Open GoogleCodeExporter opened 9 years ago
Latest version??, please specify.
Original comment by tapcio
on 13 Aug 2010 at 2:25
http://code.google.com/p/x360ce/downloads/detail?name=x360ce.App-2.0.2.76.zip&ca
n=2&q=
Original comment by danialho...@gmail.com
on 13 Aug 2010 at 2:32
Please send a screenshot of third tab inside (named as you gamepad, with its
parameter) Controller 1 tab.
Original comment by tapcio
on 13 Aug 2010 at 3:00
Its not a controller issue, all rumble types scale and work properly in FEDit.
this is new to the DLL in this version. the previous version was large rumble
on both.
Original comment by danialho...@gmail.com
on 13 Aug 2010 at 3:25
Attachments:
But is to you FFB drivers. Older build uses constant force, newer use periodic,
to better simulate xinput behavior.
Take a look at my gamepad, it supports ALL effect types.
You must wait for fix in x360ce (this is low priority because this affect only
XBCD) or better XBCD ffb driver.
Original comment by tapcio
on 13 Aug 2010 at 4:14
Attachments:
No, it is not my force feedback drivers.
It supports all the valid Periodic effects
See here
http://gamingdeveloper.immersion.com/downloads/IStudio/HTML/ISTUDIO/Periodic_eff
ect.html
Sine, Sawtooth and Wave effects are periodic. As per the
DirectInput/Forcefeedback driver and implementation these effects work in the
MS supplied testing tool.
All Params does not exist and usually introduces flaws in directinput
applications that expect explicit rumble parametres.
Original comment by danialho...@gmail.com
on 13 Aug 2010 at 5:15
unless you're interested in further improving the FFB driver in xbcd :P
it effects logitech and morii drivers too.
Original comment by danialho...@gmail.com
on 13 Aug 2010 at 5:17
ejocys have logitech gamepad and FFB works alright.
Also I tested x360ce on my friends Rumblepad2 and it works right.
Original comment by tapcio
on 13 Aug 2010 at 5:23
seems ejocys also have Rumble Pad 2 :p
Original comment by tapcio
on 13 Aug 2010 at 5:27
Than they are exploiting flaws or hacks in the logitech drivers for their
devices.
As far as DirectX is concerned, my Periodic effects are implemented correctly.
Original comment by danialho...@gmail.com
on 13 Aug 2010 at 5:29
So I cannot reproduce this problem on my gamepad, new FFB code write ejocys
because I fail to do so (DI is f***** up in effect creation).
You a developer of XBCD? Or something ;)? Maybe you want help ;P?
Original comment by tapcio
on 13 Aug 2010 at 5:32
I have taken up some of the work on xbcd, and ensured it is compatible with
x64, the rumble driver is a bit above me but since switching to VC2010 all the
rumble effects have been present and work in FEDit, emulators and games.
I did come across an issue with the lilypad pcsx2 plugin, i expect the
developer of that is using a controller where the devs have been lazy and just
applied all parametres to the rumble dll.
I've attached the source of the rumble driver, Its possible theres something i
can add to improve compatibility, but as far as i've tested in my various
rumble capable apps, games and tools, the effect types are valid.
Original comment by danialho...@gmail.com
on 13 Aug 2010 at 5:41
Attachments:
You may also check x360ce code in svn, if you find some bug or solution of
problem, please write :)
Original comment by tapcio
on 13 Aug 2010 at 5:47
I attached xinput1_3.dll from SVN, it support changing effect period from ini
file:
LeftMotorPeriod=60
RightMotorPeriod=120
Values are in milliseconds, please test if changing theres values fix you
problem (that is only difference between right/left motor).
Included my ini file.
Original comment by tapcio
on 16 Aug 2010 at 10:13
Attachments:
that dll isn't loading in the tester, or any of my xinput apps with the
required changes to the ini.
Original comment by danialho...@gmail.com
on 16 Aug 2010 at 11:38
that dll isn't loading in the tester, or any of my xinput apps with the
required changes to the ini.
it seems to be the ini itself though in this case.
Original comment by danialho...@gmail.com
on 16 Aug 2010 at 11:38
errr dll i mean.
Original comment by danialho...@gmail.com
on 16 Aug 2010 at 11:39
Is work for me, Product/Instance has changed to ProductGUID/InstanceGUID, so if
you have old, it will NOT load.
Please copy name, and GUIDs from you old ini to my new ini file.
Original comment by tapcio
on 16 Aug 2010 at 11:54
both seem to use the small motor.
Original comment by danialho...@gmail.com
on 16 Aug 2010 at 12:33
http://ptgmedia.pearsoncmg.com/images/art_fogie_xbox360/elementLinks/fogie_fig15
.jpg
You can manipulate The ranges for Sawtooth up(Small motor) and for sawtooth
down(large rumble) to simulate left and right periodic rumble. Thats how i
assume the Harakiri plugin for psxemu pro does it.
Original comment by danialho...@gmail.com
on 16 Aug 2010 at 12:41
by ranges, i mean wavelength.
Minimum wave length for sawtooth up vibrates the small motor only, while
minimum wave length for sawtooth down vibrates the large motor only.
Original comment by danialho...@gmail.com
on 16 Aug 2010 at 12:49
I don't know what is doing Harakiri plugin, but even PCX2 LiliPad does not
allow my gamepad to vibrate ONLY one motor, it always use both.
I cannot write this correct because, if I write this ideally correct using MS
docs, my pad does NOT vibrate at all (FFB driver?). It may be my FFB driver, so
I retired from writing FFB in x360ce (I do not have any other gamepad right
now).
ejocys writhed that FFB method we now using. But ejocys is not good in C++ code
(is C# programmer).
For me Dinput is really not nice api, even worse is hard to make FFB effect and
make it work on all gamepads, xinput in this is far superior.
Original comment by tapcio
on 16 Aug 2010 at 2:12
When testing with FF Rumble or Xinput rumble?
with FF Rumble, i get both left and right to work with lilypad (though the
author refuses to fix up the broken periodic settings, since his control is
using poorly made drivers)
with xinput rumble, i only get the right motor vibrating.
Original comment by danialho...@gmail.com
on 16 Aug 2010 at 2:28
I want to make this work on as many gamepads as possible, if writhed correctly,
most cheep ffb drivers will cause problems, so it must be compatible, not
correct/nice.
Original comment by tapcio
on 16 Aug 2010 at 2:59
BTW, now FFB is not main concern, but game compatibility, ie. FakeAPI functions.
Original comment by tapcio
on 16 Aug 2010 at 3:02
Original comment by tapcio
on 17 Aug 2010 at 6:42
Is there any update for this? I am using a wired X360 pad with the latest XBCD
2.7 64bit, Win 7 and rumble does not work like it used to.
Before say in a racing game, I would have small rumble when just driving (Left
motor I'm assuming since it doesn't work when I try to test it in X360ce.exe).
And then I would have large rumble for a collision (right motor).
Versions from about 6 months ago worked fine, but in 2.2.90, I only have the
large rumble and nothing for the small rumble events (just like in the x360ce
app). So is there anything that can be done to help this or do I have to wait
for a fix for this regression?
Original comment by wespipe...@gmail.com
on 29 Sep 2010 at 9:24
To perhaps clarify further, if i turn the right motor off, I get zero rumble,
meaning I'm getting nothing from the left.
Not sure why the priority on this is marked as "low" given its a regression,
has caused rumble to only half function and affects everyone using x360
controller and xbcd drivers. Either way, just looking forward to a fix soon!
Thanks!
Original comment by wespipe...@gmail.com
on 29 Sep 2010 at 9:49
Sorry more info. :)
Using just the available builds in the "Downloads" section, it looks like the
last time it worked properly was in .67. After that, there was no rumble at all
until build .80. At that point, rumble started working again but of course only
the right motor. As that's where things stand as of build .90.
Original comment by wespipe...@gmail.com
on 29 Sep 2010 at 7:31
Please re-test with latest version.
Original comment by tapcio
on 20 Dec 2010 at 1:43
Default rumbles both motors regardless of the left or ride test slider
Type 1 Rumbles only the small motor
Type 2 only rumbles (both motors regardless of left or right test slider) as
you drag the slider, the moment you stop dragging the test slider the rumbling
stops
Original comment by danialho...@gmail.com
on 22 Dec 2010 at 12:27
Hello,
I'm using Logitech Rumblepad 2, it works as follows:
Default rumbles the same, high-frequency rumble, regardless whether I use left
or right test slider.
Type 1 rumbles fine, except the motors are switched (left is high-frequency,
right is low-frequency) AND ticking "swap motors" does nothing. It's switched
permanently.
Type 2 rumbles like default, only with lower frequency. No difference between
the left slider and the right slider.
Changing period sliders does nothing at all, it's the same at 0 ms and 500 ms.
I assume that the frequency is simply hardcoded in the Logitech drivers and/or
hardware.
Also, there's a bug - if I change any option in the tab (be it type, swap
motors or frequency) the rumble slowly dies out and stops working altogether in
a short while. I have to restart x360ce.exe in order to get it to work again.
So, for us rumblepadders, please switch the motors for real. :)
Original comment by aid...@gmail.com
on 23 Apr 2011 at 9:34
change right's period to 80 and restart x360ce.exe (needed)
Original comment by weneedo2@gmail.com
on 4 May 2011 at 9:05
As I said, nothing changes when I change the period. Whether it's 0 or 500 ms
it still rumbles the same. It's probably a Rumblepad thing.
Original comment by aid...@gmail.com
on 10 May 2011 at 9:56
I have the same trouble the right motor dont run but when I am test the right
motor the left motor is run in both test left and right ....
this is in the last version but in some oldest version run both motors but
the game crash...
please help me .......
Original comment by mohammed...@HOTMAIL.COM
on 11 Oct 2011 at 11:09
rumble mode 2 uses both motors in game.
Original comment by danialho...@gmail.com
on 12 Oct 2011 at 12:47
Thank you very much for your post but mode 2 it is not strengh very weak force
Original comment by mohammed...@HOTMAIL.COM
on 12 Oct 2011 at 7:12
don't worry about how it feels in the setup app.
Original comment by danialho...@gmail.com
on 12 Oct 2011 at 9:00
[deleted comment]
[deleted comment]
Try plugging into a powered hub, that sounds like the control is lacking power.
Original comment by danialho...@gmail.com
on 13 Oct 2011 at 12:13
Thanks you very much danialho...@gmail.com .....
I am try in mode 2 and 1 .. it is run both motors
but when it run both motors in the same time the gamepad is switch off in
app and in the game..?
Original comment by mohammed...@HOTMAIL.COM
on 13 Oct 2011 at 12:17
is there any way to increas the power in usb port .....
what is the mean hub there is any photo
what is the advantage of hub
Original comment by mohammed...@HOTMAIL.COM
on 13 Oct 2011 at 12:25
Comment #32 describes what I'm experiencing with the Snakebyte FF-GP1 (Final
Fantasy 14 branded controller) plugged into a powered USB hub.
Original comment by john.m...@gmail.com
on 16 Nov 2011 at 10:09
It seems either the Setup App is wrong, or the wrapper is sending rumble
commands wrong
when set to Type 2, i get small rumble on the Right, and Heavy on the Left.
This is in complete reverse of the drivers own test utility (and Xinput spec)
where Left motor is supposed to be light rumble, and Right motor heavy rumble.
Original comment by danialho...@gmail.com
on 31 Aug 2012 at 2:57
the swap motor setting doesn't work either :|
Original comment by danialho...@gmail.com
on 31 Aug 2012 at 3:01
Ah
The Type 2 you have implemented defines
if ( motor == FFB_LEFTMOTOR ) geff = GUID_SawtoothDown;
if ( motor == FFB_RIGHTMOTOR ) geff = GUID_SawtoothUp;
This apparently is ok for some FFB controls, but in the case of Xbox/360 (with
XBCD or the mori rumble extension) the wrong motor is used, leading to weak
rumble on 360/xbox pads.
A Type 3 (Maybe label it Xbox/360) requires
if ( motor == FFB_LEFTMOTOR ) geff = GUID_SawtoothUp;
if ( motor == FFB_RIGHTMOTOR ) geff = GUID_SawtoothDown;
Original comment by danialho...@gmail.com
on 1 Sep 2012 at 1:31
or.. hmm, ok maybe not, it doesn't seem to be the geff thats the issue, but
rather the maximum velocity applied doesn't match up with the effect type
Original comment by danialho...@gmail.com
on 1 Sep 2012 at 1:41
it seems when using forcefeedback you talk individually with each motor by
setting a strong and weak magnitude
Linux forcefeedback handles it with
effect.u.rumble.strong_magnitude = 0;
effect.u.rumble.weak_magnitude = 0xc000;
it seems in ejocy type it sets the magnitude to 0 which makes it strong rumble
in every case.
Original comment by danialho...@gmail.com
on 1 Sep 2012 at 1:55
Original comment by tapcio
on 30 Jan 2013 at 5:50
Original issue reported on code.google.com by
danialho...@gmail.com
on 13 Aug 2010 at 2:13