Controllers issue, are there scripts to fix it? (& my work around solution...)

oldyz

Well-known member
Hello,

So far i have been enjoying the demos, but Ultimately i want OpenBor to be an addition to my multiplayer game laptop.

I did notice that Openbor has issues with some controllers. For the laptop, im using Sabrent's 12 button controller,
https://www.amazon.com/Sabrent-Twelve-Button-Game-Controller-USB-GAMEPAD/dp/B00AEWTSWU
(pretty good controller , once you fix it a little)
because it works very well with games from Genesis, trough N64 , wii, GC &Playstation 2.

I don't know what is wrong , but input for player one (especially) is very buggy, it mixes up buttons, button 12 for example (in all controllers), works as f12.
Axis X & Y are not recognized (and they get mixed up with buttons 1 to 4)

Using a keymapper program is a bit of a risk if i accidentally exit BOR since it can make for undesired key strokes, and i found that somehow it messes with controller ID's --  if i open Dolphin it messes up the inputs somehow.

Anyway, one work around for this - I use Dolphin itself to run OpenBOR
the only issue so far is that i am aware that it is made to run on the actual wii, so there is some weird behaviors to the menu navigations, but so far the struggle with the inputs is mostly eliminated.

I was wondering if scripts could be applied to support specific gamepads or controllers - my theory is that those sabrents have so many buttons that Openbor cant deal with them propperly, but then again, while searching around i have found that there is controller issues.... :-\

Or can anyone point me in the right direction of the place within the script that points to button inputs?
for example, with trial & error The Mugen clone IKEMEN can be text-edited to be able use controller inputs correclty.
So i was wondering if this could done with Openbor too.


Edit: Older versions of OPenbor seem to detect the controllers better, for some reason, but the reason i cant use them is that some paks dont work well or there is graphic's issues

 
Did You tried to merge these versions Andrew ? Copy just the code responsible for controllers.
 
nsw25 said:
oh id love to do that...

So do it as long as you can compile the engine play around with the source code all you want it does not hurt anyone and who know you might be the one to fix this cursed controller issue.

The source code is written in C and ported through SDL 2.0.

Right now I am trying to port 32 bit code to be compatible on a 64 bit platform with no clue what I am doing just trying to push through with pure will power.
 
Greetings, i hope this next bit of information could be of some use:

i managed to get Openbor to run well with he Sabrents, The only issue that remains is that player one's button 12 works as F12.

part of the problem is that the laptop had Touchmote installed (for House of the Dead Arcade wiimote support).  NO matter what i did, VmHID or (something like that) would always take the place of controller #1, and even tho i had Used the program JOyID's manually change the controller ID, not only it would interfere with Controller 1 readings, but also it would not let me re-map the controller properly with AntiMicro.

The bad behavior was only limited to controller 1, even tho i would map the controller's left analog, nothing would change, & the directions where always controlled by the Right analog. The other 3 controllers would work fine.

After removing Touchmote, the Sabrents seem to work well now, The only issue i noticed is that controller One controls player 2 & Controller 2 controls player 1, even tho the menu says otherwise (tested with the He-man demo & its companion Heman.exe & NightStalkers under BOR 4332)

for now the next order of business for me is to figure out how to keep Touchmote, but disable it when its not needed & test The N64 controller adapters & test Xbox 360 controllers...

now for something completely different.....



For those of you who like Light-Gun games, touchmote is really useful to play them with the wiimotes, but i think i found an even better & more accurate way :
<iframe width="560" height="315" src="https://www.youtube.com/embed/pCq1HJ2HX0Q" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

A bit ironic, The old zappers like the Nintendo gun would not work on projections, & now the same principle is used using the Wiimote in reverse (& maybe one can handle multiple people)
 
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