Comments (5)
Heres a video describing everything I found: https://youtu.be/zPiYDyETjK8
This should answer "What is the joystick mode set to in the core options?", and "Could you post a savestate so I can try to reproduce this issue in similar circumstances?" (because this is every touch input no matter what game it seems).
"How are you moving the mouse? With an actual mouse, or with the Steam Deck's trackpad?" via the Steam Deck Trackpad, but as you can see in my Video the actual mouse that is shown in RetroArch, so the "real relative mouse" plays a part in this too.
"Which input and joystick drivers are you using? Does the issue persist if you try different drivers?" also should be answered in the video, I have not tried changing the Driver as I wouldnt be too sure which driver I need to change, this doesnt feel like a Driver or Joystick mode setting, this seems to be an overall issue with the visual feedback of the cursor in MelonDSDS and changes on which Renderer you use
from melonds-ds.
Let me ask you a couple of clarifying questions:
- What is the joystick mode set to in the core options?
- Could you post a savestate so I can try to reproduce this issue in similar circumstances?
- How are you moving the mouse? With an actual mouse, or with the Steam Deck's trackpad?
- Which input and joystick drivers are you using? Does the issue persist if you try different drivers?
from melonds-ds.
This rabbit hole goes even deeper then expected, let me record a video for you real quick
from melonds-ds.
What it looks like to me is that the Touchscreen only ever accepts the "real" Mouse Cursor Input, the one that is shown in RetroArch, but the floating square that MelonDSDS uses to show the Mouse is entirely inaccurate and even changes its behaviour under certain conditions
from melonds-ds.
On Discord I explained to someone else the issue that MelonDSDS has with the Cursor, so I think copy pasting this here might help clarify this issue even more:
"MelonDS I use "Mouse". In MelonDSDS I use Auto, which im pretty sure defaults to "Pointer". MelonDS, if you have it set up to Mouse, it will basically only care about its own Cursor that it adds, your "Real Mouse Pointer" doesnt matter, it adds its own cursor that gets stuck at the edges and doesnt go beyond them. MelonDSDS ONLY cares about your Real Mouse, the Cursor it adds is broken and doesnt correlate to your actual mouse and it can go offscreen (because your real mouse can go offscreen too) so you can actually loose your Pointer in MelonDSDS, and the way Jesse does screen orientation also messes up as it messes with the Pointer while in reality the Pointer is only "visually moved". To explain that, lets say default is Top/Bottom. Then the pointer will act like you ALWAYS have Top/Bottom, so you need to move the cursor up to have it move from Bottom to Top Screen. If you set it to Left / Right for example, doesnt matter, the Pointer only sees its Default, Top/Bottom, as the "true" screen orientation"
(If im wrong about how the screen orientation is done I apologize, I just think from my observation thats roughly how screen orientation is done and how the Cursor interacts with it)
from melonds-ds.
Related Issues (20)
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from melonds-ds.