Android Gamepad Support

Yotatouch said:
bWWd said:
The topic or board you are looking for appears to be either missing or off limits to you.
Same for me, i get also this message.

sorry I posted a guide on how to compile the android build in the developer section.  I had no idea it was private.  I tried to change to my developer profile to move the topic but I can't.  Oilu can you move the tutorial for me to the help section so I can share !

Here is the latest version from the trunk folder: https://drive.google.com/open?id=1caDq9HRg1npxYQFakUU1wlyh7pwzEeq9

The above version for me did not register any key inputs for dpad and thubsticks on ps4 pad connected by wire.
 
Worked perfectly with a ps4 wired pad.  Still had the issue where you could get stuck on the menu but input controls to dpad and analogue sticks was ok.
 
msmalik681 said:
Worked perfectly with a ps4 wired pad.  Still had the issue where you could get stuck on the menu but input controls to dpad and analogue sticks was ok.

Well so sdl is going to be fixed...

Why stuck? No remapping?

Ps. This is the latest sdl repository
https://www.libsdl.org/tmp/SDL/
 
You can get stuck because up and down don't work until after you choose "ok", the touch controls become unbound because the gamepad replaces them so you become stuck. The only way around is to just bind only one direction and re-enter the config so that you can actually use it. Everything, on my gamepad worked with this new build, the random glitchy spam button when mapping also came back too though.
 
Ok thanks!!
So updated official github with working controller code.
Now just missing to enable touch + joystick right?
Test latest update for that  ;)
If not working can you help me (msmalik or DC or Plombo) to enable touch + joystick?
We need to edit sdl/control.c file.
BTW my first attempt is on github yet!
 
I thought you fixed that in one of your private builds guess that was my mistake.

I will look into it seems above my level but i wont know until i try.
 
msmalik681 said:
I thought you fixed that in one of your private builds guess that was my mistake.

I will look into it seems above my level but i wont know until i try.

updated official github.
now the touch input works permanently!  ;)
 
While i was testing the android gamepad support on my GalaxyS5 phone, i have discovered a weird bug.
I'm working on a Final Fight mod, and some enemies like Axl or Slash.
Usually, if they don't block and gets a hit during a chain combo, they can't go back to guard, but in this build (maybe even before this one?) even if they get hit, they can go back randomly to guard state during the chain combo.

So i wanted to report it as Malik told me to do.
 
Mmm.. Can you tell us which version is the latest working version?

Try to search execute_didblock_script into source code..
The logics seems ok and no trace of combostep logic.
So you can set better your entity params.

The logic is:
Code:
            if( !self->modeldata.nopassiveblock && // cant block by itself
                    validanim(self, ANI_BLOCK) && // of course, move it here to avoid some useless checking
                    ((self->modeldata.guardpoints.max == 0) || (self->modeldata.guardpoints.max > 0 && self->modeldata.guardpoints.current > 0)) &&
                    !(self->link ||
                      inair(self) ||
                      self->frozen ||
                      (self->direction == e->direction && self->modeldata.blockback < 1) ||                       // Can't block an attack that is from behind unless blockback flag is enabled
                      (!self->idling && self->attacking != ATTACKING_INACTIVE)) &&                                                 // Can't block if busy, attack <0 means the character is preparing to attack, he can block during this time
                    attack->no_block <= self->defense[attack->attack_type].blockpower &&       // If unblockable, will automatically hit
                    (rand32()&self->modeldata.blockodds) == 1 && // Randomly blocks depending on blockodds (1 : blockodds ratio)
                    (!self->modeldata.thold || (self->modeldata.thold > 0 && self->modeldata.thold > force)) &&
                    (!fdefense_blockthreshold ||                                                                //Specific attack type threshold.
                     (fdefense_blockthreshold > force)))
            {

BTW this is the wrong topic.
Byee

Ps. Congrats to msmalik for his first commit!  ;)
Happy to have one plus help!!
 
White Dragon said:
Ps. Congrats to msmalik for his first commit!  ;)
Happy to have one plus help!!

Thanks man I hope I did everything correctly.  I will try to make the time to document my journey so other enthusiastic people can help make this a better engine.

@Yota

I told you to post in the topic for the main engine.  I just made this topic for android gamepad support and that is now fixed thanks to WD.
 
White Dragon said:
msmalik681 said:
I thought you fixed that in one of your private builds guess that was my mistake.

I will look into it seems above my level but i wont know until i try.

updated official github.
now the touch input works permanently!  ;)

Up, Down, Left, Right inputs are still not permanent. Everything else is.
 
@Viper Snake

I just tested with latest build the touch inputs are still active after changing directional inputs to physical buttons.  I did check with bluestacks and no gamepad but it should be the same results.  Has anyone else had this issue too ?

Please try the latest build: https://github.com/DCurrent/openbor/releases
 
OpenBOR v3.0 Build 5679 looks for pak files in wrong location, , somewhere in android/data/openbor engine files etc wherever, and not in openbor folder.I think its for custom location folder but there should be setting to make this optionable cause its a good thing but shouldnt be default, or did we changed paks folder location from now on ?
--
Also my directional pad is still not working, i can configure it in settings but it doesnt work, just attack buttons work.
 
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