That's fine if they work on the test, but in game they don't work as analog. Its has if they have 2 positions: pressed or not.This just works as supposed to. I tested it too and it is what I get. So analog triggers works.
That's fine if they work on the test, but in game they don't work as analog. Its has if they have 2 positions: pressed or not.This just works as supposed to. I tested it too and it is what I get. So analog triggers works.
That's fine if they work on the test, but in game they don't work as analog. Its has if they have 2 positions: pressed or not.
The wii clasic controller pro has digital shoulder buttons. you need to add DigitalLR=1 to your controller.ini
Not sure if the controller.ini will work for the clasic controler as the offsets specified for the analog shoulder triggers are pat the end of the valid data. After making the change test every control in HDTest. One wrong setting can make gmes crash or appear not to work.
Offset 5=02 is configured as dpad right.pressing the cross button change two offsets at same time
example
the rigth change offset 5 and 7 from 00 to 02
how I can configure this in the controller.ini ?
Hi Chaps... I have an Adaptoid (N64 controller adaptor which even supports the rumble pack for force feedback with the windows drivers) and I've tried to set it up for nostalgic playback for Zelda Collectors Edition!
It's not quite there I'm not sure if you can assign the C buttons to the C stick...
And the values for the analogue stick are strange... and link runs around in circles...
Also I know I need to swap my CLeft and Cright mapped to the gamecube X and Y...
Any help in fixing this would be appreciated and it could be another addition to the controller config repo if it's possible to fix it.
Code:AnalogueUp:00 00 B5 00 00 AnalogueDn:00 00 4B 00 00 AnalogueLf:50 0B 00 00 00 AnalogueRt:B0 04 00 00 00
Code:[Adaptoid] VID=06F7 PID=0001 Polltype=1 DPAD=0 A=3,01 B=3,08 X=3,10 Y=3,04 Z=3,20 L=4,02 R=3,80 S=4,01 Left=4,10 Down=4,08 Right=4,20 Up=4,04 StickX=0 StickY=2 CStickX=3,10 CStickY=3,02 LAnalog=0 RAnalog=0
[Thrustmaster Dual Analog 4]
VID=044F
PID=B315
Polltype=1
DigitalLR=1
DPAD=1
A=0,04
B=0,01
X=0,08
Y=0,02
Z=0,40
L=0,20
R=0,80
S=1,02
Left=2,60
Down=2,40
Right=2,20
Up=2,00
RightUp=2,10
DownRight=2,30
DownLeft=2,50
UpLeft=2,70
StickX=3
StickY=4
CStickX=5
CStickY=6
Rob Blou I tried everything you said earlier, it looks like something should be changed in nintendont code. Something like: Removing L= R= entries, replace them by LAnalogClick= and RAnalogClick=, which could use the same offset of Analog, but only while it reach FF... I don't know if this could be possible... Anyone knows?
Rob Blou I tried everything you said earlier, it looks like something should be changed in nintendont code. Something like: Removing L= R= entries, replace them by LAnalogClick= and RAnalogClick=, which could use the same offset of Analog, but only while it reach FF... I don't know if this could be possible... Anyone knows?
I agree with this.
It's a pain in the ass to have just bare digital inputs, this is more of a pain in games like Luigi's Mansion (the simplest thing as sucking up a ghost is a struggle) and Mario Sunshine (try to beat Shadow Mario stopping everytime you want to pour some sugah on him)
L button is not used for my Controller.ini, which means I have this one as free space.
Let's say:
L + L2 = Full analog press for AnalogTriggerL
L2 alone = Medium analog press for AnalogTriggerL
L + R2 = Full analog press for AnalogTriggerR
R alone = Medium analog press for AnalogTriggerR
Most of the controllers nowadays have 4 shoulder triggers, so it means we have a button to spare.
Also, we might remove the option for the Home button enabling some C-Stick changes, Devo does this also so I don't know why is that, just leave the C Stick (Right Analog Stick) to function as it should have.
This way we can leave the Home button for reset and Select button could be used for other things maybe related to Analog functions.
What do you think?
mmmm that would be terrible imho :S the goal here is to have the right behavior for the PS3 triggers since there's no physical clic when you push the triggers all the way (like the GC controller) so L= and R= should be triggered when LAnalog and RAnalog is at FF (all the way down). You can always assign L= and R= to L1 and R1 and leave the LAnalog and RAnalog to L2 and R2 if you want! but 2 button press is not fun
I was talking about a workaround for controllers with digital triggers, every controller that does not have any analog triggers.
I also just tried that. The issue is it's ANDing the mask to the value of the offset. So 0xFF (0b11111111) & 0x01 (0b00000001) = 1 which means that at any value, even 1, it still thinks it's triggered. 0x80 is as close as you can get to fully pressed, and it somewhat works in luigi's mansion for the fire/ice/water ball thing.So that L= and R= would only be triggered when fully pressed on the DS3 but it doesn't work ... it seems like Nintendont only allows one offset to be used at a time or something :S
if(HID_Packet[HID_CTRL->L.Offset] & HID_CTRL->L.Mask)
button |= PAD_TRIGGER_L;
if(HID_Packet[HID_CTRL->R.Offset] & HID_CTRL->R.Mask)
button |= PAD_TRIGGER_R;
else //standard analog triggers
{
tmp_triggerL = HID_Packet[HID_CTRL->LAnalog];
tmp_triggerR = HID_Packet[HID_CTRL->RAnalog];
}
/* Calculate left trigger with deadzone */
if(tmp_triggerL > DEADZONE)
Pad[chan].triggerLeft = (tmp_triggerL - DEADZONE) * 1.11f;
else
Pad[chan].triggerLeft = 0;
/* Calculate right trigger with deadzone */
if(tmp_triggerR > DEADZONE)
Pad[chan].triggerRight = (tmp_triggerR - DEADZONE) * 1.11f;
else
Pad[chan].triggerRight = 0;
Once everything is fine, post your configuration here in order for it to be included in my repository.
[Saitek P2500]
#ANALOG MODE must be enabled for on the controller for it to work.
#
# This controller.ini was made for Saitek P2500 Rumblepad
#######
# By ARMac
#######
VID=06A3
PID=FF0C
Polltype=1
DPAD=1
DigitalLR=1
A=5,08
B=5,04
X=5,02
Y=5,01
Z=5,20
L=5,40
R=5,80
S=5,10
Power=0
Left=6,60
Down=6,40
Right=6,20
Up=6,00
RightUp=6,10
DownRight=6,30
DownLeft=6,50
UpLeft=6,70
StickX=1
StickY=2
CStickX=3
CStickY=4
RAnalog=6,F2
LAnalog=6,F1