Probléme pour configurer manette Xbox 360 filaire sur Emulateur N64
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@zikmusic corrigé, mauvais copier/coller. effectivement là je vois plus trop, car ton recalbox.conf est ok.
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@Substring une idee ?
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@zikmusic pourquoi tu ne veux pas utiliser l'autoconfiguration du pad ? Il faudrait que tu nous fasse parvenir le contenu de
~/configs/mupen64
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@ian57 merci pour ton aide
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@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****r when ROM execution begins, if core was built with Deb****r support EnableDeb****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
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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. -
@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
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@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 : basensuite 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. -
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 deconneMais je te le repete, ca se fait tout seul, je ne comprends pas pk tu joues avec le fichier
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ton dpad aussi est faux ... tu as mappé le stick de gauche sur le dpad.
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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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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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Effectivement on configure uniquement haut et gauche car bas et droite sont leu valeur opposée.
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@zikmusic sur un stic, si tu lui dis "gauche c'est par là", on devine que la droite c'est de l'autre côté