SADX Input Mod - Fixed XInput & DInput! v1.9.1, 06/10/2016
Posted 26 June 2015 - 01:15 PM
Posted 22 July 2015 - 02:52 PM
Version 1.5 now uses a scaled optionally-radial deadzone. This means that when an axis exceeds a deadzone, the value of the axis is a scaled value of 1 to axis max instead of deadzone + 1 to axis max (which is just a hard cutoff). That also means if you have normalization enabled (making it radial, I think? Unless I've got my terminology wrong, which I wouldn't doubt), by exceeding the deadzone on one axis, you inherently exceed it on the other; e.g pressing forward to exceed the vertical deadzone also "exceeds" the horizontal deadzone. It gives you a more Dreamcast-esque full range of motion, is enabled on the left stick by default, and disabled for the right stick since camera movement is so sensitive. If you
NormalizeL = (0/1, 1 by default) NormalizeR = (0/1, 0 by default)
To clarify, disabling it gives you a more Gamecube-esque range of motion, and enabling it gives you the full Dreamcast range of motion.
Download on the first page or github blah blah blah.
Edit: Oh, and configurable controls might be coming next update.
Posted 26 July 2015 - 01:40 PM
Posted 03 August 2015 - 07:20 PM
Posted 03 August 2015 - 07:29 PM
Posted 16 September 2015 - 05:46 PM
- Implemented configurable rumble multiplier (1.0 by default). Add the field RumbleFactor to your configuration file to change it.
- Re-implemented per-controller rumble by detecting the enabled state of the controller.
- Fixed a bug (with a hack1) which caused slow acceleration when running diagonally from a complete stop.
1 This is implemented by intentionally scaling the axis out of range, then clamping back down to the proper range. The game does this normally to some degree, but I intend to fix the issue ingame which causes the bug in the first place (assuming I can find it). This is configurable if you want to disable it, for example. Just add the ScaleFactor field to your configuration file. The minimum value is 1.0 (disabled, pre-hack behavior), and the default is 1.5 (post-hack default).
Posted 29 November 2015 - 02:58 AM
- Renamed from 'xinput-mod` to 'input-mod'.
- Switched from pure XInput to SDL2 for simultaneous DirectInput and XInput usage.
- Removed analog scale hack and fixed underlying problem.1
- Allowed use of keyboard/mouse when no controllers are connected.2
- Increased theoretical maximum number of controllers from 4 (but sometimes 8) to 8.
- Allowed loading of SDL controller databases for controllers that behave incorrectly.3
1 The problem as described in the last release seemed to be caused by the way SADX normalizes analog sticks. I've hacked around that and replaced it with the value that's calculated per controller poll which fixes the issue.
2 When no controllers are connected, the controller polling loop in the mod doesn't run. It lets the original DirectInput polling loop do its thing which allows you to use the keyboard and mouse again. Convenient, but still a cover up for the underlying problem: I need to implement it myself.
3 Say your right stick is causing the camera to rotate into oblivion, or your triggers make you run, or some other weird thing. You can create an SDL2 controller definition to be loaded by the mod. It looks for 'gamecontrollerdb.txt` in the mod directory. For more information, as well as a great starting point, check out this repo. There's also an example in the Remarks section of this API documentation.
Edit: Oops. If your mod's folder name is "sadx-input-mod", drop "sadx-" from the name, as that will be how it is from now on.
Posted 07 December 2015 - 04:15 PM
I know the rumble in my controller works, it has a button on the front that vibrates the motors when you press it, (it also turns rumble on/off but that's not the issue here, I always keep rumble on)
I also tested my rumble with Xpadder and it seems to work fine with that as well.
Any way we could bugtest this sometime?
F710s are pretty common gamepads, so not having it work with those is rather annoying, especially because I much prefer it to the standard Xbox 360 pad.
Edit: After setting the rumble factor to like 50, it now has very slight rumble, and increasing it beyond that seems to do nothing.
Posted 23 January 2016 - 01:58 AM
Full changelog and download here (Version 1.8).
Edit: And yeah, CheatFreak and I did some debugging on IRC. I'm not just ignoring him I swear =P
Posted 21 February 2016 - 06:41 PM
Posted 03 January 2017 - 02:42 AM
I destroyed all the Kikis driving go-karts in Twinkle Park, but the last one, in the blue kart, hit me before I could kill him. Once I killed him and jumped in his kart, I could not accelerate. Upon pausing and restarting the level, everything worked as it should. Mods I am using, in the order they are listed in the Mod Manager:
SADX:FE - Code
SADX:FE - Data
SADX:FE - Green ECZ Ocean
SADX:FE - SET Layouts
SADX:FE - Sounds
SADX:FE - Textures
Dreamcast Egg Carrier
Dreamcast Emerald Coast
Dreamcast Final Egg
Dreamcast Hot Shelter
Dreamcast Ice Cap
Dreamcast Lost World
Dreamcast Mystic Ruins
Dreamcast Red Mountain
Dreamcast Sky Deck
Dreamcast Speed Highway
Dreamcast Station Square
Dreamcast Sub Games
Dreamcast Twinkle Park
I've tried recreating the conditions and I can't get it to trigger again. For all I know, it might not even be an Input Mod bug!
Posted 03 January 2017 - 03:38 AM
Bad news: I have no idea how that happened
edit: p.s. mipmapped textures mod is no longer necessary since the mod loader can automatically generate mipmaps