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ducon2016

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Messages posté(e)s par ducon2016

  1. 7 hours ago, coolspot said:

    I have multiple controllers - IPAC + XINPUT fightstick, is there a way to prioritize physical XINPUT devices over virtual ones? i.e. ensure that physical controllers are detected first before simulated ones are loaded?

     

    Some games only support 2 controllers and the virtual ones are loaded before my physical one, thus blocking my physical XINPUT controller when I want to use it? For example, Street Fight V, if x360kb is loaded, physical sticks won't register.

     

    Thanks.

     

    Right now x360kb does not allow mixed usage of joysticks and keyboard unfortunately.

  2. [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.

     

    unknown.png

     

    I have been playing around with the file format, and wanted to share some of the promising initial results with xBRZ

     

    unknown.png

     

    and here with Waifu2x Noise Level 0

     

    unknown.png

     

    and here Waifu2x Noise Level 3

     

    unknown.png

     

     

    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

  3. 1 hour ago, coolspot said:

    Pac-Man 256 has some some comments about trouble with x360kb, probably the old version not this one. I got it configured today, required a bit of trial and error:

    • Use X-Input 1.3, 32-bit, DLL
    • Use the following options:
    
    [Options]
    UseInitBeep=1
    Log=0
    PadCount=1
    HookAllXInputDLLs=0
    BlockRawInput=0 ;If blocking is set to any other value, the simulated x-input device will not register properly
    BlockKeys=0
    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

    That's pretty much it along with the proper control mapping of course.

     

    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.

  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. 5 minutes ago, coolspot said:

    Mortal Kombat Komplete Collection has an issue with x360kb with detecting two button presses (i.e. X + A).

     

    I'm using a 6 button setup so I would like to use the shortcuts to do actions like throw (FP (X)  + FK (A)).

     

    With x360kb, I noticed the commands are coming into Mortal Kombat Komplete training mode as A... B... in quick succession (nearly instanteous but it's clear the game is recognizing two key presses), rather than as a simulatenous press.

     

    If I use a real XInput controller (i.e. Logitech F710), X + A will perform the proper move, and the input data looks to be AB.

     

    If I use a keyboard, the move is performed fine as well (i.e. press two keyboard key simultaneously). 

     

    Any ideas how to fix this one - is it the way the driver hooks into the keyboard it doesn't handle true simultaneous key presses (i.e. chording?).

     

    Thanks.

     

     

    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. 6 minutes ago, huntsman360 said:

     

    It wooooooorks!!!!!

     

    What you have done?

     

    Can you do the same to all other dll (32bit and 64bit)?

     

    Thanks

     

    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.

  7. 1 hour ago, huntsman360 said:

    i do it and nothing.

     

    Is not in config files. Is someyhing on dll that conflicts with my arcade cabinet. On my other pcs no problem

     

    But original x360kb and vjoy+x360ce works on my arcade cabinet, so is something like how this new x360kb (all dlls) is capturing keyboard inputs

     

    Not sure what it is, try this https://cdn.discordapp.com/attachments/401433952239484929/738126213700255825/xinput1_3.7z

  8. 2 hours ago, coolspot said:

    UPDATE: I got it to work, here are my settings:

     

    1. X64 XInput9.DLL
    2. HIdeDLL = 0 (Not Necessary)
    3. Steam = 0 (Key setting, when this is enabled, Injustice 2 detects a cheat engine) 

     

    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.

  9. 7 hours ago, huntsman360 said:

     

    Hi, is not a folder problem.

     

    I'm testin with xinputtest.exe and in my regular pc all ok, but lag and stuck in arcade cabinet

     

    I uploaded a zip with the files, if you launch xinputtest.exe you can move left analog with arrow keys and all ok, but in my arcade the problem mentioned

    test.zip

     

    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

     

  10. 13 minutes ago, huntsman360 said:

    Yes, dll works. I put 64 version of 1_3

     

    The problem is not that dll not work, it does and captures the input keys but......  with a lot of delay and controls stuck in a position or button pressed

     

    Dll is operative but for some reason on my arcade cabinet with 2 keyboards (1 normal  + ipac) response is with much delay and stuck problem

     

    Original dll and vjoy+x360ce not have this problem

     

    I already have disabled vjoy and no luck

     

    I understand the problem, just trying to find out what it could be. Where did you put the dll and config file? Which folder?

  11. 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

  12. 10 hours ago, huntsman360 said:

     

    The ini i send you is for sf5

     

    The test i making is with 1_3 dll 32 bit and program xinput test, here i can see the controls responding laggy and been stocked all the time.

     

    In another pc all ok with your dll, the problem is only on my arcade cabinet. But in the cabinet original x360kb has no problem and vjoy and x360ce have not eather

     

    Thanks 

     

    SFV the PC version or the Arcade version with JConfig?

  13. 5 hours ago, huntsman360 said:

     

    forget background

     

    I'm using v14 and with x86 and x64 the same. But if i use the original 32bit x360kb no problem

     

    Something is interfering with the new dll any i use, 32 or 64 , 1_3 or 1_4 allways the same

     

    With vjoy and x360ce no problem and with x360kb original all ok, but with original version 64bit games doesn't work and i have to use vjoy and x360ce

     

    I don't know where is the conflict or how to solve it, when i see the log, seems that is responding but much lag and controls tends to lock pressed for a while

     

    Thanks for trying to help me

    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.

  14. 8 hours ago, huntsman360 said:

    The details are: S.O Retroos (windows 7), logitech usb keyboard and ipac for arcade controls

     

    If i change blockrawinput no difference. dll activates but i suppose any conflict that makes that response is with more delay and stucks in a direction, with buttons the same. I push a button and respond after 5 o 6 presses. And stucks

    With original x360kb no problem

     

    I tested on my regular pc with only one keyboard and all ok

     

    ini detail:

     

    [Options]
    UseInitBeep=1
    Log=0
    BackgroundMode=1
    PadCount=2
    BlockRawInput=0
    BlockKeys=1

     

     

    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.

  15. 1 hour ago, huntsman360 said:

     

    Any version 32/64

     

    Always the same, controls response is very delayed. 

     

    I've tried with sf5 win dll 1_3 64bit and a ini with only rawdata=1 and pad1 config and the same

     

    Control respond the first moment and after that big delay

     

    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

  16. 2 hours ago, huntsman360 said:

    hi, i have a big problem

     

    In my arcade i have a usb keyboard + ipac

     

    With new versions of x360kb the dll activates and when i press keys emulated x360 controller responds with a very big delay and dpad  o left analog doesn't return to center

     

    With original version i don't have this problem.

     

    I tested all combinations in the ini but no luck

     

    Any suggestions?

     

    best regards

     

    What game? What version of dll x86/x64? what dll? share your x360kb.ini

  17. 1 hour ago, vpxpinball said:

    I don't understand how this can be done if using a front end like pinup it pinballX . When the table loads if the number of players was already selected then it would be possible to go directly into the table and have it start without having to hit enter. 

    Maybe I am doing something wrong ...(most probably) or don't understand.... How to select multiple players without having to enter back into the settings gear to chose the amount of players. 

    I am trying to use this launcher in combination with a front end that would allow to chose  table then the  screen would pop up like in pinball fx3 launcher. Then you select the number of players and it takes you directly into the table and the the games can be started. 

     

    Not sure if this is possible so I reached out Terry to ask him and he said it can only be done if the command line has an option to chose amount of players then the interface can be used. 

    The only way that I am able to get it to multiple players is to go into gear icon after starting table which I can't do from a pinball cabinet. 

     

    Thanks

     

    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.

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