LilyPad - new pad plugin with a lame name

Discussion in 'PS2 Plugin Questions & Plugin Troubleshooting' started by ChickenLiver, Mar 25, 2007.

  1. ChickenLiver

    ChickenLiver Emu author Emu Author

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    LilyPad 0.9.11 - pad plugin with a lame name and excessive documentation

    Note: Tired of updating both threads. I'm now only updating the thread on the official PCSX 2 forum: http://forums.pcsx2.net/index.php

    LilyPad 0.9.11 is a Windows pad plugin. I'll update this post and bump the thread when I release new versions. See bottom for changelog. Note that when upgrading from a version earlier than 0.9.5 to 0.9.5 or later, you'll lose all old bindings. When updating from 0.9.11 from an earlier version, you will lose vibration settings, and some pad-specific settings on the main page, but shouldn't lose anything else.

    C++ source can be found on the PCSX2 svn.

    LilyPad Documentation

    Overview
    Keyboards/Mice/DirectInput/XInput devices are all supported. It supports multiple devices of all types, and devices of different types can be mixed and matched. Sensitivity can be adjusted. Force feedback is supported. Multiple keys/buttons/axes can be bound to the same PS2 button, and one key/button/axis can be bound to multiple PS2 buttons. Keys can be mapped to the analog sticks. Axes can be mapped to buttons. Pressure sensitive buttons and other single-direction axes (Like foot peddles) are also supported. Screenshots and LilyPad itself are at the bottom of the post.

    Troubleshooting
    As discussed below, when multiple binding is enabled, to bind the d-pad or joystick of a USB game device, use the bind horizontal/vertical axis buttons rather than the individual direction buttons.

    If you experience delayed response to input, make sure PCSX2's priority is set to normal or lower.

    If having trouble with the keyboard or mouse, try changing modes. DirectInput has been the most heavily tested and raw input the least. I'd recommend you just stick with DirectInput unless you run into any issues.

    If you have trouble getting some of the buttons on your gamepad/whatever working, try rebooting (If you haven't rebooted since installing the device). A number of people have reported that this resolves some problems.

    Also, if you run into any trouble, make sure you've installed any software that comes with your game pads. Even if the pad partially/mostly works without the drivers, force feedback, for example, may well require the drivers be installed.

    More generally, if you have trouble with several plugins not being detected by PCSX2 at all, try setting your plugins directory in the configuration screen, even if it appears to already be set correctly (Suggestion from WhoShotYa).

    If you have an issue with a controller, first make sure you can see it under "DirectInput Device Diagnostics". If it's not there, probably nothing I can do. Make sure "Game Devices" are set to "Direct Input". If it is listed, double click it and see if the object(s) you're having trouble with are listed and being read correctly. Tell me if they are and give as complete a description of your issue as possible: Device type, device control that has issues (d-pad, button, pressure sensitive button, axis, etc), if you can't bind the control or if the problem is only in game, etc.

    Logging is generally only useful if you only have issues with one game and everything else works fine. In these cases a blockdump would be best for me, but logs are also useful. Simplest not to bother unless I ask for it.

    Basic Control Configuration
    The input mode sets the Microsoft input API LilyPad uses to read input. Mice and keyboards both have 4 input modes. The modes are: Windows messaging, raw, DirectInput, and disabled. Windows Messaging is the recommended mode, though any mode except disabled should be fine for most people. You must set a keyboard mode other than disabled if you want PCSX2/GS hotkeys to work.

    Raw mode distinguishes between multiple keyboards/mice under XP/Vista, but does not support horizontal mouse wheels and won't distinguish between right/left control/shift/alt keys (And doesn't work under w2k and w9x). DirectInput mode is poll-based while the other two methods are pushed-based. Only DirectInput provides support for more than 5 buttons on a mouse.

    Other devices (Game devices, certain extended keyboard keys, etc) are only available through DirectInput, except Xbox controllers, which can work through XInput as well.

    To configure bindings, first you need to set a mode for keyboards/mice/other devices. Then just go to the tab for the appropriate pad. If you switch input modes after binding keys, the bindings for the old input mode will be hidden, but will reappear if you switch back. Direct Input devices have a prefix of "DX" ("DI" looks odd), raw devices are prefixed by "Raw", and Windows messaging devices are prefixed by "WM". Press the button corresponding to the button/axis you want to bind, and then press the button/jiggle the axis you want to bind it to. Bindings are sorted first by device, and then by object id.

    "Flip" inverts a button or axis, making down up and up down. Sensitivity sets how hard an axis or button is pressed. Note that setting the sensitivity of PC button bindings only really has an effect for PS2 analog sticks or when playign a game with full DS2 pressure sensitivity support. I'm not sure how the actual dual shock works, but I currently only say a key is down when dual shock pressure is at 50% of maximum or more. What the default sensitivity value of "1.000" means depends on the device itself. The default is high enough that relative axes (Which are primarily used by mice) are generally either considered fully up or down. For absolute axes (And force feedback devices), which are used by most game devices, a value of 1.0 should map the device's extreme values to the extreme values of a stick/pad.

    For all 3 vertical axes, down is positive and up is negative. This agrees with windows screen coordinates, and mice and joysticks generally work as expected if you bind vertical to vertical. For some other axis types, however, this may result in flipping up/down. In particular, if you bind a mouse wheel to a vertical axis, you'll need to flip the axis for mouse wheel down to act like down.

    To configure force feedback, select the device you want to bind and then press what you want to bind it to. When the effect is selected, you can enable/disable individual motors for the effect. First two motors are automatically enabled for any effect, only up to 6 motors will be displayed. Note that for some devices, to get the second motor to work, the first motor must be enabled as well, even if it has 0 force. For other devices, to get some motors to work, previous motors much be disabled for that force. For yet other devices, you have to change the effect to trigger other motors. The slider sets the force used when an effect is triggered. The default value of 1.0 maps the maximum PS2 vibration to the maximum DirectInput/XInput vibration. Flip flips the direction of the effect axis. This most likely will have no noticeable effect. Once a force feedback axis is configured, you can click "Test" and the axis will then vibrate at the maximum possible value a game can set it to. Note that the small motor is only either off or on at max, while the big motor's vibration can be set from 0 to 255.

    To bind a pressure-sensitive button or other single-direction axis to a button, select the "Allow binding axes to buttons" option under DirectInput on the first page. It theoretically lets you bind any absolute axis to any button, which is why it has its own section, though mice and keyboards rarely (Never?) have absolute axes. If you so desire, once you've bound the axis to a button, you can disable the option and bindings it was used to create will remain.


    Special button bindings
    The "Mouse" button lets you bind a key to pad 1 or pad 2 that releases the mouse. This makes the cursor visible and lets you move/resize the emulator window. Alt-tabbing to another application also makes the cursor visible, but focusing the emulation window hides it again. Note that though the binding appears on the page of a particular pad, pressing the button affects all mice.

    The "Lock Input" button locks the current state of the pad. Any further input is handled normally, but the initial pad state is the locked state instead of a state with no buttons pressed. Pressing it again releases the old pad state, if the old pad state had any keys pressed. Otherwise, it's released automatically.

    "Lock Direction" does the same thing, except it only applies to the d-pad and analog sticks. Pressing this when all input is locked unlocks only the pad and sticks. Pressing it again will lock them again, keeping the buttons locked. "Lock buttons" does the same thing, only with the opposite set of controls.

    Pressing "Lock Input" when only half the input is locked (directions or buttons) will lock the other half, leaving the already locked half still locked, and in its old locked state.

    The "ignore key" button both attempts to block the specific key(s) you give it and does not pass them on to PCSX2. It currently cannot block the windows key (I'm not sure why). It was implemented primarily to prevent passing F7 to the GS plugin, which I occasionally hit when playing with graphics options and can cause PCSX2 to crash. Ignored keys are listed with pad 1's bindings. If an ignored key is also bound to a command, the command may or may not be triggered. The ignore button works like most of the other buttons: Press it and then the key to be ignored. You do not have to configure ignored keys again when you change the keyboard input mode.


    Other options
    The options under "Hacks" are a bit hackish, and may not work with all graphics plugins or emulators (PSX emulators, in particular). I do almost all my testing with ZeroGS. That having been said, the worst that can result from using them is an emulator crash (Not a system crash) when starting/stopping the emulator. Shouldn't cause any issues in game, and crashing behavior should be consistent (Either always does or never does).

    "Send escape on close" sends an escape message instead of closing the window when you try and close the graphics windows. This prevents bad things from happening when you try and close the GS plugin window. After the first attempt to close the window, however, PCSX2 closes the pad plugin. As a result, attempting to close the window while the emulator is not actively running still isn't a great idea.


    "Close emulator on close" kills the emulator instead. I don't recommend this, as I'm not sure how well everything cleans up after itself when you do this.

    "Hide on fullscreen escape" tries to hide the GS Window when you press escape and the window is in full screen mode. Experimentally, this results in both GSDX and ZeroGS making the Window non-fullscreen. Not the perfect workaround, but should prevent issues when you press escape and the window is full screen.

    "Force cursor hide" hides the cursor in the GS thread in addition to on pad initialization. This is needed for MTGS+DC. May remove in a later version.

    "Disable Screensaver" will disable the screensaver (And entering low power monitor mode) when the emulation window is in the foreground. This is primarily intended for people using neither mouse nor keyboard, as game device input does not prevent the screensaver from popping up.

    "Guitar Hero 2" see next section.

    "Use GS thread" will use the GS thread for getting DirectInput device state and calculating the state of all pads. Option may affect speed, either way. May also have issues when used in combination with absolute axes (mouse, mouse wheels, etc). May add a workaround for that in a subsequent version.

    "Use analog mode whenever possible" will switch a pad from digital mode to analog mode whever a pad is set to digital mode, if the pad's mode is not locked. This is handy for the lazy, who don't want to have to hit the analog button whenever they start the emulator for games that support but do not automatically enable analog mode, and for loading states in games that get upset when you load a state before the pad is initialized. May theoretically cause issues with some games, especially very old ones.

    "Allow multiple binding" allows one control to be bound to multiple commands. One control can be bound to commands on both pads as well. The sensitivity of each force feedback axis can be set independently as well, by binding them independently.

    "Start without mouse focus" starts the plugin without sDeepSkyBlueing the mouse focus and hiding the cursor. Mainly useful for people who only occasionally use the mouse. Equivalent to just pressing the mouse button whenever you start the emulator.

    "Refresh" will update the list of DirectInput devices. Double clicking a DirectInput device or selecting "Test Device" will display a continuously updated list of the state of all objects on the selected device. DirectInput devices not currently enabled in the mode selection list at the top are not displayed.

    Notes
    As with all pad plugins, you should set both the pad1 and pad2 plugins to LilyPad so LilyPad doesn't fight with another plugin for control of user input devices. If you really need to use two different pad plugins for some reason, and one is LilyPad, disable LilyPad's keyboard handling so that the F-keys, used to control the emulator, don't behave as if you always press them twice.

    Some PSX emulators (At least PSXeven) require pad plugins to be named pad*.dll. To use LilyPad with those, you'll have to rename the dll. The most popular two psx emulators don't use pad plugins and LilyPad is really aimed at use with PCSX2, anyways, so I'm not going to rename the dll, to minimize confusion.


    Guitars
    To make a pad work as a guitar in Guitar Hero or Rock Band, select the Guitar checkbox for that device and rebind the controls. Note that you must start the game with the checkbox selected. Toggling it later won't work. For the Xbox 360 guitars, tilting apparently acts like a single-direction axis, while it's a button on the PS2 guitar (Needs verification - could actually be right stick vertical or something. At the moment, LilyPad binds it to select). For this reason, you should enable binding axes to buttons when using an xbox 360 guitar.

    Guitar Hero 2 has some sort of additional check to prevent the use of 3rd party guitars. I don't know how to convince it I'm a real guitar. As a workaround, there's a GH2 hack option in the hacks section. Check it and the pad's guitar setting to play GH2 with a guitar. You'll have to press the strumbar and the frets at the same time to navigate through menus. This is a result of the GH2 hack causing the guitar to identify itself as a pad, but behave more like a guitar in-game. There's no reasonable workaround I can do for this, unless I learn how to convince GH2 I'm really a guitar. A PCSX2 patch file might be possible, however.

    Particular thanks to cottonvibes for info on the PS2 guitar, and to gabest for finding a bug.


    Recent Changelog
    0.9.11
    * Note that force feedback bindings will be lost when upgrading, due to some changes in the ini format.
    * Added PadFreeze function so no longer have to wait for pad to be initialized before loading states with any games. Requires PCSX2 r791 or later for this to work.
    * Hack to display current save state number in window title.
    * Removed "Enable pressure sensitive buttons" button. Now attempt to autodect when you're trying to bind one. If that fails, there's also a pulldown with similar functionality.
    * Added Vista-only option that uses Vista's current process-only volume control stuff to make volume keys/knobs only affects PCSX2, when PCSX2 is running and GS window is in front.
    * Fullscreen escape hack should no longer break GSDX+DX9.
    * Removed all "axis" buttons, as they're no longer needed in any situations.
    * Can select multiple bindings to set their sensitivity/turbo values at once.

    * Removed extra buttons that were supposed to be hidden from the guitar configuration screen. 0.9.5's new force feedback stuff caused them to no longer be hidden.
    * Display force feedback axis names
    * Disabled/bindingless DirectInput devices are no longer instantiated except during device enumeration in an attempt to circumvent potential DirectInput/XInput infighting.
    * Bug when refreshing devices when device added/removed fixed.
    * Display current version in config screen title and about dialog.
    * "GS Thread updates" disabled and grayed out for PSX emulators.
    * Fixed a pair of bugs with flipped controls and sensitivity > 1.
    * Fixed a bug with only using half the range of pressure sensitive buttons.
    * "Ignore keyboard" removed from device list. Testing it didn't work and wouldn't serve any real purpose even if it did. "Test device" is really only intended for DirectInput and XInput devices, anyways, though it should work fine for everything else listed as well.
    * Fixed a couple issues with disconnected devices.
    * Removed some unnecessary mouse capture code for mouse raw input.
    * Renamed some options in the menus to be more end user friendly.
    * Other miscellaneous interfaces changes.

    0.9.9
    * Will no longer hide the cursor when testing a force feedback binding and mouse mode is not set to disabled.
    * Bug that required the GS window to be unfocused and then focused again for keyboard input to work when only one pad plugin was set to LilyPad fixed.

    0.9.8
    * Creating a new force feedback binding while testing an old one will no longer cause a crash.
    * Pressing a button after clicking on one of the bind axis buttons will no longer result in a crash.
    * Disabled pads now have their tabs hidden.
    * Sensitivity for DirectInput relative axes was set so low they were unuseable. Fixed.
    * Replaced "Start in analog mode" with "use analog mode whenever possible". New option will auto switch pads from digital to analog after a mode change whenever the pad's mode is not locked.

    0.9.7
    * Fixed bug that caused the config screen not to save guitar or autoanalog settings.
    * DirectInput and Raw Input keyboard modes should no longer prevent GSDX from reading keyboard input for itself, so F5, etc, should work.
    * A potential crash issue when unfocusing the GS window when read input in GS thread is disabled should be fixed.

    0.9.6
    * Fixed a bug that would cause it to fail to reclaim device input when resuming emulation.

    0.9.5
    * Major rewrite of code to read input, so all old bindings will be lost.
    * Can bind half-axes to buttons.
    * XInput support added, flip button now inverts an axis/button (up means down and down means up).
    * Turbo added.
    * Binding now works as people expect, when multiple binding is disabled.
    * Removed 1D/2D options under hacks, as the FF config screen lets you do everything yourself.
    * A couple warning dialogs added.
    * Workaround added for a few DirectInput issues.
    * I now queue all key presses, so PCSX2 will eventually be informed of any key press, unless you press too many at once. Overkill, but doesn't hurt.
    * Multiple binding and device testing now works for all input modes. Should auto refresh device list when devices are attached/removed (Both in game and at config screen).
    * Will attempt to maintain bindings across OSes or when you move a device to another USB port, giving it a new ID.

    Think that's about it. Feel free to redistribute the plugin however you like.
    Last edited: Sep 14, 2009
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  3. refraction

    refraction PCSX2 Coder Contributors Award Winner!

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    im sticking this, hopefully you will get some good feedback for it, if its any good, we will put it up for download on the official site :)
  4. ChickenLiver

    ChickenLiver Emu author Emu Author

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    Thanks, appreciate it.
  5. MrLavender

    MrLavender New Member

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    Configuration doesn't correctly recognise some of the buttons on my controller. I press the button to assign it and it is picked up as an axis... oO

    In the screenshot below what is shown as x/y/z axis should be buttons 0,1,2, z rotation is button 5.

    It *does* correctly recognize the right and left analog stick axes as x/y/z/z rotation though...

    I'm using a ps2 dualshock controller on a usb converter. Works fine in other games and on the windows game controllers properties page. No drivers loaded, windows just picks it up automatically as 4 axis 16 button HID-compliant game controller.
  6. ChickenLiver

    ChickenLiver Emu author Emu Author

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    Hmm...That's funky. Are only the labels incorrect? That is, even with the wrong labels, does it still work? LilyPad won't let you bind axes to buttons, so despite the labels, looks like they're all correctly being detected as buttons. Those strings come from Direct Input; I don't generate them myself. If they don't work, could you please tell me which buttons do work (none/only properly labelled ones/etc)?

    Another possibility: If you bind controls, then start running the emulator, then escape out, and then bind some more, bad things may happen. I don't think this will cause problems, but it might. If you didn't do that, this is obviously not the issue. If this is the issue, delete all your bindings, restart PCSX2, and rebind everything.

    Alternatively, it could be some other issue I'm not thinking about...If this is the case, the buttons don't work correctly when pressed and possibility 2 isn't the issue. If this is the case, I've attached a special version of the dll. Put it in your plugins directory and it will create a file called debug.txt in the PCSX2 directory (You shouldn't have to do anything, just go to the plugin selection screen. I don't think you even have to select the plugin). Compress it and post it here. It just contains a list of all direct input devices, all their buttons/axes/etc, their names, and their types. It will clearly indicate if my first guess is correct, and if it's not, it'll at least give me a better idea of just where things are going wrong.

    Edit: Do try the debug dll. It suddenly occurred to me that buttons and axes may be using the same object ids. The dll's output would let me verify that. As I record settings only by object id, and not by type, this would cause issues. I didn't think that sharing ids was permitted when I wrote my code, but it would explain exactly the behavior you're seeing (First 3 axes and first 3 buttons being confused. Not sure why the other one skips two buttons). If this is the case, should be an easy fix, though I'd like to verify it is before trying to fix it.

    <Attachment removed, version in first post is more recent>
    Last edited: Apr 24, 2008
  7. MrLavender

    MrLavender New Member

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    Yes, it looks to me like that is what is happening.

    Thanks for the quick response :) Looking forward to being able to use my controller in this emulator (the SSSPSXPad doesn't see it all, I suspect that plugin is only looking at the first device it finds, which is a Saitek command pad on my system).

    Code:
    Device: 4 axis 16 button joystick
    Object 0: Button 0 (Push button)
    Object 1: Button 1 (Push button)
    Object 2: Button 2 (Push button)
    Object 3: Button 3 (Push button)
    Object 4: Button 4 (Push button)
    Object 5: Button 5 (Push button)
    Object 6: Button 6 (Push button)
    Object 7: Button 7 (Push button)
    Object 8: Button 8 (Push button)
    Object 9: Button 9 (Push button)
    Object 10: Button 10 (Push button)
    Object 11: Button 11 (Push button)
    Object 12: Button 12 (Push button)
    Object 13: Button 13 (Push button)
    Object 14: Button 14 (Push button)
    Object 15: Button 15 (Push button)
    Object 1: Y Axis (Absolute axis)
    Object 0: X Axis (Absolute axis)
    Object 5: Z Rotation (Absolute axis)
    Object 2: Z Axis (Absolute axis)
    Object 0: Collection 0 - Joystick
    Object 1: Collection 1 - Pointer
  8. cyclonmaster

    cyclonmaster EmuAddict-_-;;

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    Oh... I miss this one. Thanks ;)
  9. RPGW1ZaRD

    RPGW1ZaRD PCSX2 & O/C Addict

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    Woah, just noticed this plugin, seems like another "TwinPad" plugin which is nice for keyboard users. Definitely gonna test this one.

    Too bad you can't use mouse and keyboard inputs at same time, otherwise I had really loved this plugin. :p

    Why don't you ever put TwinPad plugin for dl there too. :/
    Last edited: Apr 9, 2007
  10. ChickenLiver

    ChickenLiver Emu author Emu Author

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    You can indeed use the keyboard, mice, and other devices at the same time.

    How did you get the impression you couldn't?

    MrLavender: Please tell me if the new version fixes the issue you ran into.
    Last edited: Apr 9, 2007
  11. RPGW1ZaRD

    RPGW1ZaRD PCSX2 & O/C Addict

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    Nvm, obviously you had to choose direct input and another device for mice when configuring controls as otherwise it won't let u specify the keys and once u done that I put both to direct input and it started working ingame too.

    Damn nice work, I've waited for a plugin that lets you specify also sensitivity for x and y-axis for mouse analog control, this way you can adjust it for every game so it becomes just the way you want it to be. :)

    Even aiming in Resident Evil 4 with mouse works perfectly. :)

    What differs TwinPad and this plugin in mouse analog controlment is that with this plugin you need to keep moving the mouse all the time to a direction while with TwinPad you could just move it once to a direction and keep it there and the character keeps going in that direction which is kinda comfortable IMO. That's like the only downside I can think of about this plugin, otherwise I really like it. :)
    Last edited: Apr 9, 2007
  12. ChickenLiver

    ChickenLiver Emu author Emu Author

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    TwinPad's implementation of mouse/analog stick mapping does work well for movement (On a random side note, just glanced at its code, and how it does it is really cool. Not something I would have come up with. Maybe I'll release my code at some point, though it's a complete mess)...I tend to be happiest moving with a keyboard. Don't think there's any way for me to do something too similar without doing something very hackish, as my direct input code, in particular, doesn't even know what a mouse is. My Direct Input code, by design, treats all axes identically. It doesn't know what an x- or y-axis is, or what a mouse wheel is. I simply enumerate all the axes for a device, and then treat them all the same, basically. The only place the mouse identifier affects anything is when it's deciding which devices it wants input from. This makes setting up bindings to toggle how to interpret a given axis on a given device rather nasty.

    One thing I could do, and that I've been considering, however, is a "state lock" button. When you press it, it saves the current input state and acts like all buttons continue to be held down (Even when released), until state lock is pressed again. I could even get fancy and let you press more buttons in the meantime. Only problem with that is that analog pressure would be doubled when you enable it, until you release whatever's bound to analog devices. One nice thing about this is it fits in very well with my current architecture, so would be pretty simple to implement. Could also make a "direction lock" button that does the same thing, except it only applies to the d-pad and the analog sticks...Could be a handy feature. I take advantage of LilyPad locking input state when I unfocus the window on occasion, myself.

    Edit: This wouldn't work nearly as well with a mouse as what TwinPad does, now that I think about it...more intended to be used when using the keyboard (or joystick) to move. Still could be useful, though.
    Last edited: Apr 9, 2007
  13. refraction

    refraction PCSX2 Coder Contributors Award Winner!

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    we will put them both up, twinpad is obviously working well, it is already linked in the FAQ on the forum, so its a start :p
  14. MrLavender

    MrLavender New Member

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    It doesn't :(

    It now shows the configuration correctly in the setup dialog when I first define it, but when I exit the dialog and then open it again it has lost the "conflicting" IDs.

    If I define all the buttons first then it remembers those but loses the x/y/z/z rotation axes.

    If I define the axes before the buttons then it remembers those but loses buttons 0,1,2,5.

    I'm looking at the .ini file changing while entering and exiting the configuration dialog, and it seems to be picking up only the first object listed there if there are two with the same ID.

    Buttons 0,1,2,5 are not working in the emulator whatever I do. Even if I just setup the 16 buttons and assign analog sticks to the keyboard, so there are no ID conflicts, those buttons don't work in-game.

    My .ini file attached, hope that helps.
  15. ChickenLiver

    ChickenLiver Emu author Emu Author

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    Thanks for the detailed description of just what's going on, and the ini. Made finding both issues pretty easy. I've found both bugs and fixed them, so hopefully it will work now. Try the attached version (As I'm not sure it'll work and I changed nothing else, not going to make it an "official" release until it's been tested).

    Edit: Also, just out of curiosity, do you need to invert the vertical axes for them to work correctly?

    <Attachment removed>
    Last edited: Apr 9, 2007
  16. MrLavender

    MrLavender New Member

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    This version is working perfectly, thank you :D :D

    And no, I don't need to invert the vertical axes, everything works as expected.
  17. ChickenLiver

    ChickenLiver Emu author Emu Author

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    Great. Glad to hear it.

    New release -> bump (bolden?) whatever...More additions than just those bug fixes.

    The lock input buttons are complete hacks...Tell me if you (meaning anyone) run into any problems with them.
  18. EscCtrl

    EscCtrl New Member

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    This is has button sensitivity which is what I'm looking for thanks but there's one big problem - it doesn't work for me.

    I am using a Playstation 2 controller connected through a 'venom USB converter' I bought today. I know the controller and converter do work as I have tried them with ePSXe and PCSX2 using other plugins (which don't map sensitivity)

    Any suggestions on what to do? everytime I go to the 'PAD1' screen and click a button map then press the appropriate button on the controller it won't work.
  19. petit français

    petit français New Member

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    My wiimote work perfectly with this release (and glove pie) : thanks you very much ChickenLiver !!
  20. ChickenLiver

    ChickenLiver Emu author Emu Author

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    petit français: Cool. Glad to hear it.

    EscCtrl: First, make sure Keyboard, Mouse, and Game Controller modes are all set to DirectInput (Only Game Controller should matter, but just in case...).

    If it still doesn't recognize the controller, download "LilyPad debug.zip" (post #5) and extract the dll to the plugin directory. Then go to the plugin selection screen. A debug.txt file should be generated (I don't think you'll have to select the debug plugin, but you might). Post that file so I can see just what I'm detecting. Also post your LilyPad.ini file, so I can make sure nothing odd is going on there.
  21. S.SubZero

    S.SubZero Windows 8 Pro

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    I have a Saitek P990 USB gamepad. I can set most of the buttons, but I cannot set the d-pad nor the analog sticks. The plugin ignores any input from those. If I click "Horiz Axis" or "Vert Axis" it actually accepts the analog stick input, but only lets me assign ONE value, like if I set Vert Axis on the left stick, then try to set any other axis, it overwrites the Vert Axis.

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