raphaelgoulart / ya_inputdisplay

Yet another input display for Clone Hero / YARG
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raphnet wii guitar not detecting up strum #2

Closed thardwardy closed 8 months ago

thardwardy commented 8 months ago

everything else works fine

raphaelgoulart commented 8 months ago

Thanks for the report 🙏 sorry for the obvious question, but did you try clicking on top of the "button" to remap it? (I assume so, asking just in case).

Also, I might do a rewrite on the future to use the win32api for input (so it works with any device regardless of Godot limitations), and check input on a separate thread (so it's FPS independent, and I can lock the FPS to the monitor's refresh rate, saving resources). This should fix that hopefully, but won't be coming anytime soon due to being busy IRL

thardwardy commented 8 months ago

yup, I was able to map other buttons to it

raphaelgoulart commented 8 months ago

Okay, can you test this app and see how the up strum is detected there (if at all)? https://drive.google.com/file/d/1Y24TnrmKv_N2NbDCRiiirn4XgZ80Kd4V/view?usp=drive_link

This is Godot's official Joypads demo, what's shown there is how Godot reads your controller input.

If the upstrum is seen as an axis, that would be why it doesn't work, as my viewer only detects buttons and d-pad right now. That means i'll have to implement not only reading axes but also calibration (so whammy/tilt aren't wrongly detected as pressed when they're not). Annoying but feasible

If the upstrum is just not detected at all, use mariko's in the meantime, because you'll have to wait for the win32api rewrite (fun!!!!!!!!!!)

thardwardy commented 8 months ago

ah yup, it's axis 4. take your time, no rush

raphaelgoulart commented 8 months ago

Fixed in https://github.com/raphaelgoulart/ya_inputdisplay/commit/cab92d0aaef58a084df6ee91d03c1ff73c65f213