Hacking Nintendont Controller-Configurations

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Anyone who has a working config for this controller?

Xbox360 Wired Wildfire Controller (White) with Turbo-RapidFire


I already tried to start HIDTest on my vWii, but it always hang on while check for available controller-configs (online?)

it didn't work with my f710 in xinput mode either.

i don't know if nintendont supports xbox controller,(if xbox one doesnt work it explais) but other controllers which use xinput seem to don't work.
 
So I've looked on google for hours but I couldn't find a solution so I ask you:
I am using the Mayflash USB 3 in 1 adapter with an original GameCube controller plugged in. Almost everything works except I need a deadzones for the shoulder trigger and the C-sticks aren't working properly. I tried some other values on the C-stick like a different deadzone or radius but nothing changed. It's as if the C-stick is stick to "left" (like the camera in some games keep spinning) and L and R are pressed randomly (as in F-Zero the color of the vehicles change every ~1 second in the selection)
 
So I've looked on google for hours but I couldn't find a solution so I ask you:
I am using the Mayflash USB 3 in 1 adapter with an original GameCube controller plugged in. Almost everything works except I need a deadzones for the shoulder trigger and the C-sticks aren't working properly. I tried some other values on the C-stick like a different deadzone or radius but nothing changed. It's as if the C-stick is stick to "left" (like the camera in some games keep spinning) and L and R are pressed randomly (as in F-Zero the color of the vehicles change every ~1 second in the selection)
What version of nintendont are you running?
 
I am not understanding your answer.
r22 would have the problem you describe.
v1.143 should work.
Run Hidtest v.6 and post the raw data when nothig is pressed if your still having problems.


it says r22 in the meta file of the app but I downloaded version 1.143.
The raw data is 01 00 80 81 83 78/79 (constant switching) 7D/7E (also twitching) 11. The sholder buttons are not twitching but in F-Zero GX they are randomly slightly pressed.
 
it says r22 in the meta file of the app but I downloaded version 1.143.
The raw data is 01 00 80 81 83 78/79 (constant switching) 7D/7E (also twitching) 11. The sholder buttons are not twitching but in F-Zero GX they are randomly slightly pressed.
The meta should be updated by nintendont each time it is run.
Once nintendont has started look at the top of the screen the version is listed their on the first line.
 
The meta should be updated by nintendont each time it is run.
Once nintendont has started look at the top of the screen the version is listed their on the first line.

It says v1.142 (Wii U)

Edit: What the,
v2.145 just came out? Gotta try that one.
Edit 2: Nope nothing changed. Also what's up with the random formatting when I edit?
 
It says v1.142 (Wii U)

Edit: What the,
v2.145 just came out? Gotta try that one.
2.45 shouldnt change anything with controllers.
Run HIDtest again.
what are the values shown for cstickY when the cstick is up, centered, down?
what are the values shown for cstickX when the cstick is left, centered, right?
when you move the cstick SLOWLY does it appear to count by 1 and pass through every number?
 
2.45 shouldnt change anything with controllers.
Run HIDtest again.
what are the values shown for cstickY when the cstick is up, centered, down?
what are the values shown for cstickX when the cstick is left, centered, right?
when you move the cstick SLOWLY does it appear to count by 1 and pass through every number?


CstickY
Up: D9
Center: 7E (twitching with 7D)
Down: 1C

CstickX
Left: 1D
Center: 78
Right: D3

And yes if I move it slowly it goes through every number.

Thanks for the help so far btw.
 
I've found that with the current PS4 controller.ini, the D-Pad doesn't always work as expected.

In Resident Evil 2 & 3, the D-Pad doesn't work when holding the run button. Similarly, you cannoy spin dash in Sonic CD (D-Pad Down+jump). The issue seems to be with using the D-Pad simultaneously with any other button.

Does anybody know how to fix this? Presumably the controller.ini needs editing.
 
CstickY
Up: D9
Center: 7E (twitching with 7D)
Down: 1C

CstickX
Left: 1D
Center: 78
Right: D3

And yes if I move it slowly it goes through every number.

Thanks for the help so far btw.
Verify for me what are the VID and PID?
Is anything else plugged into the adapter besides the gamecube controller?
Do you know if the controller works corectly with some other software?
I need the details on how CStickY changes.
Show me the numbers directy next to the ones you gave me.
Show me whare the numbers 00 01 7F 80 81 FE FF occure in the sequence.
It appears the numbers change direction fron decreasing to increasing, show me the numbers around whare that occures.
 
I've found that with the current PS4 controller.ini, the D-Pad doesn't always work as expected.

In Resident Evil 2 & 3, the D-Pad doesn't work when holding the run button. Similarly, you cannoy spin dash in Sonic CD (D-Pad Down+jump). The issue seems to be with using the D-Pad simultaneously with any other button.

Does anybody know how to fix this? Presumably the controller.ini needs editing.
The problem cant be fixed in the controller.ini It will require a change to nintendont.
The dpad is looking for an exact match at the configured offset. The buttons are using the same offset. So when a button is pressed the dpad no longer has an exact match of the whole offset. So the dpad is no longer reconised as pressed.
 
Howard do you think this would be possible? Making L\R pressed only while the analog reach the maximum value?


I looked in PADReadGC.c and I see this:

Code:
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;
Then little further down:

Code:
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;
I am not really a coder, but would it be possible to get something like: If AnalogL/R reach the maximum value, then the button is detected like the first code (L/R being pressed) AND Analog fully pressed?
something like: L/R ANALOG reach FF, then L/R IS pressed (which means it does the "click") and thus, being translated correctly in games.
 
The problem cant be fixed in the controller.ini It will require a change to nintendont.
The dpad is looking for an exact match at the configured offset. The buttons are using the same offset. So when a button is pressed the dpad no longer has an exact match of the whole offset. So the dpad is no longer reconised as pressed.
Does this same problem affect other controllers? It sounds like it should do.
 

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