View unanswered posts | View active topics It is currently Thu Apr 02, 2020 8:27 am



This topic is locked, you cannot edit posts or make further replies.  [ 8 posts ] 
EPSXE 
Author Message
Trooper
User avatar

Joined: Tue Jun 10, 2008 6:19 am
Posts: 369
Location: Australia
Post EPSXE
Hopefully Demo see's this here.

Quote:
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.

_________________
Image
VBA-M Forum, NGOHQ


Sat Feb 20, 2010 7:50 am
Profile ICQ YIM WWW
Buzzkill Gil

Joined: Wed Jan 12, 2005 7:14 pm
Posts: 4259
Post 
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.

_________________
Squall_Leonhart wrote:
Quote:
You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
DirectInput represents all bits, not just powers of 2 in an axis.


KHDownloads


Sat Feb 20, 2010 9:05 am
Profile
Trooper
User avatar

Joined: Tue Jun 10, 2008 6:19 am
Posts: 369
Location: Australia
Post 
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.

Quote:
when 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://pcsxr.codeplex.com/WorkItem/View ... temId=3759
http://code.google.com/p/pcsx2/source/detail?r=2587

Quote:
Short version: FF8 is shoddily-programmed and won't work right with a worn gamepad.


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.

@Gil, don't you have something better to do than trolling development discussion?

_________________
Image
VBA-M Forum, NGOHQ


Sat Feb 20, 2010 9:12 am
Profile ICQ YIM WWW
ZSNES Shake Shake Prinny

Joined: Wed Jul 28, 2004 4:15 pm
Posts: 5621
Location: PAL50, dood !
Post 
Squall_Leonhart wrote:
This and several other "first use of analogue sticks" games use the hard coded centering value to determine the direction.

Then test with Crash Bandicoot 2, which had analog support tacked on literally at the last minute.

_________________
皆黙って俺について来い!!
Code:
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)

Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54


Sat Feb 20, 2010 9:35 am
Profile
Trooper
User avatar

Joined: Tue Jun 10, 2008 6:19 am
Posts: 369
Location: Australia
Post 
grinvader wrote:
Squall_Leonhart wrote:
This and several other "first use of analogue sticks" games use the hard coded centering value to determine the direction.

Then test with Crash Bandicoot 2, which had analog support tacked on literally at the last minute.


Works fine with and without the range / center adjustment.

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.

_________________
Image
VBA-M Forum, NGOHQ


Sat Feb 20, 2010 9:56 am
Profile ICQ YIM WWW
Buzzkill Gil

Joined: Wed Jan 12, 2005 7:14 pm
Posts: 4259
Post 
Squall_Leonhart wrote:
Quote:
Short version: FF8 is shoddily-programmed and won't work right with a worn gamepad.


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.

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.



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.

Quote:
@Gil, don't you have something better to do than trolling development discussion?
I'm not 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.

_________________
Squall_Leonhart wrote:
Quote:
You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
DirectInput represents all bits, not just powers of 2 in an axis.


KHDownloads


Sun Feb 21, 2010 8:07 am
Profile
Trooper
User avatar

Joined: Tue Jun 10, 2008 6:19 am
Posts: 369
Location: Australia
Post 
Quote:
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.


Why do you feel the need to validate yourself AS a retard?.
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.

Code:
   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;


Is what fixed it in PCSX with SSSPSXpad

Anyway, this can be locked now because i've spoken with _DEMO_[/code]

_________________
Image
VBA-M Forum, NGOHQ


Sun Feb 21, 2010 9:32 am
Profile ICQ YIM WWW
Locksmith of Hyrule
User avatar

Joined: Sun Aug 08, 2004 7:49 am
Posts: 3634
Location: 255.255.255.255
Post 
Request Granted.

_________________
Image
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.


Sun Feb 21, 2010 10:46 am
Profile YIM WWW
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 8 posts ] 

Who is online

Users browsing this forum: Google [Bot] and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software.