![]() ![]() Not really sure how to re-map the buttons or if that can even be done with an overlay.Īny other suggestions? My patience is wearing thin! Thanks again. I tried both the "plugged" and "xinput" default settings (my understanding is xinput is correct for use with Gameplay) within the controller plug-in configuration page in Project 64, but still nothing. I figured, at this point, we must be dealing with a controller plug-in mapping issue. How to use Mouse - Project64 Forums 1 27th October 2010, 04:40 PM TheRetroZombie Junior Member Join Date: Oct 2010 Posts: 1 How to use Mouse A lot of games, like first person shooters, are hard to control with the keyboard. In windowed mode you can configure Project64 without using the mouse. Start doesn't start, A and B don't do anything, D-pad and analog sticks do nothing (but give visual feedback). Theoretically you could probably change from mempak to rumble pak in Jabos plugin without actually exiting full-screen to config it. That said, while the buttons are clearly being pressed and give feedback as such, it does not trigger anything in the games. In that windowed view (which basically takes up most of the screen on my 8-inch tablet), it is now visually evident that my touch is registering appropriately on the overlayed buttons. The sweet spot on resolution on my device seems to be 1280x960. ![]() Taking all of that into account as well as your ideas about resolution and such, I feel like we are making progress. Yes, the plugins that you mentioned are exactly what I am using, and are what the author of the virtual controller for this program recommended. Yes, the controller was appearing after starting the ROM but not responding (or giving any type of visual feedback that I was pressing the buttons on screen). Thanks so much for the suggestions, Dyno2thefinish. Release 2.2: +Resolved file browsers not displaying supported file types. RC files saved from visual studio break the file lister, reverted and edited with notepad. Have you tried all the resolutions, in both windowed and/or fullscreen? I'd suggest going down the resolution list and seeing if you have any luck. +No longer crashes if an assigned device is removed or not present when starting emulation. All systems and devices are different so it may take a bit of experimentation to find something that works. This one worked right off the bat, while other resolutions did not. My native resolution is 1920x1080, and the windowed resolution when I run Project64 is 1152x864. ![]() The fact that the controller is appearing, but is non-responsive suggests a resolution issue. You may need to experiment with different resolutions. The Best N64 Emulation Plugin has been revived, Nrage v2.0 fixes an assortment of bugs in the original 1. It is possible that you may need to experiment with the plugins for the emulator. Up to four Players Up to four GamePads, 1 Keyboard and 1 Mouse can be. Not sure if this will help, hope it does.We're glad you're enjoying GestureWorks Gameplay so far! Emulators are tricky and are often finicky in regards to their setup.įor Project 64, the controller appears after you start the ROM, but then doesn't respond? Which plugins are you using? Are they "Glide 64 for PJ64: 2.0.0.1" for the video, "Jabo's Direct Sound 1.7.0.7," for the audio, and "Nrage Input Plugin V2 2.3c" for the controller plugin? This Plugin is for use with a N64-Emulator that supports InputPlugins and Zilmars. So I have no clue as to what the keys are, and I am not digging into the reference linked to figure it out. Y Axis = "key(264,258)" Note this is an old layout I have,(I needed to dig to find one for a keyboard as I use a joystick now) What is it This plugin is for use with an N64 emulator that supports input plugins through Zilmar's input spec. For each axis, this must be greater than the corresponding AnalogDeadzone value Downloads Changes Dev-4.0.0-6137-18a712c 2nd June 2023 Windows Zip Windows Installer Update Interface.cpp (2367) (commit: 18a712ce6a7e0d34d4e5d168bdb4ee65328b691b) Dev-4.0.0-6136-f4459fe 2nd June 2023 Windows Zip Windows Installer No code changes Dev-4.0. # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. ![]() # SDL joystick name (name check disabled if this is empty string) # Specifies which joystick is bound to this controller: -2=Keyboard/mouse, -1=Auto config, 0 or more= SDL Joystick number # If True, then mouse buttons may be used with this controller # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak # Specifies whether this controller is 'plugged in' to the simulated N64 # Mupen64Plus SDL Input Plugin config parameter version number. ![]()
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