad to the left analog stick, then I have to add key bindings for the digital pad making the gameplay really annoying. If you just could bind the dpad to left analog stick and dpad the problem would be solved.
 
Hmm, is that the debug version you accidentaly put there? It really KILLS the FPS. from say a spot I got 160 FPS to 68 FPS in FFX for example. ;)
 
Discussion starter · #97 · (Edited)
ihateregisterin: Not sure, I may. I'm wondering how useful it would be, in general.

RPGW1ZaRD: It's actually a release build. I get pretty much the same FPS with it as with 0.7.1 or SSSPSX in every game I've tested (Not a lot of games, but FFX is fine). I'm not sure why your frame rate is so much lower.

See if the attached version fixes the issue. It goes back to using the main emulator thread for reading from DirectInput. Not sure what else could be the issue.

If it doesn't help, tell me exactly what plugins (And which exe) you're using. Also...Does it always drop your FPS by about the same percent, or does it always drop it to about the same number?

Edit: Also, are you loading a state? I just noticed sometimes when I load a state, I get a noticeably lower frame rate, though this affects SSSPSX as well as LilyPad, so presumably not a pad issue.

<New release, attachment removed>
 
Sorry for the late reply. Yes this version fixes the speed issue and I'm getting same fps as with all the other pad plugins now whatever if I load a save state or not. :thumb:
 
Discussion starter · #100 · (Edited)
Thanks, RPGW1ZaRD. Wasn't going to release the next (non-debug) version until that was resolved. Delay in your response doesn't matter. Wasn't planning on releasing until this weekend, anyways.

gamersat678: Hmm...That means it's not initializing the plugin as an analog pad (Could either be due to an incorrect response from me or it doesn't try to in the first place). Wish I could duplicate it myself. Oh well, at least you managed to get it working. Would be more concerned if it were a game that actually needed analog input.
 
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