Recalbox Forum

    • Register
    • Login
    • Search
    • Recent
    • Tags
    • recalbox.com
    • Gitlab repository
    • Documentation
    • Discord

    Probléme pour configurer manette Xbox 360 filaire sur Emulateur N64

    Manettes/GPIO/Encodeurs
    probléme xbox 360
    4
    21
    6773
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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.

            1 Reply Last reply Reply Quote 0
            • 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

              1 Reply Last reply Reply Quote 0
              • 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

                1 Reply Last reply Reply Quote 0
                • 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.

                  1 Reply Last reply Reply Quote 0
                  • 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 🙂

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

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

                      1 Reply Last reply Reply Quote 0
                      • 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

                        1 Reply Last reply Reply Quote 0
                        • First post
                          Last post

                        Want to support us ?

                        78
                        Online

                        99.6k
                        Users

                        28.1k
                        Topics

                        187.1k
                        Posts

                        Copyright © 2021 recalbox.com