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Author Topic: pcsx4all 2.4 UPDATE 2017-01-05  (Read 108171 times)

Malleus

  • Posts: 67
Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #260 on: March 08, 2017, 11:17:45 am »
As a TOTAL not give a care guy (have never played ape escape or that many PSX games but emulation is fun!)
Are there many PSX games that needs the right joypad?
Or would it (when analog stick is implemented) be possible to do a "hack" if gameid equals one of these then remap somebutton to be used to switch analog stick from left to right psx stick.
(or something along those lines)

ps. IPU scaling and MXU SIMD acceleration sounds interesting! hope you write up some lines of what and how you did it, would be awesome!
« Last Edit: March 08, 2017, 11:21:29 am by Malleus »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #261 on: March 08, 2017, 12:33:45 pm »
TOBAL 2; APE ESCAPE; FF8 (map traveling).  Others could exist that utilize the right analog stick but from memory, NOT many do or did for that matter.

Remember... the dual analog controller for the ps1 released in Japan 2-3yrs into the life cycle of the system itself... so that didn't give developers much time to think of ways to use that right analog, etc.

If there ARE other notable games that use it, I like to know just to know.

:o

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #262 on: March 08, 2017, 05:55:21 pm »
@Senor Quack ,

Hey... wondering if an app could be created within the settings of PCSX4ALL that could allow manipulation of the ABXY buttons to act as manual calibration for the right analog stick for ps1??

Do you think that is a possibility in a future release for the emu?? I had an idea and thought I would run it by you... basically, the idea is to have a 'mode' button that could be pressed by one of the diagonals of the dpad to enable that for the ABXY buttons as the right analog to go along with the left analog... use of it, as a good example, is APE ESCAPE as earlier discussed.

Thanks!

Senor Quack

  • Posts: 225
Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #263 on: March 08, 2017, 06:37:14 pm »
@Senor Quack ,
Do you think that is a possibility in a future release for the emu?? I had an idea and thought I would run it by you... basically, the idea is to have a 'mode' button that could be pressed by one of the diagonals of the dpad to enable that for the ABXY buttons as the right analog to go along with the left analog... use of it, as a good example, is APE ESCAPE as earlier discussed.

Not sure if I understand what you are suggesting.. But when analog control is introduced, it will have somewhat flexible configuration.  It would certainly be possible to add a configuration setting to map DPAD to be PS1 circle/square/etc buttons, leaving A/B/X/Y to control the right analog stick (with 8 total directions of movement). But will that give the necessary accuracy to play the game? Some forum posts I found via Google search seem to suggest that is not the case.

I've never played the game myself, but looking at videos and reading FAQ, it seems right stick is used to swing your gadgets in a direction. Maybe it would be possible to come up with g-sensor algorithm to allow this eventually? Like, a quick flick of GCW in a specific direction to swing your in-game gadget? What do you think?
« Last Edit: March 08, 2017, 06:48:01 pm by Senor Quack »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #264 on: March 09, 2017, 01:47:45 am »
Quote
Not sure if I understand what you are suggesting.. But when analog control is introduced, it will have somewhat flexible configuration.  It would certainly be possible to add a configuration setting to map DPAD to be PS1 circle/square/etc buttons, leaving A/B/X/Y to control the right analog stick (with 8 total directions of movement). But will that give the necessary accuracy to play the game? Some forum posts I found via Google search seem to suggest that is not the case.

I've never played the game myself, but looking at videos and reading FAQ, it seems right stick is used to swing your gadgets in a direction. Maybe it would be possible to come up with g-sensor algorithm to allow this eventually? Like, a quick flick of GCW in a specific direction to swing your in-game gadget? What do you think?

Wow, that's great that you are open to potentially writing an algorithm to test it as a beta-release one day. That's actually fantastic news. I mean, I'm not a programmer in the least but its these kinds of things I think about that now the GCW ZERO will be back on the market soon, etc.

I actually just read earlier this morning that multiple games utitlize the right analog in certain ways besides APE ESCAPE... i've read that Gran Turismo 2 uses it, Megaman Legends 2, etc... so, I mean, it would definitely be worthwhile to consider adding/writing an algorithm one day to test how GCW ZERO owners respond to it.

Personally, I remember beating APE ESCAPE in its entirety when I was younger. I recall the game utilizing BOTH analogs simultaneously to perform actions in the blink of an eye, etc... heat of the moment thing when attempting to capture the apes in the levels. As a previous user of the GCW ZERO, I for one would be thrilled for customers to be able to SOMEHOW use the right analog through the clockwise/counter-clockwise motion of the ABXY buttons as a setting with the emu of PCSX4ALL, etc.

I would only, as a gamer & supporter of the community, be thrilled if you could look into it one day. I can almost be certain, as a gamer, that constantly, in circular motion on & around the ABXY buttons... that input for eight directions could be made. Even though its not a circular nub as the left one is on the ZERO, I'm sure that this backup solution COULD, in theory, work.

Maybe just beta-release an opk version of the emu with that in settings, see how users respond... that's my 2 cents.

;D

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #265 on: March 10, 2017, 03:11:56 am »
@Senor Quack ,

Hey... I even thought of a different solution to get dual analog function working for the Zero. Basically, it would encompass the notion of tilting an actual GCW ZERO vertically and utilizing an inverted screen from within the emulator (like a smartphone does) while having the dpad act as the left analog & the right analog as the analog nub on the unit, etc.

What do you think...?

;D

Senor Quack

  • Posts: 225
Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #266 on: March 10, 2017, 04:33:43 am »
@Senor Quack ,
Hey... I even thought of a different solution to get dual analog function working for the Zero.
What do you think...?

OK, I am all ears, I actually like these sorts of challenges, but that is some far out stuff. Can you expand a good bit on this, the more pictures the better?
« Last Edit: March 10, 2017, 04:38:19 am by Senor Quack »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #267 on: March 10, 2017, 05:18:34 am »
@Senor Quack ,

Quote
Basically, it would encompass the notion of tilting an actual GCW ZERO vertically and utilizing an inverted screen from within the emulator (like a smartphone does) while having the dpad act as the left analog & the right analog as the analog nub on the unit, etc.

What do you think...?

Senquack, envision the idea in your head. Seriously, re-read the quote above... couldn't it be possible?

Basically, I would imagine that you or others you work with on the emu would need to create a different aspect ratio when put into dual analog mode... a user would have to vertically play APE ESCAPE (for example) with the Zero's screen vertically, NOT horizontally. That way, when in DUAL ANALOG mode, the user can play that specific game when utilizing the D-pad as the left analog & the nub on the unit as the right analog, etc.

Once the kid in APE ESCAPE is off of water in a kayak, for example, gets to land & has to use his gadgets to capture apes in the game, a user can push 'select' and get back to original, horizontal mode while using the left nub as the left analog while using the ABXY buttons as action buttons, etc.

Let me know...

:o

« Last Edit: March 10, 2017, 05:26:54 am by dreamesper »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #268 on: March 10, 2017, 05:30:51 am »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #269 on: March 10, 2017, 05:33:36 am »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #270 on: March 10, 2017, 05:41:33 am »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #271 on: March 10, 2017, 05:45:58 am »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #272 on: March 10, 2017, 06:03:36 am »
- deleted -
« Last Edit: March 10, 2017, 10:44:04 am by dreamesper »

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #273 on: March 10, 2017, 06:05:42 am »
- deleted -

ker

  • Posts: 620
Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #274 on: March 18, 2017, 11:21:55 am »
PSP had the same button layout as GCW Zero and emulates PSX... Why don't use the same button solution?

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xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #275 on: March 18, 2017, 09:50:32 pm »
Certain psp games had different button configurations compared to the ps1 dual shock controls, etc... to emulate a ps1 game like APE ESCAPE for the ps1, controller scheme(s) would have to be mimicked as best as possible.

:P

ker

  • Posts: 620
Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #276 on: March 19, 2017, 11:09:37 pm »
Certain psp games had different button configurations compared to the ps1 dual shock controls, etc... to emulate a ps1 game like APE ESCAPE for the ps1, controller scheme(s) would have to be mimicked as best as possible.

:P

A L1 + A/B/X/Y combination to simulate right analog could be a good solution

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CREEPINGIRON

  • Posts: 48
Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #277 on: March 20, 2017, 02:02:59 am »
Does the USB-OTG dongle work with a USB Game-Pad?

dmitry_smagin (OP)

  • Posts: 423
Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #278 on: March 20, 2017, 04:36:51 am »
Does the USB-OTG dongle work with a USB Game-Pad?
No, sorry.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

xdplus fanatic-oopsy

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #279 on: March 20, 2017, 11:15:55 am »
@CREEPINGIRON ,

That is a planned function though through a future firmware update.
 
8)

 

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