Coder Social home page Coder Social logo

jchw-forks / nrage-input Goto Github PK

View Code? Open in Web Editor NEW

This project forked from libertyernie/nrage-input

0.0 2.0 0.0 316 KB

fork of nrage input plugin with goombasav support

License: GNU General Public License v2.0

C 42.38% C++ 57.61% Scala 0.01%

nrage-input's Introduction

NRage input plugin -- unofficial version 2.4

This is libertyernie's UNOFFICIAL fork of the NRage input plugin, hosted at: https://github.com/libertyernie/nrage-input (originally from: https://nragev20.svn.sourceforge.net/svnroot/nragev20/trunk)

Changes in this version:

  • Games with MBC5 RAM (including Pokemon Yellow) should now be written to correctly - reading was already working
  • Support added for using a save file from Goomba Color (GBC emulator for GBA) instead of a raw GBC save file. The GBC SRAM will be extracted on open and replaced on close.
    • If you have one Goomba Color SRAM file with more than one GBC game's save data, you can use that same SRAM file for multiple games at once (e.g. Pokemon Blue on P1, Pokemon Gold on P2)

The DLL provided here will NOT run on Windows XP, because the function XInputEnable is not available. If you know how XInput works and know of a workaround, let me know (or send a pull request).


Disclaimer:

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

What is it? This plugin is for use with an N64 emulator that supports input plugins through Zilmar's input spec. Some emulators that support it are: Project64, Apollo, 1964, TR64

Main Features Up to four N64 controllers supported Handles as many game controllers as you can plug in (you may have to tweak the compile options for huge numbers), plus 1 keyboard and 1 mouse. Full support of any controls you can see through DirectInput Emulation of MemPaks, Rumble Paks (via DirectInput Force Feedback), and Transfer Paks (except GB Tower in Pokemon Stadium games) Complete Adaptoid support Up to 256 Configurable "modifiers", in 3 different flavors System-independent controller profiles As released, this plugin is compatible with Zilmar's Input Plugin Specs 1.0 and will work with all emulators that support this spec

Requirements: A computer with Windows (Vista or higher!) & DirectX9.0 or higher installed. An emulator Some games wouldn't hurt You need the Microsoft Visual C++ 2013 SP1 Redistributable Package (x86)

Installation: Consult your emulator documentation as to where to place the DLL file (usually its the "plugins" folder or something similar) Choose the plugin from within the emulator; again, consult the documentation if you don't know how. If you have a language .dll, place it in the same directory as your emulator e.g. project64.exe

Thanks go out to Azimer for his help with MemPaks Zilmar & Jabo for their awesome Project64. Smiff, Bodie, Cyber, Hotshitu, Gannonboy, Harlay, squall_leonhart, Poobah, Legend for testing. MadManMark for adding Transferpaks RabidDeity for tweaks and additions aTomIC, Harlay, NaSeR, Siskoo for translations

Known Issues: Old Profiles won't work, this is on purpose. GB Tower doesn't work in Pokemon Stadium games (not likely to be fixed; just use a GB emulator to play the games) No voice pak emulation (only one game supports it anyway)

Original Changelog

History:

  • means fixed/added / means changed

Release 2.3c /Xinput Rumble and Deadzone fixed (Thanks KrossX) /Some potential crash and buffer overruns? fixed by kidkat /Some UI changes to improve readability for high dpi setups

Release 2.3b /Xinput config loading fixed +No longer crashes if an assigned device is removed or not present when starting emulation. /RC files saved from visual studio break the file lister, reverted and edited with notepad.

Release 2.2: +Resolved file browsers not displaying supported file types +Improved Xinput support by backporting changes from 1964input

Release 2.2 beta:

  • Experimental Xinput support
  • Fixes to GB Battery support

Release 2.1 rc3:

  • The last of the shortcut bugs should be fixed. Switching paks should work just fine; the plugin now inserts a 1 second delay so that the game can detect the change properly.
  • Message window no longer sucks CPU cycles

Release 2.1 rc2:

  • Incorporated koolsmoky's message window patch. The message window should work perfectly now.

Release 2.1 rc1:

  • Many many little bugs fixed, and minor tweaks. This should bring the release versions in line with the tweaks from the DEBUG line.

Release 2.00b:

  • fixed several problems with Win98; plugin should work under Win98 now
  • fixed several bugs with memory mapped file handles. Solves several crash issues with mempak or transferpaks
  • changed transfer pak MBC5 code to use proper MBC5 rom bank switching, and also fixed up MBC3 rom bank switching. This may fix some lingering transfer pak issues. Also did several tpak speed optimizations (thanks guille007)

Release 2.00a:

  • Fixed mouse assignment in Interface. Again.

Release 2.00 (rabid goes crazy): / Large portions of the code completely rewritten.

  • Better detection of devices; more joysticks should work now, as well as steering wheels and things that aren't strictly "gamepads"
  • .a64 notefile import and export works much better now
  • N64 controllers can now get input from multiple gamepad type devices
  • Now able to assign a key, mouse, or gamepad control to as many N64 control surfaces as you like
  • international language support / device selection for keybinding no longer needed; devices list now shown as "Force-Feedback Devices" under ControllerPak selection (pick Rumble, and tick the "RawMode" box) / no longer possible to send FF events from multiple controllers to the same FF device (this shouldn't have worked anyway)
  • capture mouseclicks properly in Controllers tab (disable button clicks while polling)
  • release exclusive mouse while in config menu (fixes a mouse bind while locked issue)
  • add independent X/Y mouse sensitivity
  • changed absolute mouse support: now choose between Buffered (default from before), Absolute, and Deadpan (control only moves while you move the mouse)
  • various optimizations, bugfixes, and spelling fixes
  • LOTS of documentation added to the source; it should be more legible now
  • rewrote controller save and restore (underlying CONTROLLER and BUTTON structs changed...) / Button mappings and modifiers will need to be reset on first load
  • now rewrites mempak and transferpak RAM data to disk almost immediately after writing to controller (1.83 and previous didn't save the mempak until RomClose)
  • now possible to map shortcuts to buttons and axes as well as keys (be careful)
  • tabbing within the config window actually works now
  • can save and load shortcuts to a file
  • Transferpak MBC5 support fixed (Pokemon Yellow, Perfect Dark), also ROM files should load much faster now
  • several crash bugs and memory leaks squashed

Release 1.83: Changed: Rewrote GB Cart emulation (Now supports ROM-only, MBC1, MBC2, MBC3 and MBC5 carts) Added: support for GB Cart RTC based on VisualBoy Advance save format. Added: option for slower rapid-fire in macros. Fixes problems with some games like Paper Mario. Added: optional and adjustable rapid fire to standard input keys.

Release 1.82a: Fixed: Correct handling POV Controls again.. DOH

Release 1.82: Added: Transferpak-Emulation - done by MadManMark, so hes the one to thank for this. Changed: Various cleanups&optimizations, recompiled with VC++ 7.0

Release 1.81a: Fixed a bug introduced by the last version.

Release 1.81: Added: Default Profile & default Shortcuts. Changed: can now open read-only Files, some old & unecessary checks removed Interface tweaked a bit.

Release 1.80: Fixed: another Access Violation, crash within Rumble emulation Added: MouseLock Shortcut Changed: Code-Cleanups, "save" and "use" Buttons instead of "Ok"

Beta 1.79: Fixed: Access Violations Added: saving/loading Profiles, visual Rumble, DexDrive support

Beta 1.78: Added: MemPak Manager Functions, 2 switchable Analog Stick settings, Config Modifier, absolute KeyBoard setting Changed: KeyBoard & Mouse Handling

Beta 1.76: Only a small Part is based on older Plugins, new gui, new features. New: Direct Adaptoid support, up to 256 Modifiers, different Rumble settings, Shortcuts Missing: saving/loading Profiles, Config Modifier, alternate Controlset Changed: about everything else ;)

Release 1.61: Fixed: a small MemPak issue( Perfect Dark )

Release 1.60: Fixed: crashes in Config-Dialog, crashes when a used GamePad isnt available, Toggle-Modifiers now get reset each time a rom is loaded or the configuration changed, now games that reported "no Controller" in RAW Mode will work, multiple Controllers of the same name now get enumerated and detected right. Changes: Mouse-Axis can now be assigned by moving it. Now all Devices are scaned at once in Config-Window. "Default Axe-Movement" is now replaced by "Default Analog-Stick Range", which means it sets maximum range of the virtual Stick. Added seperate X/Y Modes for Mouse

Beta 1.53: Fixed yet more Bugs. Changed Profile-Format, old Profiles wont work( The new Format leaves some Space for future Functions, so they should stay compatible now) Beta 1.52: Fixed a bunch of bugs, some cleanups, gave the Status-Line a life. Beta 1.51: Fixed Issues when more than one Pak is used. MemPak is workin now( was alot easier than i thought ). RAW-Handling tweaked. Beta 1.50b: Finally fixed Rumble Issues, with feedback from bodie & hotshi again. Beta 1.50: Added Rapid-Fire for Macro-Modifiers, seperate option for negating X/Y Axis. Rumble doesnt works with all gamepads, no clue why not. Thanx to bodie, cyber and hotshitu who gave me allota feedback about Rumble. Beta 1.49b-d: small Bugfixes, tried to get Rumble working on all GamePads. Beta 1.49a: fixed some Controllers(including Adaptoid) not working ingame & hopefully the Controllers that dint Rumble Beta 1.49: some Bugfixes with POV and RRRRRumble is working now! Beta 1.48: Configuration Routines written from scratch, extended Modifiers, much better Mouse Support, tweaked the whole Code. Almost a new Plugin ;)

Beta 1.42: This was the last Release before i rewritten the Configuration Stuff, I dint kept track of the Versions before 1.48, many of em were just internal Releases. And I totally messed it up with the Versions-Numbers anyway.

nrage-input's People

Contributors

libertyernie avatar death-droid avatar jchv avatar

Watchers

James Cloos avatar  avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.