Closed Zangetsu38 closed 7 years ago
@Zangetsu38 How fast (fps) does the game run?
With llvm and all debug features disabled, I get up to 40 fps in game. Unfortunatly with llvm the game frequently hangs so it's hard to know if it could be faster if llvm has enough time to warm up.
Unfortunatly the game textures are glitched.
Nothing to do with the fps, the menu is at 60 and that's that. It's so much a problem of management of management games, it not always respond, but only the direction. Test yourself to see it even :) This may be a stupid problem, easy to solve ^^.
Btw what should I do to get unbanned from emunews ? It looks like I inadvertantly triggered the spam protection.
@vlj Easiest way would be to simply message me or darkf on IRC to unban you. I have lifted your ban.
The game is currently running at 60 fps or 40 depending on the location, but there is always this problem of control with joystick and directional cross. The games use this function for the joystick, are one such function that would be a problem ?
LDR: ! Imported function 'cellPadInit' in 'sys_io' module (0x39d184) LDR: ! Imported function 'cellPadSetPortSetting' in 'sys_io' module (0x39d1a4) LDR: ! Imported function 'cellPadGetData' in 'sys_io' module (0x39d1c4) LDR: ! Imported function 'cellPadGetInfo2' in 'sys_io' module (0x39d1e4) LDR: ! Imported function 'cellPadSetActDirect' in 'sys_io' module (0x39d204)
Jetpack Joyride has a similar problem except that it is all boutton of the controller that bug.
LDR: ! Imported function 'cellPadInit' in 'sys_io' module (0x4a3a74) LDR: ! Imported function 'cellPadEnd' in 'sys_io' module (0x4a3a94) LDR: ! Imported function 'cellPadSetPortSetting' in 'sys_io' module (0x4a3ab4) LDR: ! Imported function 'cellPadGetData' in 'sys_io' module (0x4a3ad4) LDR: ! Imported function 'cellPadGetInfo2' in 'sys_io' module (0x4a3af4)
I is not currently seen other games with this problem. In Silent Hill HD, it is interesting that when you press a button (above the keyboard, a the controller that makes him less) the games react as if we had just made a quick tap and the game therefore makes no consider the pressure maintained on the move.
Assuming all games use the same input API maybe someone would be kind enough to write a test app that displays the buttons when pressed for future testing :)
@paulsapps yes
@paulsapps I'm quite sure there quite a few of such test apps included with the SDK.
@tambry but that can't be distributed with the emulator for testing?
@paulsapps I'm pretty sure, that if we distributed those, we could get sued or have our project taken down. I'd rather stay on the safe side.
@tambry I just realize a strange fact, the controller works perfectly in the inventory here:
By cons, on the title screen, games, and the options, it is a disaster. So the question is why there is a problem everywhere, except in the inventory menu, I do not understand.
After tests with the controller, I saw that for example the Start button makes only quick press, so it makes break, ingame, pause, etc.
While the keyboard that does not do it. So I think the plugin Xinput and Keyboard, one every 2 a problem, but it is different. But in both cases, the bottom button when postures, like one just a quick tap. But I really do not see where it can come in the Plugin. @tambry Who is who handles input?
@Zangetsu38 I'm really sorry, but I can't understand what you are explaining or trying to say.
@tambry Yet, I have explained very well.
@Zangetsu38 Well, you haven't, since it's mostly gibberish. It's very broken English. I don't get the meaning of what you wrote. Could you try writing it in another way, so maybe it would be understandable?
@tambry Hmm, I do what I can, it is Google that translates. In general I can see if it means anything, but for me it is understandable though. @vlj could explain better than me.
I just retested and it looks fine .I will close it for now and can reopen if we see this again in future.
I just got done testing this game and I can confirm this issue is still present. For some reason the game acts like whatever input is being given is only being done for a split of a second. If you continue to waggle the left analog stick over and over you kind of can get your character to walk around easier. I'm guessing this happens because every time position of the analog stick changes, it acts like it's giving a new input for the game to register. This pretty much happens regardless of the input you use, but I found that MMJoyStick is the most manageable for now.
Today's evdev PR didn't change anything, mybe because it was Linux-related.
Alien Breed Impact Demo (NPUB30141) has the same issue with the controller: the character only makes a single step if holding a key down on the keyboard / holding the analog stick in one direction with xinput. Difference to SH is that it doesn't change the controller setting from the default value so PR #3291 does not make a difference. See below.
similar issue with Minecraft [NPUB31419]
Actually the problem in Alien Breed Impact might be the same after all. The emulator does not set the capability bit for the sensor mode in the xinput driver. The game only enables sensor mode if this bit is set in the first call to cellPadGetInfo2(). Then the situation is the same as in SH.
minecraft works now too
Whether, with Xinput plugin or with the Windows keyboard, control direction (directional button and joystick) really respond very poorly.
With Xinput it will have almost, but the keyboard is a disaster, I have to press at least 10 times the key to make it work.