Age | Commit message (Collapse) | Author |
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Pad mode set was missing that cause a few games which queries for an
analog-type controller to fail or causes no inputs at all.
This also change the "standard" input type to behave like one, which
means it does not have rumble or analog inputs. A required input type is
necessary to set the desired input effects.
Probably needs some cleanup but it works for now.
Fixes https://github.com/libretro/pcsx_rearmed/issues/161 and probably
other input related issues.
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- silence a few more truncated warnings
- change "disable" to "disabled" in core options
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- Increasing the maximum size of destination char array to x2 to silence this warning.
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After seeing the regressions from multitap I took a quick look at the
code, and there's quite a bit of cleanup needed.
This fixes the initial really obvious stuff, a useless copy and a
duplicate in_keystate that can cause compilation issues, along with
bringing styling closer to the pcsx standard so it's a bit more readable.
The multitap changeset also seems to have been done with an editor that
mangled line endings, I'll address that in a followup commit.
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comment some debugging printf.
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Code refactor to build the response of request 0x42 read the pad key
state
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Add dualshock request/response to declare Analog pad correctly and
retrieved the vibration information.
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pass pad index in pad datas structure.
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add game/core option to enabled or disabled multitap.
Test with micro machine V3 and 5 devices, 2 multitap enabled, all
device react good i can’t test the 6 7 8 select player but i can select
8 gamer. The 2 multitap works fine.
i detect a bug, when we change the game pad type to analog, the library
crash, see it next time
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