Comments (7)
Analog inputs are not supported yet so they act like digital buttons.
from mednaffe.
I think you misunderstand me. I explain using example:
I want to map button 'A' to PSX button 'X'. When I press 'A' on gamepad, then GUI sets 'Axis 1 Down' or similar instead, so I cannot map digital buttons because axes are always detected as pressed (because they not center ideally).
Also I think GUI is saving improper device string, Mednafen saved setting like:
;psx, Virtual Port 1, DualShock: Analog(mode toggle)
psx.input.port1.dualshock.analog joystick 0000000000010000 0000000a
;psx, Virtual Port 1, DualShock: ○ (right)
psx.input.port1.dualshock.circle joystick 0000000000010000 0000000d
;psx, Virtual Port 1, DualShock: x (lower)
psx.input.port1.dualshock.cross joystick 0000000000010000 0000000c
And I think 1 is dwUserIndex.
from mednaffe.
I misunderstand you, sorry. Now I see what you mean.
This happens also with DirectInput devices if analog controls are not center perfectly.
I will add deadzones to avoid this. Thanks for reporting.
Regarding to device string, mednafen does not use dwUserIndex to identify gamepads but it use an internal ID. Basically it is like:
id = (XINPUT_DEVTYPE_GAMEPAD << 24) | (XINPUT_DEVSUBTYPE_GAMEPAD << 16);
So '0000000000010000' seems an correct id from a Xinput device.
(Probably I am misunderstand you again... ;) )
from mednaffe.
Deadzones for axis added in ab1bbc6 commit.
from mednaffe.
LGTM 👍
from mednaffe.
Great! Thanks for testing.
from mednaffe.
Hello, I'm also having issues with the deadzones in my controller.
Is there any way I can increase their value?
Or would it be possible for you to add deadzone sliders to the Input options?
Thank you.
from mednaffe.
Related Issues (20)
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from mednaffe.