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    Probléme pour configurer manette Xbox 360 filaire sur Emulateur N64

    Manettes/GPIO/Encodeurs
    probléme xbox 360
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    • ian57
      ian57 Staff last edited by

      @zikmusic corrigé, mauvais copier/coller. effectivement là je vois plus trop, car ton recalbox.conf est ok.

      "UNIX is basically a simple operating system, but you have to be a genius to understand the simplicity." Dennis Ritchie

      zikmusic 1 Reply Last reply Reply Quote 0
      • acris
        acris last edited by

        @Substring une idee ?

        1 Reply Last reply Reply Quote 0
        • Substring
          Substring last edited by

          @zikmusic pourquoi tu ne veux pas utiliser l'autoconfiguration du pad ? Il faudrait que tu nous fasse parvenir le contenu de ~/configs/mupen64

          Former dev - Please reply with @substring so that i am notified when you answer me
          Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

          zikmusic 1 Reply Last reply Reply Quote 0
          • zikmusic
            zikmusic @ian57 last edited by

            @ian57 merci pour ton aide 🙂

            1 Reply Last reply Reply Quote 0
            • zikmusic
              zikmusic @Substring last edited by Substring

              @Substring merci pour ton aide. Voici le contenu du fichier mupen64plus.cfg

              # Mupen64Plus Configuration File
              # This file is automatically read and written by the Mupen64Plus Core library
              
              [Audio-OMX]
              
              # Mupen64Plus OMX Audio Plugin config parameter version number
              Version = 1
              # Frequency which is used if rom doesn't want to change it
              DEFAULT_FREQUENCY = 32000
              # Swaps left and right channels
              SWAP_CHANNELS = False
              # Audio output to go to (0) Analogue jack, (1) HDMI
              OUTPUT_PORT = 1
              # Point OMX to the raw N64 audio data region instead of copying audio int$
              NATIVE_MODE = False
              # Number of output samples per Audio callback. This is for hardware buffe$
              BUFFER_SIZE = 4096
              # Audio Output Frequncy mode (when NATIVE_MODE=false): 0 = Rom Frequency,$
              DEFAULT_MODE = 0
              # Desired Latency in ms
              LATENCY = 300
              # Underrun Mode, 0 = Ignore, 1 = Report, 2 = repeat audio when latency < $
              UNDERRUN_MODE = 0
              
              
              [Audio-SDL]
              
              # Mupen64Plus SDL Audio Plugin config parameter version number
              Version = 1
              # Frequency which is used if rom doesn't want to change it
              DEFAULT_FREQUENCY = 33600
              # Swaps left and right channels
              SWAP_CHANNELS = False
              # Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory.
              PRIMARY_BUFFER_SIZE = 16384
              # Fullness level target for Primary audio buffer, in equivalent output samples
              PRIMARY_BUFFER_TARGET = 10240
              # Size of secondary buffer in output samples. This is SDL's hardware buffer.
              SECONDARY_BUFFER_SIZE = 2048
              # Audio resampling algorithm. src-sinc-best-quality, src-sinc-medium-quality, src-sinc-fastest, src-zero-order-hold, src-linear, speex-fixed-{10-0}, trivial
              RESAMPLE = "trivial"
              # Volume control type: 1 = SDL (only affects Mupen64Plus output)  2 = OSS mixer (adjusts master PC volume)
              VOLUME_CONTROL_TYPE = 1
              # Percentage change each time the volume is increased or decreased
              VOLUME_ADJUST = 5
              # Default volume when a game is started.  Only used if VOLUME_CONTROL_TYPE is 1
              VOLUME_DEFAULT = 80
              
              
              [Core]
              
              # Mupen64Plus Core config parameter set version number.  Please don't change this version number.
              Version = 1.010000
              # Draw on-screen display if True, otherwise don't draw OSD
              OnScreenDisplay = True
              # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
              R4300Emulator = 2
              # Disable compiled jump commands in dynamic recompiler (should be set to False)
              NoCompiledJump = False
              # Disable 4MB expansion RAM pack. May be necessary for some games
              DisableExtraMem = False
              # Increment the save state slot after each save operation
              AutoStateSlotIncrement = False
              # Activate the R4300 deb&ast;&ast;&ast;&ast;r when ROM execution begins, if core was built with Deb&ast;&ast;&ast;&ast;r support
              EnableDeb&ast;&ast;&ast;&ast;r = False
              # Save state slot (0-9) to use when saving/loading the emulator state
              CurrentStateSlot = 0
              # Path to directory where screenshots are saved. If this is blank, the default value of ${UserConfigPath}/screenshot will be used
              ScreenshotPath = "/recalbox/share/screenshots"
              # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserConfigPath}/save will be used
              SaveStatePath = "/recalbox/share/saves/n64"
              # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserConfigPath}/save will be used
              SaveSRAMPath = "/recalbox/share/saves/n64"
              # Path to a directory to search when looking for shared data files
              SharedDataPath = "/recalbox/share/system/configs/mupen64/"
              # Delay interrupt after DMA SI read/write
              DelaySI = True
              # Force number of cycles per emulated instruction
              CountPerOp = 0
              
              
              [CoreEvents]
              
              # Mupen64Plus CoreEvents config parameter set version number.  Please don't change this version number.
              Version = 1
              # SDL keysym for stopping the emulator
              Kbd Mapping Stop = 27
              # SDL keysym for switching between fullscreen/windowed modes
              Kbd Mapping Fullscreen = 0
              # SDL keysym for saving the emulator state
              Kbd Mapping Save State = 286
              # SDL keysym for loading the emulator state
              Kbd Mapping Load State = 288
              # SDL keysym for advancing the save state slot
              Kbd Mapping Increment Slot = 0
              # SDL keysym for resetting the emulator
              Kbd Mapping Reset = 290
              # SDL keysym for slowing down the emulator
              Kbd Mapping Speed Down = 291
              # SDL keysym for speeding up the emulator
              Kbd Mapping Speed Up = 292
              # SDL keysym for taking a screenshot
              Kbd Mapping Screenshot = 293
              # SDL keysym for pausing the emulator
              Kbd Mapping Pause = 112
              # SDL keysym for muting/unmuting the sound
              Kbd Mapping Mute = 109
              # SDL keysym for increasing the volume
              Kbd Mapping Increase Volume = 93
              # SDL keysym for decreasing the volume
              Kbd Mapping Decrease Volume = 91
              # SDL keysym for temporarily going really fast
              Kbd Mapping Fast Forward = 102
              # SDL keysym for advancing by one frame when paused
              Kbd Mapping Frame Advance = 47
              # SDL keysym for pressing the game shark button
              Kbd Mapping Gameshark = 103
              # Joystick event string for stopping the emulator
              Joy Mapping Stop = "J0B10/B9"
              # Joystick event string for switching between fullscreen/windowed modes
              Joy Mapping Fullscreen = ""
              # Joystick event string for saving the emulator state
              Joy Mapping Save State = "J0B10/B3"
              # Joystick event string for loading the emulator state
              Joy Mapping Load State = "J0B10/B2"
              # Joystick event string for advancing the save state slot
              Joy Mapping Increment Slot = "J0B10/A1-"
              # Joystick event string for taking a screenshot
              Joy Mapping Screenshot = "J0B10/B4"
              # Joystick event string for pausing the emulator
              Joy Mapping Pause = ""
              # Joystick event string for muting/unmuting the sound
              Joy Mapping Mute = ""
              # Joystick event string for increasing the volume
              Joy Mapping Increase Volume = ""
              # Joystick event string for decreasing the volume
              Joy Mapping Decrease Volume = ""
              # Joystick event string for fast-forward
              Joy Mapping Fast Forward = "J0B10/A0+"
              # Joystick event string for pressing the game shark button
              Joy Mapping Gameshark = ""
              
              
              [Input-SDL-Control1]
              
              # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
              version = 2
              # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
              mode = 2
              # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
              device = 0
              # SDL joystick name (or Keyboard)
              name = "Xbox Gamepad (userspace driver)"
              # Specifies whether this controller is 'plugged in' to the simulated N64
              plugged = True
              # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
              plugin = 2
              # If True, then mouse buttons may be used with this controller
              mouse = False
              # Scaling factor for mouse movements.  For X, Y axes.
              MouseSensitivity = "2.00,2.00"
              # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
              AnalogDeadzone = "4096,4096"
              # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
              AnalogPeak = "32768,32768"
              # Digital button configuration mappings
              DPad R = "axis(2+)"
              DPad L = "axis(2-)"
              DPad D = "axis(3+)"
              DPad U = "axis(3-)"
              Start = "button(9)"
              Z Trig = "button(2)"
              B Button = "button(3)"
              A Button = "button(1)"
              C Button R = "button(1) axis(0+)"
              C Button L = "axis(0-)"
              C Button D = "axis(1+)"
              C Button U = "axis(1-) button(2)"
              R Trig = "button(5)"
              L Trig = "button(4)"
              Mempak switch = ""
              Rumblepak switch = ""
              # Analog axis configuration mappings
              X Axis = "axis(0-,0+)"
              Y Axis = "axis(1-,1+)"
              
              
              [Input-SDL-Control2]
              
              # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
              version = 2
              # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
              mode = 2
              # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
              device = -1
              # SDL joystick name (or Keyboard)
              name = ""
              # Specifies whether this controller is 'plugged in' to the simulated N64
              plugged = True
              # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
              plugin = 2
              # If True, then mouse buttons may be used with this controller
              mouse = False
              # Scaling factor for mouse movements.  For X, Y axes.
              MouseSensitivity = "2.00,2.00"
              # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
              AnalogDeadzone = "4096,4096"
              # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
              AnalogPeak = "32768,32768"
              # Digital button configuration mappings
              DPad R = "axis(0+)"
              DPad L = "axis(0-)"
              DPad D = "axis(1+)"
              DPad U = "axis(1-)"
              Start = "button(9)"
              Z Trig = "button(6)"
              B Button = "button(3)"
              A Button = "button(1)"
              C Button R = "button(0) hat(0 Right)"
              C Button L = "hat(0 Right)"
              C Button D = "hat(0 Down)"
              C Button U = "hat(0 Down) button(2)"
              R Trig = "button(5)"
              L Trig = "button(4)"
              Mempak switch = ""
              Rumblepak switch = ""
              # Analog axis configuration mappings
              X Axis = "hat(0 Left)"
              Y Axis = "hat(0 Up)"
              
              
              [Input-SDL-Control3]
              
              # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
              version = 2
              # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
              mode = 2
              # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
              device = -1
              # SDL joystick name (or Keyboard)
              name = ""
              # Specifies whether this controller is 'plugged in' to the simulated N64
              plugged = False
              # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
              plugin = 1
              # If True, then mouse buttons may be used with this controller
              mouse = False
              # Scaling factor for mouse movements.  For X, Y axes.
              MouseSensitivity = "2.00,2.00"
              # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
              AnalogDeadzone = "4096,4096"
              # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
              AnalogPeak = "32768,32768"
              # Digital button configuration mappings
              DPad R = ""
              DPad L = ""
              DPad D = ""
              DPad U = ""
              Start = ""
              Z Trig = ""
              B Button = ""
              A Button = ""
              C Button R = ""
              C Button L = ""
              C Button D = ""
              C Button U = ""
              R Trig = ""
              L Trig = ""
              Mempak switch = ""
              Rumblepak switch = ""
              # Analog axis configuration mappings
              X Axis = ""
              Y Axis = ""
              
              
              [Input-SDL-Control4]
              
              # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
              version = 2
              # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
              mode = 2
              # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
              device = -1
              # SDL joystick name (or Keyboard)
              name = ""
              # Specifies whether this controller is 'plugged in' to the simulated N64
              plugged = False
              # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
              plugin = 1
              # If True, then mouse buttons may be used with this controller
              mouse = False
              # Scaling factor for mouse movements.  For X, Y axes.
              MouseSensitivity = "2.00,2.00"
              # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
              AnalogDeadzone = "4096,4096"
              # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
              AnalogPeak = "32768,32768"
              # Digital button configuration mappings
              DPad R = ""
              DPad L = ""
              DPad D = ""
              DPad U = ""
              Start = ""
              Z Trig = ""
              B Button = ""
              A Button = ""
              C Button R = ""
              C Button L = ""
              C Button D = ""
              C Button U = ""
              R Trig = ""
              L Trig = ""
              Mempak switch = ""
              Rumblepak switch = ""
              # Analog axis configuration mappings
              X Axis = ""
              Y Axis = ""
              
              
              [UI-Console]
              
              # Mupen64Plus UI-Console config parameter set version number.  Please don't change this version number.
              Version = 1
              # Directory in which to search for plugins
              PluginDir = "./"
              # Filename of video plugin
              VideoPlugin = "/usr/lib/mupen64plus/mupen64plus-video-gliden64.so"
              # Filename of audio plugin
              AudioPlugin = "mupen64plus-audio-sdl.so"
              # Filename of input plugin
              InputPlugin = "mupen64plus-input-sdl.so"
              # Filename of RSP plugin
              RspPlugin = "mupen64plus-rsp-hle.so"
              
              
              [Video-General]
              
              # Use fullscreen mode if True, or windowed mode if False
              Fullscreen = False
              # Width of output window or fullscreen width
              ScreenWidth = 640
              # Height of output window or fullscreen height
              ScreenHeight = 480
              # If true, use correct aspect ratio, if false, stretch to fullscreen
              AspectRatio = True
              # If true, activate the SDL_GL_SWAP_CONTROL attribute
              VerticalSync = False
              
              
              [Video-GLideN64]
              
              # Settings version. Don't touch it.
              configVersion = 5
              # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
              MultiSampling = 0
              # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
              AspectRatio = 1
              # Bilinear filtering mode (0=N64 3point, 1=standard)
              bilinearMode = True
              # Max level of Anisotropic Filtering, 0 for off
              MaxAnisotropy = False
              # Size of texture cache in megabytes. Good value is VRAM*3/4
              CacheSize = 500
              # Enable fog emulation.
              EnableFog = True
              # Enable color noise emulation.
              EnableNoise = True
              # Enable LOD emulation.
              EnableLOD = True
              # Enable hardware per-pixel lighting.
              EnableHWLighting = False
              # Use persistent storage for compiled shaders.
              EnableShadersStorage = True
              # Enable frame and|or depth buffer emulation.
              EnableFBEmulation = False
              # Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=copy in async mode)
              EnableCopyColorToRDRAM = 2
              # Enable depth buffer copy to RDRAM.
              EnableCopyDepthToRDRAM = False
              # Enable color buffer copy from RDRAM.
              EnableCopyColorFromRDRAM = False
              # Detect CPU writes to frame buffer.
              EnableDetectCFB = False
              # Enable N64 depth compare instead of OpenGL standard one. Experimental.
              EnableN64DepthCompare = False
              # Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)
              txFilterMode = 0
              # Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZ
              txEnhancementMode = 0
              # Don't filter background textures.
              txFilterIgnoreBG = False
              # Size of filtered textures cache in megabytes.
              txCacheSize = 100
              # Use high-resolution texture packs if available.
              txHiresEnable = False
              # Allow to use alpha channel of high-res texture fully.
              txHiresFullAlphaChannel = False
              # Use alternative method of paletted textures CRC calculation.
              txHresAltCRC = False
              # Enable dump of loaded N64 textures.
              txDump = False
              # Zip textures cache.
              txCacheCompression = True
              # Force use 16bit texture formats for HD textures.
              txForce16bpp = False
              # Save texture cache to hard disk.
              txSaveCache = True
              # Path to folder with hi-res texture packs.
              txPath = "/recalbox/share/system/.local/share/mupen64plus/hires_texture"
              # File name of True Type Font for text messages.
              fontName = "FreeSans.ttf"
              # Font size.
              fontSize = 18
              # Font color in RGB format.
              fontColor = "B5E61D"
              # Enable bloom filter
              EnableBloom = 0
              # Brightness threshold level for bloom. Values [2, 6]
              bloomThresholdLevel = 4
              # Bloom blend mode (0=Strong, 1=Mild, 2=Light)
              bloomBlendMode = 0
              # Blur radius. Values [2, 10]
              blurAmount = 10
              # Blur strength. Values [10, 100]
              blurStrength = 20
              
              
              [Video-Rice]
              
              # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn)
              ScreenUpdateSetting = 7
              # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
              FrameBufferWriteBackControl = 1
              # If this option is enabled, the plugin will skip every other frame
              SkipFrame = False
              # If this option is enabled, the plugin will only draw every other screen update
              SkipScreenUpdate = False
              # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
              ForceTextureFilter = 2
              # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
              TextureEnhancement = 6
              # Secondary texture enhancement filter (0 = none, 1-4 = filtered)
              TextureEnhancementControl = 0
              # Mupen64Plus Rice Video Plugin config parameter version number
              Version = 1
              # Frame Buffer Emulation (0=ROM default, 1=disable)
              FrameBufferSetting = 0
              # Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)
              RenderToTexture = 0
              # Force to use normal alpha blender
              NormalAlphaBlender = False
              # Use a faster algorithm to speed up texture loading and CRC computation
              FastTextureLoading = False
              # Use different texture coordinate clamping code
              AccurateTextureMapping = True
              # Force emulated frame buffers to be in N64 native resolution
              InN64Resolution = False
              # Try to reduce Video RAM usage (should never be used)
              SaveVRAM = False
              # Enable this option to have better render-to-texture quality
              DoubleSizeForSmallTxtrBuf = False
              # Force to use normal color combiner
              DefaultCombinerDisable = False
              # Enable game-specific settings from INI file
              EnableHacks = True
              # If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
              WinFrameMode = False
              # N64 Texture Memory Full Emulation (may fix some games, may break others)
              FullTMEMEmulation = False
              # Enable vertex clipper for fog operations
              OpenGLVertexClipper = False
              # Enable/Disable SSE optimizations for capable CPUs
              EnableSSE = True
              # If enabled, texture enhancement will be done only for TxtRect ucode
              TexRectOnly = False
              # If enabled, texture enhancement will be done only for textures width+height<=128
              SmallTextureOnly = False
              # Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)
              LoadHiResCRCOnly = True
              # Enable hi-resolution texture file loading
              LoadHiResTextures = False
              # Enable texture dumping
              DumpTexturesToFiles = False
              # Display On-screen FPS
              ShowFPS = False
              # Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear
              Mipmapping = 2
              # Enable, Disable or Force fog generation (0=Disable, 1=Enable n64 choose, 2=Force Fog)
              FogMethod = 1
              # Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits)
              TextureQuality = 0
              # Z-buffer depth (only 16 or 32)
              OpenGLDepthBufferSetting = 16
              # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
              MultiSampling = 0
              # Color bit depth for rendering window (0=32 bits, 1=16 bits)
              ColorQuality = 0
              # OpenGL level to support (0=auto, 1=OGL_1.1, 2=OGL_1.4, 3=OGL_FRAGMENT_PROGRAM)
              OpenGLRenderSetting = 0
              # Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if Mipmapping is 0. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filtering
              AnisotropicFiltering = 0
              # If true, use polygon offset values specified below
              ForcePolygonOffset = False
              # Specifies a scale factor that is used to create a variable depth offset for each polygon
              PolygonOffsetFactor = 0
              # Is multiplied by an implementation-specific value to create a constant depth offset
              PolygonOffsetUnits = 0
              # Use GPU vertex shader
              EnableVertexShader = False
              # Widescreen hack
              WideScreenHack = False
              
              1 Reply Last reply Reply Quote 0
              • zikmusic
                zikmusic last edited by Substring

                et voici le contenu du fichier InputAutoCfg.ini

                [Xbox Gamepad (userspace driver)]
                plugged = True
                plugin = 2
                AnalogDeadzone = 4096,4096
                AnalogPeak = 32768,32768
                Mempak switch = 
                Rumblepak switch = 
                mouse = False
                A Button = button(1)
                B Button = button(3)
                L Trig = button(4)
                R Trig = button(5)
                Start = button(9)
                X Axis = axis(0-,0+)
                Y Axis = axis(1-,1+)
                Z Trig = button(2)
                

                Je constate que je ne peux pas configuer les boutons c sur ma manette xbox 360 ?

                En fait pour faire simple, j'aimerai contrôler mario avec le joystick gauche, la caméra avec le joystick droit, et le reste avec les boutons, mais je ne sais pas comment faire, j'ai essayé de bidouiller, mais çà ne marche pas. J'ai aussi essayé la méthode jtest, mais çà ne marche pas non plus une fois dans le jeu.
                Merci encore pour votre aide.

                Substring 1 Reply Last reply Reply Quote 0
                • Substring
                  Substring @zikmusic last edited by Substring

                  @zikmusic mais mec c'est deja le cas ... J'ai encore testé hier ! Les C Buttons sont mappés sur le stick droit en temps normal. Tu as bien tout mappé dans ES ? parce que ton 2e fichier ne donne aucune trace des C Buttons

                  Former dev - Please reply with @substring so that i am notified when you answer me
                  Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

                  zikmusic 1 Reply Last reply Reply Quote 0
                  • zikmusic
                    zikmusic @Substring last edited by Substring

                    @Substring je te recolle ma nouvelle config que je viens de faire

                    [Xbox Gamepad (userspace driver)]
                    plugged = True
                    plugin = 2
                    AnalogDeadzone = 4096,4096
                    AnalogPeak = 32768,32768
                    Mempak switch = 
                    Rumblepak switch = 
                    mouse = False
                    A Button = button(1)
                    B Button = button(3)
                    C Button D = axis(3+)
                    C Button L = axis(2-)
                    C Button R = button(0) axis(2+)
                    C Button U = axis(3-) button(2)
                    DPad D = axis(1+)
                    DPad L = axis(0-)
                    DPad R = axis(0+)
                    DPad U = axis(1-)
                    L Trig = button(4)
                    R Trig = button(5)
                    Start = button(9)
                    X Axis = axis(2-,2+)
                    Y Axis = axis(3-,3+)
                    Z Trig = button(6)
                    

                    Mais là, le joystick gauche ne fonctionne pas, c'est celui de droite qui prend le relais...
                    En fait je t'explique comment je map dans ES
                    gauche : joystick gauche de la manette 360 gauche
                    droite : joystick gauche de la manette 360 : droite
                    haut : joystick gauche de la manette 360 : haut
                    bas : joystick gauche de la manette 360 : bas

                    ensuite çà me propose de mapper joystick...
                    joystick haut : joystick droit de la manette 360 : haut
                    joystick gauche : joystick droit de la manette 360 : gauche
                    ensuite je pense qu'il y a une erreur de traduction non ?
                    car çà me repropose joystick haut et gauche, mais bon je mapp quand même en bas pour le haut et droite pour le gauche.
                    ensuite bon les boutons, a,b,x,y, l1,r1,l2,r2, start, select et hotkey, pas de soucis à ce niveau là...
                    Il y a un truc que je dois pas piger... sûrement, un truc tout con.

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                    • Substring
                      Substring last edited by Substring

                      pense a encadrer des longues parties de code/config avec des triples back quotes (alt-gr+7), parce que jusque là je réédite des mtessages pour qu'ils soient plus lisibles
                      Il ne te reste que le numero d'axis a changer sur X Axis et Y axis parce que tu as mis le meme id de stick que pour les c buttons, don normal que ca deconne

                      Mais je te le repete, ca se fait tout seul, je ne comprends pas pk tu joues avec le fichier

                      Former dev - Please reply with @substring so that i am notified when you answer me
                      Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

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                      • Substring
                        Substring last edited by Substring

                        ton dpad aussi est faux ... tu as mappé le stick de gauche sur le dpad.

                        Former dev - Please reply with @substring so that i am notified when you answer me
                        Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

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                        • zikmusic
                          zikmusic last edited by

                          je te remercie encore une fois pour le temps que tu prends pour m'aider, hélas, je suis désolé mais je ne suis passez câlé dans le domaine pour comprendre ton message, j'avoue que je suis perdu, je n'ai pas l'habitude de mapper une manette, tu me parles de changer de numéro mais quel numéro ? tu me parles de dpad, çà correspond à quoi sur la manette ? En fait si tu pouvais me dire comment configurer la manette 360 sur ES, pour jouer correctement sur l'émulateur Nintendo 64, çà serait sympa, et surtout pouvoir utiliser les 2 joysticks de la manette 360, le gauche pour manoeuvrer le personnage et celui de droite pourrait remplacer les 4 boutons C de la manette Nintendo 64, aprés a et b, pas de soucis, L et R non plus, la gachette Z aussi. Merci beaucoup, mais si tu perds patience avec moi je comprendrai.

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                          • zikmusic
                            zikmusic last edited by

                            Je viens ENFIN de comprendre comment configurer le 2e joystick sur ES , il était temps, en fait ce qui me mettait en erreur et que je ne comprenais pas, c'est qu'au moment de configurer joystick 1 et 2 çà me proposait que haut et gauche, et jamais droite et bas... alors qu'en fait çà prend tous les mouvements en compte, pour le joystick 1 et 2. J'ai enfin la config que je veux, merci à acris, substring et ian57, pour leur aide et leur patience surtout 🙂

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                            • acris
                              acris last edited by

                              Effectivement on configure uniquement haut et gauche car bas et droite sont leu valeur opposée.

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                              • Substring
                                Substring @zikmusic last edited by

                                @zikmusic sur un stic, si tu lui dis "gauche c'est par là", on devine que la droite c'est de l'autre côté 😉

                                Former dev - Please reply with @substring so that i am notified when you answer me
                                Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

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