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Automatically exported from code.google.com/p/adapt-ffb-joy
1. What is it that the new feature will do or allow?
Allow writing applications on PC that can control the joystick's force effects
directly by sending the effects data and commands directly to the virtual
COM-port instead of using DirectX or the FFB USB-protocols.
2. Who would primarily use or benefit from the new feature?
Developers of the PC software that do not want to face the complexity of
DirectX, but want to control the joystick directly.
Here's the description from the original source of the request "Joseph":
"My project is called 'Tourist' it's a non-violent fps style exploration VR
type of game to help the ill to relax basically. A child could play it.
BlitzBasic3D has a really IFFY ff module, so I'd prefer to attack this problem
via serial com port and/or a slave app. I have other input devices also."
3. How would one use the new feature?
Once the joystick is connected, an application could open the virtual COM-port
to the joystick and start sending effects data and thus be able to fully
control the joysticks force effects in a much simpler way.
This feature might also help adapter developer to run unit tests on the adapter
software without the need of writing complex DirectX code.
Original issue reported on code.google.com by [email protected]
on 29 Dec 2013 at 2:03
What steps will reproduce the problem?
1. Uninstall the device (e.g. with USBDeview) if it was installed and remove
all registry entries of it (mainly the key that has the "OEMForceFeedback" key)
2. Plug-in the device
3. Start FEdit
FEdit should recognize the device as FFB device, but it does not.
Only after modifying the registry. See
http://code.google.com/p/adapt-ffb-joy/wiki/USBFfbHid
for details.
Original issue reported on code.google.com by [email protected]
on 14 Feb 2012 at 11:47
What steps will reproduce the problem?
1. Plug in teensy with adaptffbjoy-r54.hex loaded
2. run fedit
3.
What is the expected output? What do you see instead?
Expected to see a new device in device manager. Nothing added, not even unknown
device. Teensy simply flashes rapidly.
What version of the product are you using? On what operating system?
adaptffbjoy-r54.hex. New teensy 2.0 (dec 2012), windows 7 ultimate 64 bit.
Please provide any additional information below.
Teensy works with other software (serial etc), shows up in device manager.
Original issue reported on code.google.com by [email protected]
on 21 Jan 2013 at 3:19
1.Full USB conversion for the CH Force FX stick - with full force feedback,
just like can be achieve with the current setup with a MS FFB Pro stick.
2. Those to benefit are ones with old serial port CH Force FX sticks. Gamers,
and sim pit hobbyists. I have two new CH Force FX sticks - still boxed new.
Original issue reported on code.google.com by [email protected]
on 30 May 2014 at 10:02
At least the following effect parameters are not being correctly set in OUT
reports from the host to the device:
- direction
- duration
- attack and fade time
the values sent to device are always the same regardless what is actually set
in the effect definition on the host side.
It is likely to be a HID issue or an issue in the install time protocol i.e.
that the device might not respond correctly to all host's control requests
during device install time (i.e. first time plug-in).
Original issue reported on code.google.com by [email protected]
on 14 Feb 2012 at 11:52
Make a better name so that users can find the joystick/wheel easier from the
Game Controller control panel. If possible, the name should be different when
FFP joystick is connected than when the Wheel is connected.
Original issue reported on code.google.com by [email protected]
on 8 Jan 2014 at 12:58
What steps will reproduce the problem?
1. Connect the adapter to PC
2. Wait that it appears to COM-ports in System Management control panel
3. Attempt to open the COM-port to device e.g. with a terminal program
What is the expected output? What do you see instead?
The COM-port should open successfully, but quite often it takes several
restarts of the adapter and some Voodoo to make a successful port opening. It
helps to plug the adapter AND the joystick's power chord off and wait for a
while before reconnecting. But even that does not always succeed.
The COM-port DOES always appear to Windows when connecting the device, but
actually opening that port fails quite often. If it can be opened once, it can
always be reopened. It is that first open that is the issue.
Original issue reported on code.google.com by [email protected]
on 8 Jan 2014 at 1:07
What steps will reproduce the problem?
1. Play IL2 and fly
2. Fire machine guns or cannons
What is the expected output? What do you see instead?
The game freezes for a second or so before the effect starts and the game
continues.
Also some other games have been experiencing similar and even worse stutters.
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 15 May 2012 at 8:19
What steps will reproduce the problem?
1. Use the adapter with a M$ Force Feedback Pro joystick in XP and probably any
other OS
2. Open "Control Panel" -> "Printers and Other Hardware" -> "Game Controllers",
click "Properties" on the "LUFA Joystick wFFB" and go to the "Test" tab.
3. Try using the 9'th button (the shift arrow) and it will trigger by itself
as button 9, and not shift the other buttons to the remaining stubbed out
button entries 10-16.
What is the expected output? What do you see instead?
I expected to button 9 to not trigger a press by itself, but for button 1-8
pressed in conjunction to read as button 9-16 respectively.
What version of the product are you using? On what operating system?
I'm using the M$ Force Feedback Pro with the adapt-ffb-joy latest svn firmware
(downloaded 11/08/2014) and installed on a self-made adapter with a teensy 2.0.
I managed to fix it in the code, but am not sure if it's more than just a hack
or should be fixed other places.
I changed this line in Joystick.c:
outReportData->Button = ((sw_report[4] & 0x7F) << 2) + ((sw_report[3] & 0xC0)
>> 6);
to these lines:
if ((sw_report[4] & 0b01000000) == 0b01000000)
{
// button 9 (shift) is held down
sw_report[4] &= 0b10111111; // Lift up button 9; it's not to be used alone.
outReportData->Button = ((sw_report[4] & 0x7F) << 10) + ((sw_report[3] & 0xC0) << 2);
}
else
outReportData->Button = ((sw_report[4] & 0x7F) << 2) + ((sw_report[3] & 0xC0) >> 6);
And it does exactly what I wanted. I'm a bit surprised and proud of myself
since I haven't ever edited code to a hardware device before and was successful
so quickly. I know I should have applied it in patch format, but as I'm on
windows right now I don't have diff easily available. I'm attaching the fully
modified Joystick.c file.
Thanks if you decide to include this in future releases,
Lucas
Original issue reported on code.google.com by [email protected]
on 7 Mar 2015 at 11:13
Attachments:
What steps will reproduce the problem?
1.ffb works but some effects are weak compared to sidewinder 2 ie rumble
2.consistent issue on 2 sidewinder sticks
3.turning up the level of effect by changing game setting (in fsx for example)
improves stick resonse.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system? Win 7
Please provide any additional information below.
I have to non fan sticks, ffb was an issue to get working at all but by
experimenting with cap values (see forum) got the sticks to work. When using
them in fsx or p3d effects like ground roll rumble or gear up are very weak
compred to other sticks such as wingman 3d ffb or sidewinder 2
Original issue reported on code.google.com by [email protected]
on 18 May 2015 at 6:10
[deleted issue]
1. What is it that the new feature will do or allow?
Return to zero position when force feedback is not used.
In the very old Win98 support tool it was also possible to to configure the
strength of the "spring" moving to neutral position.
2. Who would primarily use or benefit from the new feature?
Gamers.
3. How would one use the new feature?
Everyone playing games with no force feedback support.
Original issue reported on code.google.com by [email protected]
on 6 Mar 2014 at 2:44
What steps will reproduce the problem?
Some games experience lag with some effects when using the FFB joystick. The
exact effect(s) causing the lag has not been identifier.
The adapter might be slow (or too quick) to respond to PC on some messages.
Then Windows halts until timeout or response comes, which causes the lag.
Original issue reported on code.google.com by [email protected]
on 21 Mar 2015 at 1:57
What steps will reproduce the problem?
1. Play IL2 game and fly a plane to that it stalls
What is the expected output? What do you see instead?
The force feedback effect of the turbulence/stall shake on the joystick feels
wrong and pulls the stick erratically. Make the planes unflyable. Also some
other effects related to flying seem not to work properly even if all effects
can be played with FEdit without a problem.
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 15 May 2012 at 8:17
Connect FFP to a real game port while having the MIDI
1. FFP does not listen to FFB commands sent to it via MIDI pin (e.g. by a
microcontroller)
2. Start e.g. FEdit (or any other application that uses FFB)
3. Now FFB listens to FFB commands sent to it via MIDI pin (e.g. by a
microcontroller)
How to reproduce what a real game port and Windows drivers (e.g. in XP or
earlier) does to switch the FFP into "FFB mode"? It is not in that mode by
default when the joystick starts up and the command is not coming via MIDI pin
since the above works even when the joystick's MIDI pin is disconnected from
the game port's MIDI pin.
Original issue reported on code.google.com by [email protected]
on 22 Jan 2012 at 1:18
saldsj3 reports, that:
"For Sine, and Square waves, 46-50 doesn't work. For triangle waves, 46-50 do
work. For all periodic effects, wavelength 84-100 don't work.
I also had issues with magnitude, it seems certain attack levels / fade times
are necessary to get the joystick to react to a lower magnitude value, A fade
time of 0 seemed to always result in a full force effect."
The non-functioning frequencies are because of the joystick itself. The adapter
needs a new feature that converts the non-functioning frequencies to some
useful frequency value for the joystick in order to avoid completely missing
effects.
Original issue reported on code.google.com by [email protected]
on 24 Jul 2012 at 6:47
1. What is it that the new feature will do or allow?
Add support to Sidewinder Force Feedback Wheel.
Original issue reported on code.google.com by [email protected]
on 8 Jan 2014 at 12:30
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