krossx / pokopom Goto Github PK
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License: MIT License
Input Plugin for Emulators
License: MIT License
When turning on the controller after either emu is started, it presses all buttons on the controller for some reason. Like if you are on a menu screen, Turning the controller on will make the cursor go up one.
I don't know if this is connected or not but in EPSXE when turning off your controller midgame in FF9, it soft resets the whole game. Can you fix this while still keeping the controller disconnect messages in the emus?
This doesn't happen with other plugins.
Hi there i am trying to compile this PAD Plugin under GNU/Linux
git clone https://github.com/KrossX/Pokopom.git
cd Pokopom/
make
make: *** No hay ninguna regla para construir el objetivo 'ConfigDialog.o', necesario para 'default'. Alto.
Changing the setting for left and right sticks doesn't do anything. I try to change Left Stick axis LX & LY to RX & RY and the sticks are still the same. I'd really like to use the right analog stick so I can play one-handed! Any help will be appreciated.
Edit: Using xbox360 wired controller
EDIT2: Solved this by using xbox360ce and disabled "pass-through" option
Afterplug rumble is broken. When turning the controller on after the emu starts, there is no rumble UNTIL you hotplug (turn off controller midgame and re-enable it).
Esc > continue also breaks rumble.
Scroll light starts flickering with both controller port modes being analog mode and only 1 controller activated/on. Afterwards, if I keep pressing the PS button, it'll randomly go to either no light or a solid light. It's not consistent.
Example:
starts flickering > PS button > random chance of no light
starts flickering > PS button > random chance of solid light
I'm using ePSXe 1.9.0 as this is the latest version Shark Enhanced supports, as the newer 2.x does not run on my PC for some reason unknown.
But while i'm on the BIOS or some older game, I need to open shark pad config and change to digital manually, I was wondering if theres a way to press a key like on the internal ePSXe pad plugin to swap modes.
Thanks for this awesome plugin, and sorry again if this is a bad place to ask.
I am using a Mayflash Fight Stick, and it seems to not be recognized by Pokopom. Are there any plans to add arcade sticks in the future?
Afterplugging doesn't seem to work for demul.
As topic says - please add DEmul compatibility :p
LilyPad recently got updated to auto detect if analog signal is not supported to switch to digital.
Would be nice to include it on Pokopom.
Hi
I have a big wish that a lot of people that use the retropie system : http://blog.petrockblock.com/retropie/
with this system based with retroarch, libretro, and emulation station to play with a lot of emulator. The emulator of PSX is PCSX rearmed, a fork of PCSX reloaded.
My question is that your plugins can be use with pcsx rearmed ? Wath is the structure in your code passed to the emulator to signal that a multitap is connected on the port number 1 or port number 2 ?
I will try to add your plugins on the pcsx rearmed to play at crash team racing with 4 player, Currently the system configuration of libretro get 4 or 5 pad from emulation station and retroarch configuration, but pcsx rearmed with the default plugin "dxinput" catch the 2 first pad of the configuration. Only two player can play. How can i define the structure to pass to your plugins a configuration with multitap ? this emulator has no GUI to configure your plugins all configuration is passed by retroarch.
Any chances to have per games mempak for Project64?
maybe naming files like that
sprintf(filename, "MemPaks\%d_%d.mempak", romName, port+1);
it would be perfect , 1 mempak for all games is a bit limited.
Anyway thanks for this awesome plugin
Player 1 seems to be able to control P2 in Demul. P1-P4 are labeled correctly in pokopom.
Esc continue works fine in pcsx2. Rumble stops when escape is pressed like it should.
However, in epsxe, rumble continues when esc is pressed and doesn't stop. Then when you press continue, the emu crashes.
In previous version Pokopom v2.1-17, it rumbled a little when esc was pressed but eventually it stopped. It did not crash when continue was pressed.
Expected behavior would be to have the controller not rumble during a rumble phase when escape is pressed and resume interrupted rumble when game is continued with no crash.
Tested on FFIX epsxe and FFXII pcsx2.
Like said on the readme file, the linux driver does not has a GUI. How can I configure it, using command line?
It will change from 1 to 2..not mid-game, but when I play once every week or so, I have to change the number so my controller works. I'm using DS4Windows for my Dualshock 4... It's plugged in via usb and I don't change ports and have no other controllers plugged in
Hopefully I'm posting in the right place for assistance. I'm trying to get Project64 to recognize Pokopom under the "inputs" list, but nothing comes up. I've dropped "padpokopom.dll" under the "project64/plugin/input/" folder and restarted the program multiple times, but with no option in Project64 to select Pokopom as the "input (controller) plugin" (just the standard N-Rage that comes with it). Is Pokopom no longer compatible with Project64? I've looked all over the place for an answer to this, but haven't found anyone with the same issue. Most forum posts are from 2015 or earlier (which leads me to believe it's no longer supported).
My specs:
Project64 v.2.3.0.210 [public release]
Pokopom v.2.1-22
Windows 10 64-bit
Thanks for any help you can offer!
With Windows 10's windows.gaming.input replacing xinput, there can be up to 8 controllers connected. It would be really excellent to be able to use two multitaps for games that support it.
I can't seem to get the controller to work for Naomi games like 'ausfache' when played in the Demul emulator.
I started this process with #19 and #18 but figured it made sense to open an enhancement request ticket to discuss this development. As I mentioned in the PR, I'm pretty much a C++/cmake newb, but I've managed to get the plugin to build on Windows/Visual Studio using cmake, and PCSX2 seems to be able to load and configure it.
Unfortunately, on Linux, the plugin builds successfully with cmake but is not able to be loaded by PCSX2. It throws the following error when attempting to load it:
[wx] /usr/lib/games/PCSX2/libpadPokopom.so: undefined symbol: multitap
Path: /usr/lib/games/PCSX2/libpadPokopom.so
File is not a valid dynamic library.
Some kinda plugin failure: /usr/lib/games/PCSX2/libpadPokopom.so
When looking through the source code of other plugins in https://github.com/PCSX2/pcsx2/tree/master/plugins, I'm noticing a lot of code like this before function definitions:
EXPORT_C_(const char *)
. I noticed you have a similar macro defined in https://github.com/KrossX/Pokopom/blob/master/Pokopom/General.h with #define DllExport extern "C"
. Do you think this macro needs to be added to various type definitions and functions through the project? Or do you think it might be an issue with my build configuration?
It never ends, tsk tsk tsk.
Okay, with my controller off on pcsx2, the games boot fine. With my controller on, the game boots fine once, and then when I exit the emu and restart the emu, pcsx2 crashes. And crashes every tme afterwards. But when I switch to lilypad, everything works fine. So I switch back to pokopom and again, it only works the first time. Then after I restart pcsx2 it keeps crashing every time afterwards. Perhaps make an ini only option permanently for debug error logs so we can diagnose quicker if a future problem arises? Don't recall this happening at the time of our last talk back when you updated the plugin again. Maybe a new windows update is conflicting with something? shrugs. But it probably has something to do with the last update.
When I switched back to pokopom r127 to see if it happened, I got this error message when pcsx2 crashed on start:
Could it be any of the following:
-memory leak
-runtime update needed
?
And here is an error log when it crashes normally with the updated pokopom used:
[code]
Faulting application name: pcsx2.exe, version: 0.0.0.0, time stamp: 0x57c7df1c
Faulting module name: GSdx32-AVX.dll, version: 1.0.1.9, time stamp: 0x57c7df75
Exception code: 0xc0000005
Fault offset: 0x00039dd3
Faulting process id: 0x2978
Faulting application start time: 0x01d204ba486f3839
Faulting application path: E:\Users***\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\pcsx2.exe
Faulting module path: E:\Users***\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\plugins\GSdx32-AVX.dll
Report Id: 89a79edd-70ad-11e6-9c89-8056f2ad9956
Fault bucket 1001185176, type 25
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: pcsx2.exe
P2: 0.0.0.0
P3: 57c7df1c
P4: GSdx32-AVX.dll
P5: 1.0.1.9
P6: 57c7df75
P7: c0000005
P8: 00039dd3
P9:
P10:
Attached files:
C:\Users\T Dean Jr\AppData\Local\Temp\WERF90B.tmp.WERInternalMetadata.xml
These files may be available here:
C:\Users***\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_pcsx2.exe_5f528f8cf25bec60a6fbaead876ee3b196eda2a7_2af400c9
Analysis symbol:
Rechecking for solution: 0
Report Id: 89a79edd-70ad-11e6-9c89-8056f2ad9956
Report Status: 1
Faulting application name: pcsx2.exe, version: 0.0.0.0, time stamp: 0x57c7df1c
Faulting module name: nvwgf2um.dll, version: 10.18.13.6869, time stamp: 0x577402cd
Exception code: 0xc0000005
Fault offset: 0x00743536
Faulting process id: 0x23d8
Faulting application start time: 0x01d204b9c6c41d3b
Faulting application path: E:\Users***\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\pcsx2.exe
Faulting module path: C:\Windows\system32\nvwgf2um.dll
Report Id: 083aed59-70ad-11e6-9c89-8056f2ad9956
Fault bucket 1002161578, type 25
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: pcsx2.exe
P2: 0.0.0.0
P3: 57c7df1c
P4: nvwgf2um.dll
P5: 10.18.13.6869
P6: 577402cd
P7: c0000005
P8: 00743536
P9:
P10:
Attached files:
C:\Users***\AppData\Local\Temp\WERA8CA.tmp.WERInternalMetadata.xml
C:\Users****\AppData\Local\Temp\WERAF9E.tmp.appcompat.txt
These files may be available here:
C:\Users***\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_pcsx2.exe_b6b9e433741ee2ac1da3f36ffa2ac18204fb327_2f3cb01a
Analysis symbol:
Rechecking for solution: 0
Report Id: 083aed59-70ad-11e6-9c89-8056f2ad9956
Faulting application name: pcsx2.exe, version: 0.0.0.0, time stamp: 0x57c7df1c
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00000000
Faulting process id: 0x1560
Faulting application start time: 0x01d204b9b14098d7
Faulting application path: E:\Users***My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\pcsx2.exe
Faulting module path: unknown
Report Id: f372f384-70ac-11e6-9c89-8056f2ad9956
Fault bucket 50, type 5
Event Name: BEX
Response: Not available
Cab Id: 0
Problem signature:
P1: pcsx2.exe
P2: 0.0.0.0
P3: 57c7df1c
P4: StackHash_0a9e
P5: 0.0.0.0
P6: 00000000
P7: 00000000
P8: c0000005
P9: 00000008
P10:
Attached files:
C:\Users***\AppData\Local\Temp\WER2098.tmp.WERInternalMetadata.xml
These files may be available here:
C:\Users***\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_pcsx2.exe_66a8baf2ef2674f76abe785db6bdaf2d15a4312a_2de88237
Analysis symbol:
Rechecking for solution: 0
Report Id: f372f384-70ac-11e6-9c89-8056f2ad9956
Report Status: 0[/code]
Edit: updating the nvidia drivers didn't seem to help.
this is definitely a dumb question but i can't seem to find the dll file
On latest version ePSXe, multitap is not supported at all.
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