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Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: roothorick] #47100 12/29/08 09:33 AM
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That's something the SDL OSD already does... see src/osd/sdl/input.c, line 1260 ff!!

But it does that on specific axes only (axis 12 and axis 13). Perhaps that's what confuses you?!


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Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: AaronGiles] #47101 12/29/08 10:52 AM
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Originally Posted By AaronGiles
Yes, absolute analog axes are assumed to be centered at 0. It is the OSD's job to ensure that things are calibrated that way.


That's not the behavior I'm seeing in outrun. After fixing the overflow (src/osd/sdl/input.c, line 71, change 8 to 28), OutRun is very playable on a DualShock 3 with -nosixaxis and the pedals mapped analog to pressure sensitive buttons (I recommend L2 and R2). Its input test screen gives exactly the desired values too (00 up, FF down).

-E- Crus'n World (crusnwld) and Ridge Racer (ridgerac) behave in exactly the same way. Are you sure pedals are not an exception or similar?

On a related note, I found another issue. I can't map the button axes through MAME's menus, but if I manually edit ~/.mame/cfg/*.cfg, they work fine.

Last edited by roothorick; 12/29/08 11:56 AM.
Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: roothorick] #47159 01/03/09 06:02 AM
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I've improved the -sixaxis handling for 0.129 so now it "sanitizes" all the non-stick axes instead of just 12 and 13 (and fixed the max axes in the OSD layer to 32). The inability to map axes > 4 or so in the UI seems to be a baseline thing. Aaron?

Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: R. Belmont] #47173 01/03/09 11:54 PM
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So the outrun and crusnwld and ridgerac drivers are bugged in their pedal handling? What games aren't bugged then?

Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: roothorick] #47174 01/04/09 12:01 AM
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They're not bugged. You're just getting suboptimal results right now and assuming it's perfection. Happens a lot with emulation.

Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: R. Belmont] #47176 01/04/09 12:55 AM
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Here's (presumably) a way to get the sixaxis working on OSX.

Source code and binary:
http://netkas.org/?p=76

I haven't tried it myself, I don't own a sixaxis.

Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: R. Belmont] #47178 01/04/09 03:48 AM
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roothorick Offline OP
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Originally Posted By R. Belmont
They're not bugged. You're just getting suboptimal results right now and assuming it's perfection. Happens a lot with emulation.


With the sixaxis "fix", the pedal axes start at 0, then jump to almost exactly halfway (7F in outrun) with any axis activity, then moving between halfway and max. Unless I start the game holding down each pedal button, the game calibrates for 0-max, meaning the brake is always at least halfway on, and your car doesn't go anywhere. This strongly suggests to me the "fix" is wrong and resting at -32767 is expected for pedal axes.

I probably should have mentioned all this right off the bat.

Last edited by roothorick; 01/04/09 03:49 AM.
Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: roothorick] #47179 01/04/09 04:40 AM
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Well, I'm doing what Aaron tells me the OS Dependent layer should do. It's up to you to convince him he's wrong :-)

Last edited by R. Belmont; 01/04/09 04:43 AM.
Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: R. Belmont] #47180 01/04/09 06:33 AM
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roothorick Offline OP
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Or I could just not use the sixaxis option.

Re: BUG: Sixaxis/DualShock 3 breaks joystick handl [Re: roothorick] #47181 01/04/09 06:48 AM
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I could make it mandatory if the controller name matches. Anyway, the adjustment is different in my code from what's in yours, so you're not actually seeing how 0.129 will behave.

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