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
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