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Discussion Starter · #1 ·
rabiddiety said:
This is my overhaul of NRage's DirectInput8 Plugin.

2.1 rc3 RELEASE

I got sick of wrestling with a bug or two in NRage's DirectInput8 plugin, and decided to delve into the code and fix them myself. Well, one thing led to another, and I kinda wound up rewriting most of it. If you're going to fix one bug, you might as well fix them all, right?

THE MANUAL (please read this before asking questions):
CHM or Online Manual

RELEASE BINARY (most people want this):
http://www.randomwisdom.com/files/NR...V2_2.1_rc3.zip

DEBUG BINARY (Generates a file called NRage-Debug.txt in your emulator folder. This file can get huge, so don't download this version unless the release version doesn't work!)
http://www.randomwisdom.com/files/NRage_Debug.zip

SOURCE (for hackers and those who lurve the GPL):
download from Subversion server

LANGUAGE SDK (for people doing translations):
http://www.randomwisdom.com/files/NR...8_Lang_SDK.zip

Translations (unpack the dll file to your emulator's directory, NOT the plugin directory)
German by aTomIC
Simplified Chinese by Harlay
Spanish by NaSeR
French by Siskoo

Finally, here's a Keyboard/Mouse basic config file to give you some ideas for Goldeneye and Perfect Dark:
http://www.randomwisdom.com/files/NR...g_KeyMouse.zip

This version of the plugin will NOT overwrite settings from 1.83 and before, but neither will it read from older config files or saves (it stores config data differently). This means that you can run the plugin alongside older versions of the plugin, for comparison. But it also means you will have to bind your keys from defaults when you first run 2.x versions.

Current TODO list:

-running with a gamepad unplugged or unplugging during emulation must not cause crashes
-mouse locking: fix problems with mouse binding in control panel while running
-mouse locking: should unlock mouse when closing a ROM
-redo keyboard/mouse cpf on this post
+rewrite Adaptoid code to be asynchronous
+add reading gba ROMs from zip files

Fixed, added, or changed:

+ Switching between paks with shortcuts unplugs the current pak and waits before putting in the new one.
+ Shortcut "notifications" should work correctly now (Thanks Koolsmoky)
+ Better detection of devices; more joysticks should work now, as well as steering wheels and things that aren't strictly "gamepads"
+ N64 controllers can now get input from multiple gamepad type devices
+ Now able to assign a key, mouse, or gamepad control to as many N64 control surfaces as you like
/ device selection for keybinding no longer needed; devices list now shown as "Force-Feedback Devices" under ControllerPak selection (pick Rumble, and tick the "RawMode" box)
/ no longer possible to send FF events from multiple controllers to the same FF device (this shouldn't have worked anyway)
+ now captures mouseclicks properly in Controllers tab (disable button clicks while polling)
+ INTERNATIONAL SUPPORT (and internally switched to Unicode)
+ releases exclusive mouse while in config menu (fixed a mouse bind while locked issue)
+ add independent X/Y mouse sensitivity
+ changed absolute mouse support: now choose between Buffered (default from before), Absolute, and Deadpan (control only moves while you move the mouse)
+ various optimizations, bugfixes, and spelling fixes
+ LOTS of documentation added to the source; it should be more legible now
+ rewrote controller save and restore (underlying CONTROLLER and BUTTON structs changed...)
/ Button mappings and modifiers will need to be reset on first load
+ now rewrites mempak and transferpak RAM to disk immediately after writing to controller (1.83 and previous didn't save the mempak until RomClose)
+ now possible to map shortcuts to buttons and axes as well as keys (be careful)
+ tabbing within the config window actually works now
+ can save and load shortcuts
+ Transferpak MBC5 support fixed (Pokemon Yellow, Perfect Dark)
/ Win98/ME registry load finally fixed

+ lots of crash bugs fixed

2.1 is now in "release candidate" stage. Please test any bugs you find vs the latest DEBUG version, and if they still exist there please post.
--rabid
moving this discussion here.....
 

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Discussion Starter · #4 ·
hes busy with.. err.. stuff.

but seriously, i suppose i can get some help from other emudevs, omega or mud maybe, but they'll work behind the scenes only really.
 

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Discussion Starter · #7 ·
If you are using real n64 controls, then the driver has to support the rumble pak.
 

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Discussion Starter · #14 ·
the mayflash adapters don't support rumble,.. unfortunately.

if someone were to RE the adapter they could create a custom driver with rumble support......
 

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Discussion Starter · #16 ·
"Disclaimer:
This software is distributed as is, without any guarantees of
merchantability or fitness for a particular purpose. Basically,
you can't sue us if you screw up your own computer.
This program is freeware released under the GPL. It's freely
distributable, as long as you follow the GPL. You are free to modify it,
but of course we ask that you tell us so we can incorporate bugfixes
in the next version.
Finally, don't try to earn money by distributing it."

if they want to thats fine by the GPL.

anyway,.. still needs somework... trying to implement reading Cart files from archives...
 

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Discussion Starter · #19 · (Edited)
Just a quick thought; this thing could use XInput support, otherwise the triggers on X360 controllers conflict with each other. But that could potentially complicate things a lot.
not going to happen anytime soon.

Petition Microfail for decent drivers, or use the shoulder buttons with the left trigger as Z.
 

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Discussion Starter · #23 · (Edited)
it requires both msvcp70 and msvcr70 dll's.
 

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Discussion Starter · #36 · (Edited)
Hi,all.
I fixed the issue can't read savetype 0x05 such as Pokemon Crystal(Japan).

I will also start a Japanese translation.(If I have time to do...)

View attachment 208400

View attachment 208401

um... what?

your full of ****, theres no issue with pokemon crystal, it uses the same rombank as the E and U versions which also work.

I don't believe you have permission to change the projects name without consulting Nrage and Rapiddiety.

I did both of them, but i am still getting the error message pertaining to msvcr80. Put them in system32 and the directory but still getting the error message.

And i did read the rest of the thread
put them in syswow64.
 

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Discussion Starter · #41 ·
interesting..... i'll have to verify this.
 

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Discussion Starter · #43 ·
any controllers an xinput controller with x360ce
 

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Discussion Starter · #45 ·
Hes trying to correct bugs that exist in his adapters drivers, via nrage (and failed, since he broke rumble in oot)

I won't be applying his patches because he himself says he does not know directinput.
 

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Discussion Starter · #47 ·
i tried his compile, and it works fine btw. he didn't break anything, but he didn't fix anything either that was actually broken (except breaking oot more for himself)

bit hard to verify fix's and breaks between the 2 when they don't happen for other directinput drivers.
 

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Discussion Starter · #49 ·
uh, what part of DIRECTINPUT makes it sound like this plugin would work on linux?
 

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Discussion Starter · #54 ·
Nrage is a directx/xinput plugin, it will remain on windows only.
 

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Discussion Starter · #63 ·
upgrade your VC2008 Redistrituables
 
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