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New GCPad Plugin
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New GCPad Plugin
03-14-2010, 08:22 AM
#41
Legend80 Offline
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That may be but I'll always use the XBCD drivers. From the config utiliy to the various config profiles that you can switch on the fly to the support of DirectInput and Xinput (emulated), I would be a fool to change!! Tongue

Until MS puts out drivers finally that do all that (or someelse does), then I got to make the lone sacrifice of rumble on 64bit...unless there is a way!!!Angel
Intel Core i5 2500k @ 4.3 ghz. (Sandy Bridge CPU) / Asus P8P67 / 4 Gig Ram / GeForce GTX 660/ Creative X-fi / Win 8.1 Pro 64 bit
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03-17-2010, 01:19 PM (This post was last modified: 03-17-2010, 01:23 PM by belomeclone.)
#42
belomeclone Offline
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My 360 Wireless Controller gets rumble in other programs, and I'm running 64-bit. I'm sure there's a way to get it to work on this.

In any case, ever thought of putting this on the Dolphin Google Code site and integrate it and have others tweak it?
Any plans to make one that works with Emulated Wiimote? And, it doesn't seem like this recognizes the Analog Sticks on my controller for any button presses.
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03-17-2010, 02:13 PM (This post was last modified: 03-17-2010, 02:15 PM by Billiard26.)
#43
Billiard26 Offline
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(03-17-2010, 01:19 PM)belomeclone Wrote: My 360 Wireless Controller gets rumble in other programs, and I'm running 64-bit. I'm sure there's a way to get it to work on this.

The XBCD drivers support rumble in a 64bit OS but not in 64bit apps.
Even the x64 version of the Microsoft DirectInput Force Feedback example CRASHES when used with an XBCD driver enabled gamepad. Though the x86 version works perfectly fine on an x64 OS with XBCD drivers.
I have tried Many, Many other methods to get rumble working as well.
When you say there are other programs that rumble, I do not think those are native x64 apps.
I will make no more attempts to get rumble working with XBCD drivers in an x64 app until I see proof that it is even possible for XBCD rumble to work with x64 code.

Quote:In any case, ever thought of putting this on the Dolphin Google Code site and integrate it and have others tweak it?
Any plans to make one that works with Emulated Wiimote?

My plan is to integrate this into the official Dolphin project, though that isn't my decision. It is up to the devs. I do plan on making a wiimote version / combining the gcpad/wiimote input plugins.

Quote:And, it doesn't seem like this recognizes the Analog Sticks on my controller for any button presses.

Can you elaborate?
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03-17-2010, 07:21 PM (This post was last modified: 03-17-2010, 08:27 PM by death-droid.)
#44
death-droid Offline
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All of the things that you say are missing from GCPad can easily be added to the current one with some work kind of eliminating the need to replacing the input plugin yet again.
But then I haven't tested you plugin out yet so I can't really talk.
The crashes could be caused by you using the 32bit version of XBCD not the 64bit.
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03-18-2010, 02:55 AM
#45
GodRays Offline
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Working on existing code that doesn't "sit right" with you isn't fun.
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03-18-2010, 03:21 AM (This post was last modified: 03-18-2010, 03:44 AM by Billiard26.)
#46
Billiard26 Offline
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(03-17-2010, 07:21 PM)death-droid Wrote: All of the things that you say are missing from GCPad can easily be added to the current one with some work kind of eliminating the need to replacing the input plugin yet again.
But then I haven't tested you plugin out yet so I can't really talk.

The things could not be easily added to the current GCPad. The current GCPad code is a mess. It's just njoy and that other plugin thrown together with a bunch of if statements. If they wanted to add support for another type of input device, like real wiimote ( using wiimote for GC games ), it would be a major pain in the ass. To add real wiimote support to my plugin, it would only take 20 minutes. Tongue

Quote:The crashes could be caused by you using the 32bit version of XBCD not the 64bit.
No. I don't think so. Why would it still not work for anyone else, while it works on the x86 version :/ .
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03-18-2010, 03:45 AM (This post was last modified: 03-18-2010, 03:46 AM by GodRays.)
#47
GodRays Offline
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Billiard, why don't you try to contact Squall directly ?
http://redcl0ud.1.forumer.com/index.php?showtopic=1816&st=0
He's the author, right ?

Or are they official drivers ? I don't have an xbox controller, so no idea.
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03-18-2010, 03:48 AM
#48
Jack Frost Offline
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(03-18-2010, 03:21 AM)Billiard26 Wrote: The things could not be easily added to the current GCPad. The current GCPad code is a mess. It's just njoy and that other plugin thrown together with a bunch of if statements.

Thats (one of) the main reason why I'm looking forward to changes/improvements of this plugin - especially since I've seen the code now.
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03-18-2010, 04:50 AM (This post was last modified: 03-18-2010, 04:55 AM by boogerlad.)
#49
boogerlad Offline
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(03-17-2010, 02:13 PM)Billiard26 Wrote: *snip*

My plan is to integrate this into the official Dolphin project, though that isn't my decision. It is up to the devs. I do plan on making a wiimote version / combining the gcpad/wiimote input plugins.

so one new plugin for gc and wii instead of the two we have now or still two separate ones? If it remains as two seperate ones, will there be a "inputcommon" of some sort to put on svn?
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03-18-2010, 04:58 AM
#50
Billiard26 Offline
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(03-18-2010, 04:50 AM)boogerlad Wrote: so one new plugin for gc and wii instead of the two we have now or still two seperate ones? If it remains as two seperate ones, there'll be a "inputcommon" of some sort to put on svn?

A lot of the devs are talking about eliminating all plugins. GCPad/wiimote input would be integrated into Dolphin.
I plan on having emulated wiimote and gcpad share the majority of their code. So there will be some sort of "InputCommon", I guess.
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