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is it maybe just an configuration issue whcih could be solved be editing the
config
file, as suggested in the "Button mapping Issue" ?
Original comment by alex.bau...@googlemail.com
on 29 Jul 2009 at 11:54
@ Simon: thank you for the new build, do you think the issue I experienced with
the
second joystick / multiplayer games?
Original comment by alex.bau...@googlemail.com
on 15 Oct 2009 at 12:59
I haven't done any new build in a long time now, so things shouldn't have
changed :-)
I thought this was a configuration file issue, but I haven't been able to spot
what
the error is.
Original comment by simon.ka...@gmail.com
on 15 Oct 2009 at 1:35
Ok I see, my bad:)
Thought I had seen a new build somewhere.
I will crosscheck the config file(s) once more, and update this thread when
done.
Thanks a lot for your efforts, if there is a paypal account for a small
donation let
me know.
Original comment by alex.bau...@googlemail.com
on 15 Oct 2009 at 4:27
If you want to donate money, direct it to the upstream authors
(http://www.amigaemulator.org), the port is really very small work compared to
the
entire emulator.
Original comment by simon.ka...@gmail.com
on 15 Oct 2009 at 5:24
I'm unable to reproduce this with sensible soccer and the svn trunks of UAE and
SDL.
One thing which can cause issues like this is the tilt of the controller if you
have
the mario kart wheel mode enabled (so disable that if you play two-player
games!).
I used the normal wiimotes without nunchuks etc connected and walked around in
circles with both players (it's kind of difficult to play against yourself!)
I should maybe make another build soon.
Original comment by simon.ka...@gmail.com
on 18 Oct 2009 at 2:00
[deleted comment]
Thanks for checking Simon, I will try again and see if it was a config issue
after
all...Although I was sure to have tried everything :)
Games that work for me in 2 player mode: Alien Breed II
Other games that have that issue: Apydia, Yo!joe
Have a nice day.
Original comment by alex.bau...@googlemail.com
on 18 Oct 2009 at 2:45
I have had this same issue with bugbomber. It almost seems as if the 2nd
player is
reading the mouse movements from the first remote. Would it be possible to
assign a
button to enable/disable the mouse movement (IR) on the first remote as this
seems to
cause the issue?
Original comment by judr...@gmail.com
on 26 Oct 2009 at 1:56
I'm not sure what's causing it then - I can't seem to reproduce it. If you don't
point the wiimote towards the screen, I don't think SDL will post any mouse
motion
events, so I don't think that should be an issue.
I guess you could try to comment out the mouse-related stuff in sd:/uae/uaerc
and
remove sd:/uae/uaerc.saved and sd:/uae/uaerc.user to see if that helps.
Are you using v4 by the way?
Original comment by simon.ka...@gmail.com
on 26 Oct 2009 at 6:23
Simon, I finally had time to have another look at the config, and tried to
comment
out the mouse related stuff - and it worked :) :)
Thanks a lot, sometimes the solution is so easy and yet not found...keep up
the good
work man, I think I can now fully enjoy your build and looking forward to some
sensible soccer sessions - yeeah :)
Original comment by alex.bau...@googlemail.com
on 7 Nov 2009 at 6:01
OK, good. I must say that I tend towards suspecting SDL in this case then, but
I'm
not sure.
Perhaps it's easiest to just add an option to turn off the mouse from the menu
in
future versions then.
Original comment by simon.ka...@gmail.com
on 9 Nov 2009 at 7:33
Unfortunately I have to come back with this issue, looks I was happy too early
:(
I only managed to get Yo!joe to work properly with 2 players, all other games
still
have the issue...furthermore I found that disabling the mouse could lead to
getting
stuck at the crack-tros at booting (of course I got all original games..:)... I
will
try to play around with the config once more, but had no success so far for
sensible
soccer and apydia. I need to admit that I do not know exactly what you
suspected with
SDL, maybe it would be worth checking there (if you could give me some hints
what and
how to check) ?
Original comment by alex.bau...@googlemail.com
on 28 Nov 2009 at 11:53
sorry to hear that. Sensible soccer is the one I've tested, and it works fine
for me.
I've looked in the SDL source code, but can't really see what could be wrong
there.
Also, since it apparently works sometimes, the whole situation is a bit of a
mystery.
Original comment by simon.ka...@gmail.com
on 28 Nov 2009 at 1:58
the last game I had the issue with was Yo!Joe, so I tested it and it works fine
now...and there are games,e.g. alien breed where both controllers work fine. So
I am
not really sure if it is mouse related, but maybe your suggestion to implement a
function to disable the mouse from the menu (= ingame) would be worth a try, as
I at
least for Apydia cannot test with all mouse related stuff commented out (->
can't
exit the intro which needs mouse click). But I don't know if it would be
possible to
disable the mouse on-the-fly, and how much effort this would mean.
Original comment by alex.bau...@googlemail.com
on 28 Nov 2009 at 2:35
It's certainly possible. You can look at how the Mario Kart wheel is turned
on/off -
it's basically just a modification of the configuration (i.e., the same as
updating
the configuration file!) during runtime. The mouse can probably be disabled in
the
same way.
Original comment by simon.ka...@gmail.com
on 29 Nov 2009 at 9:05
Hiya!
Great work Simon. I really appreciate this emu for the wii.
I have also the same issue with Joy 2 in some games.
My favorite is emerald mine and i cant use the 2 player mode because of this.
If you or anyone can fix this i would be more than happy!
Original comment by jimpa...@gmail.com
on 5 Jan 2010 at 3:04
Hello everyone,
I had the same issue and i think i found something that might help you : in
uaerc.saved i found these 2 lines :
input.1.joystick.0.axis.6=PAR_JOY2_VERT.0
input.1.joystick.1.axis.6=PAR_JOY2_VERT.0
and i noticed there were no references to "axis.6" in uaerc...so i added these
these
lines in uaerc :
input.1.joystick.0.axis.6=JOY2_VERT
input.1.joystick.1.axis.6=JOY1_VERT
and deleted uaerc.saved and then it just ,uh, worked. The second joystick just
worked flawlessly.
Notice that i made some other changes to uaerc so it might be related too.
Here's
the input portion of my uaerc :
sdl.map_raw_keys=true
input.config=1
# Keyboard setup
input.1.keyboard.0.button.96=SPC_ENTERGUI
# Mouse
input.1.mouse.0.disabled=1
input.2.mouse.0.disabled=1
input.3.mouse.0.disabled=1
input.4.mouse.0.disabled=1
#input.1.mouse.0.axis.0=MOUSE1_HORIZ
#input.1.mouse.0.axis.1=MOUSE1_VERT
#input.1.mouse.0.axis.2=MOUSE1_WHEEL
#input.1.mouse.0.button.0=JOY1_FIRE_BUTTON
#input.1.mouse.0.button.1=JOY1_2ND_BUTTON
#input.1.mouse.0.button.2=JOY1_3RD_BUTTON
# Joystick configuration. Wiimote 1 is both mouse and joystick 2, with
# the mouse button being the A key.
# See http://wiibrew.org/wiki/SDL for the button numbers
input.1.joystick.0.disabled=0
input.1.joystick.0.axis.0=JOY2_HORIZ
input.1.joystick.0.axis.1=JOY2_VERT
input.1.joystick.0.axis.2=JOY2_HORIZ
input.1.joystick.0.axis.3=JOY2_VERT
input.1.joystick.0.axis.4=JOY2_HORIZ
input.1.joystick.0.axis.5=JOY2_VERT
# The "hat" on the wiimote (dpad)
input.1.joystick.0.axis.9=JOY2_HORIZ
input.1.joystick.0.axis.10=JOY2_VERT
# 2 on wiimote, Z on nunchuck and a on the classic controller
input.1.joystick.0.button.3=JOY2_FIRE_BUTTON
input.1.joystick.0.button.7=JOY2_FIRE_BUTTON
input.1.joystick.0.button.9=JOY2_FIRE_BUTTON
# Wiimote 2
input.1.joystick.1.disabled=0
input.1.joystick.1.axis.0=JOY1_HORIZ
input.1.joystick.1.axis.1=JOY1_VERT
input.1.joystick.1.axis.2=JOY1_HORIZ
input.1.joystick.1.axis.3=JOY1_VERT
input.1.joystick.1.axis.4=JOY1_HORIZ
input.1.joystick.1.axis.5=JOY1_VERT
input.1.joystick.1.axis.9=JOY1_HORIZ
input.1.joystick.1.axis.10=JOY1_VERT
input.1.joystick.1.button.3=JOY1_FIRE_BUTTON
input.1.joystick.1.button.7=JOY1_FIRE_BUTTON
input.1.joystick.1.button.9=JOY1_FIRE_BUTTON
input.1.joystick.1.button.10=JOY1_FIRE_BUTTON
# Home button
input.1.joystick.1.button.6=SPC_ENTERGUI
input.1.joystick.1.button.19=SPC_ENTERGUI
input.1.joystick.0.button.6=SPC_ENTERGUI
input.1.joystick.0.button.19=SPC_ENTERGUI
input.2.joystick.0.disabled=1
input.2.joystick.1.disabled=1
input.3.joystick.0.disabled=1
input.3.joystick.1.disabled=1
input.4.joystick.0.disabled=1
input.4.joystick.1.disabled=1
input.1.joystick.0.axis.6=JOY2_VERT
input.1.joystick.1.axis.6=JOY1_VERT
I hope this will help...
Original comment by phuco...@gmail.com
on 4 Mar 2010 at 11:55
@phucorne: Good find! PAR_JOY2_* is for joysticks that are connected to the
parallel
port. However, axis 6 isn't defined on the Wii (see
http://wiibrew.org/wiki/Sdl#SDL_joystick_mapping), so my guess is that it
should be
enough to just remove the PAR_JOY2_* lines.
I guess we'll have to find out why it's written by UAE though. My guess is that
it
will show up again when the preferences are saved.
Original comment by simon.ka...@gmail.com
on 5 Mar 2010 at 6:17
[deleted comment]
Could the axis.6 be the wiimote's IR ?
@ alex.baurycza : about skipping an intro requiring a mouse when the mouse is
disabled and second joystick mapped to wiimote 2 : just click wiimote 2's
button 2.
The miggy can't see the difference between a mouse click and a joystick's fire
button. That's the way you did it with a real Amiga having two joysticks
plugged
in...But a gui option to be able to switch between mouse on wiimote 1 OR
joystick on
wiimote 2 would be useful because those inputs interfere with each other and it
can
be very confusing.
Original comment by phuco...@gmail.com
on 5 Mar 2010 at 10:35
yes, I remember that from my Amiga times aswell... but for some reason it did
not
work out with wiimote 2 when I tried last time..Maybe I have damaged my current
config when playing around to fix the issue (which wa snot successful), not
sure..
But will definatly try again :)
Thanks for your reply!!
Original comment by alex.bau...@googlemail.com
on 5 Mar 2010 at 10:54
OK, I remember now. Axis 6, 7 and 8 are the pitch/roll/yaw of the wiimote. I
even
added them to sdl-wii myself :-). You have it here:
http://code.google.com/p/sdl-
wii/source/browse/trunk/SDL/src/joystick/wii/SDL_sysjoystick.c
Anyway, those are only used if the Mario Kart Wheel support is turned on, so I
suspect that the PAR_JOY2_ stuff is really causing the issue (taking in events
from
pitch/roll/yaw).
Original comment by simon.ka...@gmail.com
on 5 Mar 2010 at 11:40
I found this in gui-sdl/gui-sdl.c in the function setup_joystick_defaults() :
if (currprefs.use_wheel_input)
insert_keyboard_map(joy == 1 ? "JOY1_HORIZ" : "JOY2_HORIZ",
"input.1.joystick.%d.axis.6", joy);
else /* Just select something which will not affect play! */
insert_keyboard_map("PAR_JOY2_VERT",
"input.1.joystick.%d.axis.6", joy);
...Despite what the comment says, it looks like it affects play ;-)
Original comment by phuco...@gmail.com
on 5 Mar 2010 at 2:58
Well, well. That's a good find. I don't quite remember why I put it there (as
opposed
to using nothing at all).
Anyway, I'm not sure it this is all of the issue anyway. This bug report is
from july,
and the Mario Kart wheel support was only added in october.
Original comment by simon.ka...@gmail.com
on 5 Mar 2010 at 3:10
Ooops I didn't notice that !
But i think that this problem can come from two sources : the mouse and the
axis 6
so it was possible to have some problems with the second joystick before the
addition of the wheel support.
Although, i admit that i don't see why a parallel joystick would interfere with
the
second joystick...
Anyway, i'll experiment the input settings to see if i can spot with certainty
what
triggers this problem.
Original comment by phuco...@gmail.com
on 5 Mar 2010 at 4:05
[deleted comment]
has anyone found a solution to this im trying to play sensible world of soccer
96-97 with my bro, im having the same issue. it would be great if someone finds
the fix to this. last comment was in march im surprise theres still no solution.
Original comment by Iqram.Ha...@googlemail.com
on 6 Nov 2010 at 1:14
Unfortunately I did not manage to resolve the issue, and I will not try any
further as I discovered Sensible Soccer is also available for xbox360 ;) sorry
I know that won't help you much, but if you are a real Sensible Soccer fan it
might be an idea for you aswell.
Original comment by alex.bau...@googlemail.com
on 6 Nov 2010 at 1:38
amiga sensible soccer brings back my childhood time. xbox wont do anything for
me.
somebody create uae for ps3 please. maybe one day! nothing wrong in wishing.
Original comment by Iqram.Ha...@googlemail.com
on 8 Nov 2010 at 6:42
In speedball 2 I had to enable the Mario Wheel, in order for the joypad to work
properly on the wiimote, weird? But otherwise it would insist on using the
mouse on the wii mote instead of the joypad. Switch on the wheel though and
you could again use the joypad
Original comment by boyd...@googlemail.com
on 15 Jan 2011 at 5:46
sorry for gravedigging this old thread, but I found the issue seems at least
solved for another game I had issues with before, Apyida. Wish I had seen the
latest reply before packing my Wii away again - I will try enabling the Wheel
support and come back with my findings, or better, will post if it helped in
any way.. if you dont read from me here soon, it might have not been a
difference.
But this could explain why Simon had no issues when he tested it in Oct. 2009,
after the Wheel support was implemented (given that he had it turned on, of
course).
But again, thanks to Simon and all others involved for creating this port!
Original comment by alex.bau...@googlemail.com
on 6 Jun 2011 at 3:07
This issue should be solved in version 6.
In some games you have to disable the mouse emulation in the wiimote menu
before playing.
The wiimote 1 emulates the Joystick inserted in the port 2 and the mouse at the
same time. This can give some problems to games that use both.
I wait for feedbacks before cancelling this issue.
Original comment by olimpier...@gmail.com
on 23 Oct 2011 at 12:58
The issue is fixed in version 6
Original comment by olimpier...@gmail.com
on 28 Oct 2011 at 11:22
Original issue reported on code.google.com by
alex.bau...@googlemail.com
on 9 Jul 2009 at 4:06