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ducon2016

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Tout ce qui a été posté par ducon2016

  1. [WARNING THIS IS EXPERIMENTAL] Outrun 2006 on PC is nice except for the UI, it looks very low res when played on HD monitors. I just made a quick test to see if we could make it better. So sharing the progress so far. This is the original, notice how blurry "Total Time" and the rest of UI is. I have been playing around with the file format, and wanted to share some of the promising initial results with xBRZ and here with Waifu2x Noise Level 0 and here Waifu2x Noise Level 3 For those interested in trying it Outrun2006Test.7z 1. You will need to make a copy of your Sprite folder 2. Edit Process All.bat and change the path to your Sprite copy folder 3. Run Process All.bat, and when finished copy all the .sz files in the original Sprite folder (NOT THE COPY) 4. Make a copy of OR2006C2C.exe and patch it Offset: 0002D22E Original: DB 44 Patch: 8B 4C Offset: 0002D232 Original: 8B 4C 24 1C 85 C9 7D 06 D8 05 70 80 62 00 Patch: D1 E9 89 4C 24 1C DB 44 24 1C 90 90 90 90 Offset: 0002D246 Original: 85 D2 DB 44 Patch: D1 EA 89 54 Offset: 0002D24C Original: 7D 06 D8 05 70 80 62 00 Patch: DB 44 24 20 90 90 90 90 Few issues: 1. My converter does not fully work with some .sz files yet (the ones commented out in the batch file), which likely will results in bugs when those images are used 2. All art is automatically upscaled, and no solution is ideal right now. Waifu 2x with Noise Level 3 seems the best though. 3. Might be a lot of bugs, it has not been extensively tested
  2. It works with PadCount=2 or 3 or 4 if you have the controls. I use it with two players on my setup, works really well.
  3. Yes I use it with Teknoparrot too it works. You need to put xinput1_4.dll and x360kb.ini in the teknoparrot folder, NOT in the game folder.
  4. Looking at Log1. Thanks @coolspot You press X at 2020-07-30 18:22:28.236, the game reads xinput 6 milliseconds later at 2020-07-30 18:22:28.242 and it is recognized. Then you keep X pressed and press A at 2020-07-30 18:22:28.253, the game reads xinput at 2020-07-30 18:22:28.259 and finds both X and A pressed! Then you keep those pressed and the game those are kept pressed until 2020-07-30 18:22:28.865. What is possible is because the game polls the control at intervals of 16ms, it is expecting both inputs should be pressed within the same strict window. Sorry yes if you reuse the same buttons it will trigger the individual buttons, maybe I should add an option for that. Can you try v15 I just posted today, this could be related to what I fixed for @huntsman360, I was waiting 16ms in some cases which seems to be the exact interval your log exhibits. So I might have fixed it already. 2020-07-30 18:22:28.236 ( 41.486s) [ ] config.cpp:343 INFO| [HookCallback] Key pressed A2 2020-07-30 18:22:28.236 ( 41.486s) [ ] config.cpp:360 INFO| [HookCallback] Key blocked A2 2020-07-30 18:22:28.242 ( 41.493s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 0 2020-07-30 18:22:28.242 ( 41.493s) [ ] x360kb.cpp:59 INFO| X button pressed 2020-07-30 18:22:28.242 ( 41.493s) [ ] x360kb.cpp:84 INFO| Left Analog Right axis pressed 2020-07-30 18:22:28.242 ( 41.493s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 1 2020-07-30 18:22:28.253 ( 41.503s) [ ] config.cpp:343 INFO| [HookCallback] Key pressed A0 2020-07-30 18:22:28.253 ( 41.503s) [ ] config.cpp:360 INFO| [HookCallback] Key blocked A0 2020-07-30 18:22:28.259 ( 41.510s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 0 2020-07-30 18:22:28.259 ( 41.510s) [ ] x360kb.cpp:59 INFO| A button pressed 2020-07-30 18:22:28.259 ( 41.510s) [ ] x360kb.cpp:59 INFO| X button pressed 2020-07-30 18:22:28.259 ( 41.510s) [ ] x360kb.cpp:59 INFO| Left Shoulder button pressed 2020-07-30 18:22:28.259 ( 41.510s) [ ] x360kb.cpp:84 INFO| Left Analog Right axis pressed 2020-07-30 18:22:28.259 ( 41.510s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 1 2020-07-30 18:22:28.280 ( 41.531s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 0 2020-07-30 18:22:28.280 ( 41.531s) [ ] x360kb.cpp:59 INFO| A button pressed 2020-07-30 18:22:28.280 ( 41.531s) [ ] x360kb.cpp:59 INFO| X button pressed 2020-07-30 18:22:28.280 ( 41.531s) [ ] x360kb.cpp:59 INFO| Left Shoulder button pressed 2020-07-30 18:22:28.280 ( 41.531s) [ ] x360kb.cpp:84 INFO| Left Analog Right axis pressed 2020-07-30 18:22:28.280 ( 41.531s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 1 2020-07-30 18:22:28.292 ( 41.543s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 0 2020-07-30 18:22:28.292 ( 41.543s) [ ] x360kb.cpp:59 INFO| A button pressed 2020-07-30 18:22:28.292 ( 41.543s) [ ] x360kb.cpp:59 INFO| X button pressed 2020-07-30 18:22:28.292 ( 41.543s) [ ] x360kb.cpp:59 INFO| Left Shoulder button pressed 2020-07-30 18:22:28.292 ( 41.543s) [ ] x360kb.cpp:84 INFO| Left Analog Right axis pressed 2020-07-30 18:22:28.292 ( 41.543s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 1 2020-07-30 18:22:28.309 ( 41.559s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 0 2020-07-30 18:22:28.309 ( 41.560s) [ ] x360kb.cpp:59 INFO| A button pressed 2020-07-30 18:22:28.309 ( 41.560s) [ ] x360kb.cpp:59 INFO| X button pressed 2020-07-30 18:22:28.309 ( 41.560s) [ ] x360kb.cpp:59 INFO| Left Shoulder button pressed 2020-07-30 18:22:28.309 ( 41.560s) [ ] x360kb.cpp:84 INFO| Left Analog Right axis pressed 2020-07-30 18:22:28.309 ( 41.560s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 1 2020-07-30 18:22:28.325 ( 41.576s) [ ] x360kb.cpp:37 INFO| XInputGetState Pad 0 2020-07-30 18:22:28.325 ( 41.576s) [ ] x360kb.cpp:59 INFO| A button pressed 2020-07-30 18:22:28.325 ( 41.576s) [ ] x360kb.cpp:59 INFO| X button pressed
  5. It does work with combinations, I use them all the time. You can even set a combination as an input for example I used stuff like DPad Left=C&Left. In the config turn on the log, press the two buttons and send me the log please.
  6. Awesome, glad we could find it and fix it. Thanks for reporting the issue.
  7. Here are all the updated DLLs, x360kb-v15.7z Let me know if it works
  8. I tried something in the code. There is a known performance issue with the keyboard hooks, the code assumed a case would never happen but unfortunately it did, so cleaning it up. Will publish all dlls later today.
  9. ducon2016

    Recherche CHD Mame 0.222

    Tu as les derniers trucs souvent ici aussi https://bda.retroroms.info:82/downloads/mame/CHDs_temp/
  10. Not sure what it is, try this https://cdn.discordapp.com/attachments/401433952239484929/738126213700255825/xinput1_3.7z
  11. Project Wingman https://store.steampowered.com/app/895870/Project_Wingman/ Art of Air War https://store.steampowered.com/app/1116600/Art_Of_Air_War/
  12. Glad you got it to work. Yes HideDLL might not work on all games, it works for DOA6. And Steam=1 is only for games which require steam actions, most games do not need it. Can you edit your post to only keep the working part? The initial question is not necessary anymore.
  13. Your config has log=1 and padcount=2 when you only have one defined. Try to set log=0 and padcount=1. I tested your files and everything works fine. Also try with all the options to see if it makes a difference [Options] UseInitBeep=1 Log=0 PadCount=1 HookAllXInputDLLs=0 BlockRawInput=1 BlockKeys=1 BlockKeysDelay=0 CloseProcess=1 CloseWindow=0 CloseKey=Esc FilterOtherPads=0 FakeXInputPads=0 HookFastProx=0 SetPropertySuccess=0 DisableDI8Keyboard=0 DI8Range=0 RemapMethod=0 HideMouse=0 HideTaskBar=0 HideDLL=0 Steam=0 AnalogRange=1.0
  14. I understand the problem, just trying to find out what it could be. Where did you put the dll and config file? Which folder?
  15. 1. Which version of the dll did you use for SFV x86 or x64? 2. In which folder did you put the dll and x360kb.ini? I just tested and it works here, I also have an ipac and a keyboard connected with no lag. Did you make sure that vjoy is disabled? double click the vjoy icon and untick the enabled box
  16. SFV the PC version or the Arcade version with JConfig?
  17. I use the new version on all my games. No issue whatsoever so give me the exact game you use, and the exact version of dll. I cannot help you if you cannot provide specific information.
  18. Where do I find S.O Retroos? What dll do you use? what version x86 or x64? Seems like you are using an OLD version of x360kb BackgroundMode does not exist for a long time. Try the latest version I just uploaded.
  19. Give me all the details please, I cannot help you if you do not provide all the details. Give me the complete config file. Did you turn log on by any chance? Make sure log=0
  20. What game? What version of dll x86/x64? what dll? share your x360kb.ini
  21. ducon2016

    [Tuto] Pinball Arcade Loader

    Ah ok I understand, you WANT to add a custom screen to pick the number of players BEFORE you launch the table. Basically what is desirable for you is to have a behavior like PBFX3. I understand now, I am surprised because I do not like this behavior. For example often I start playing a table, people see me play and then want to join. I like being able to do that without quitting. I will see what I can do, not sure I can do it but we will see.
  22. ducon2016

    [Tuto] Pinball Arcade Loader

    I just do not understand why you cannot select the number of players AFTER the table is loaded. Pinball FX3: Select the table, select the number of player, then load the table. Clearly in this case you need this in the launcher Pinball Arcade: Select the table, then load the table, then select number of players. In this case I do not get what is the benefit of picking the players in command line. Can you explain?
  23. Mini Motor Racer X est dispo sur PC Formula Retro Racing Cyberline Racing Team Sonic Racing TT Isle of Man Racing Glider
  24. x360kb-v14.7z Yeah Super Bomberman R is finally playable with 4 players!!! Added support for steam actions for the few crappy games that had the bad idea to only work with steam controllers: Fight Angel, Super Bomberman R, Vasara, etc. For Unity games make sure you move the steam dlls out of the plugins folder and put it in the same folder as the main game exe. Added option to reduce analog range to reduce cursor speed in some games like Missile Command: Recharged Replaced custom logging code by the excellent loguru library (https://github.com/emilk/loguru) Example config for Super Bomberman R ( x86 / xinput1_3.dll ) HookAllXInputDLLs=1 BlockRawInput=1 FilterOtherPads=1 FakeXInputPads=0 Steam=1 [Actions] A=A B=B X=X Y=Y LB=Left Shoulder RB=Right Shoulder START=Start BACK=Back UP=Left Analog Up DOWN=Left Analog Down LEFT=Left Analog Left RIGHT=Left Analog Right Move=Left Analog Example config for Fight Angel ( x64 / xinput1_3.dll ) HookAllXInputDLLs=1 BlockRawInput=3 FilterOtherPads=1 FakeXInputPads=1 Steam=1 [Actions] Move=Left Analog Camera=Right Analog attackA=A attackB=B attackE=X attackS=Y pauseMenu=Left Thumb camera_pan= Example config for Vasara ( x64 / xinput1_3.dll ) HookAllXInputDLLs=1 BlockRawInput=3 FilterOtherPads=1 FakeXInputPads=1 Steam=1 [Actions] menu_move=Left Analog menu_start=Start menu_select=A menu_cancel=B c_move=Left Analog c_shot=A c_bomb=B c_vasara=Y c_rapid_fire=X c_credit=D-Pad Left c_start=Start c_arcade_menu=Left Shoulder menu_prev=Left Analog Left menu_next=Left Analog Right t_move=Left Analog t_shot=A t_bomb=B t_vasara=Y t_rapid_fire=X t_dash=Left Trigger
  25. ducon2016

    [Tuto] Pinball Arcade Loader

    You can select the number of players when you are inside the table with Pinball Arcade, it is different from Pinball FX3 where you need to pick the numbers of players BEFORE you enter the table. Pinball Arcade does not have this problem, so not sure how what you want would work? Can you explain a little more? I am open to it.
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