Center value is incorrect on EPSXE
RAW Axis readings suggest that the range is 1-255 with a value of 128 in the center, however this is wrong. the correct Axis range is 0-254 with 127 in the center.
The difference between the 2 is minor, but enough that it is the cause of the issue in FF8 and a few other games where using the stick to navigate menu's causes the cursor to go the wrong way.
Correcting this does not appear to cause any issues elsewhere.
EPSXE
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- Trooper
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EPSXE
Hopefully Demo see's this here.
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- Buzzkill Gil
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Short version: FF8 is shoddily-programmed and won't work right with a worn gamepad.
Also: Squall claims the PS1 subtracts 1 from any analog value sent to it by a gamepad? I dunno. It's hard to tell when the nagging is stripped of all source and context.
Also: Squall claims the PS1 subtracts 1 from any analog value sent to it by a gamepad? I dunno. It's hard to tell when the nagging is stripped of all source and context.
KHDownloadsSquall_Leonhart wrote:DirectInput represents all bits, not just powers of 2 in an axis.You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
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Its not just me, Dwarg from PCSX2 (Lilypad) has seen the same numbers at various places.
the PSEmu Pro documentation is wrong (And poorly translated), as the values have been corrected in SSSPSXpad which fix the borked axis in PCSX.
http://code.google.com/p/pcsx2/source/detail?r=2587
@Gil, don't you have something better to do than trolling development discussion?
the PSEmu Pro documentation is wrong (And poorly translated), as the values have been corrected in SSSPSXpad which fix the borked axis in PCSX.
http://pcsxr.codeplex.com/WorkItem/View ... temId=3759when you are on the world map, the sticks work as they are meant to, but the moment you open a menu, Up is left and right is down, yet left and down do nothing O.o
http://code.google.com/p/pcsx2/source/detail?r=2587
Has nothing to do with the gamepad. This and several other "first use of analogue sticks" games use the hard coded centering value to determine the direction.Short version: FF8 is shoddily-programmed and won't work right with a worn gamepad.
@Gil, don't you have something better to do than trolling development discussion?
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Then test with Crash Bandicoot 2, which had analog support tacked on literally at the last minute.Squall_Leonhart wrote:This and several other "first use of analogue sticks" games use the hard coded centering value to determine the direction.
皆黙って俺について来い!!
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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Works fine with and without the range / center adjustment.grinvader wrote:Then test with Crash Bandicoot 2, which had analog support tacked on literally at the last minute.Squall_Leonhart wrote:This and several other "first use of analogue sticks" games use the hard coded centering value to determine the direction.
The only games i can be sure of this being an issue are from square at this time, but there are some similar issues from capcom and Enix which might be related. its only reproducible in menu's though which i found interesting. the analogue works fine in play.
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As the pads wear, they will cease to center precisely(I've had this happen. Made Metal Gear Solid almost unplayable since there's null deadzone).Squall_Leonhart wrote:Has nothing to do with the gamepad. This and several other "first use of analogue sticks" games use the hard coded centering value to determine the direction.Short version: FF8 is shoddily-programmed and won't work right with a worn gamepad.
Their movable range will increase, allowing them to hit that last bit of axis they can't reach currently(I don't think mine have worn THAT much, but I'm far more tender with my controllers than most people).
Their pots will age and cease to respond as new pots will(probably happened, but I'm not going to take an ohm-meter back in time to test the resistance of my gamepad when it was new VS now).
FF8 will stop working right on real hardware.
Short version: FF8 is shoddily-programmed and won't work right with a worn gamepad.
Meanwhile, Parasite Eve barely worked with a brand-new gamepad(no deadzone in menus, and no option to use the d-pad at all without toggling back to digital mode). So it could be worse.
I'm not trolling development discussion.@Gil, don't you have something better to do than trolling development discussion?
Copy-pasting unsourced data of an allegedly technical nature(I'm always skeptical with you, no matter WHAT pedigree you attach to the data. Moreso when there's NO source.) and posting it under a massively generic thread name does not constitute discussion.
I'm trolling YOU.
KHDownloadsSquall_Leonhart wrote:DirectInput represents all bits, not just powers of 2 in an axis.You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
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Why do you feel the need to validate yourself AS a retard?.As the pads wear, they will cease to center precisely(I've had this happen. Made Metal Gear Solid almost unplayable since there's null deadzone).
Their movable range will increase, allowing them to hit that last bit of axis they can't reach currently(I don't think mine have worn THAT much, but I'm far more tender with my controllers than most people).
Their pots will age and cease to respond as new pots will(probably happened, but I'm not going to take an ohm-meter back in time to test the resistance of my gamepad when it was new VS now).
FF8 will stop working right on real hardware.
Short version: FF8 is shoddily-programmed and won't work right with a worn gamepad.
Its not the control, these games expect a deadzone of 127 and instead see 128 which throws the directions off.
No where did you explain why only Up and Left work while down and right don't either, stop trying to look smart because you really aren't. The issue has already been verified in the source code of other PSemu based plugins.
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int value = (((int*)&global.JoyState[pad].lX)[pos] + 0x7F);
if (value >= 0xC0) value++;
if (value < 0) value = 0;
// Don't think this happens, but just in case...
if (value > 0xFF) value = 0xFF;
return (u8)value;
Anyway, this can be locked now because i've spoken with _DEMO_[/code]
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Request Granted.
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.