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Re: Xbox 360 Controller Support (Contribution) [Re: DocJoe] #69623
04/05/06 21:16
04/05/06 21:16
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
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Good one ! Thank you (specially for english manual).

Re: Xbox 360 Controller Support (Contribution) [Re: DocJoe] #69624
04/05/06 22:58
04/05/06 22:58
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
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Doug  Offline
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Quote:

A6 recognize the Xbox 360 controllers without problems, but the triggers are diffrent (in A6 the triggers are recognized like a wheel) and you can't set any vibration effects with any other interface.




I can confirm this. I use an XBox360 controller with the new template scripts, you can work with it by just reading the raw values but a plugin can make things much nicer.

Speaking of which, for full disclosure, I'm also working on a new input interface for template6. However, it will probably be released with the update *after* 6.4x, so it is still some months away (unless things change in my priority list). This interface should include mapping and XBox360 controller support.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Xbox 360 Controller Support (Contribution) [Re: DocJoe] #69625
04/06/06 04:38
04/06/06 04:38
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Alberta, Canada
Thanks for the explanation DocJoe, but there is one thing I'm unsure about. Is it possible to still use the A6 joystick commands and your plugin to support both older-style joysticks(logitech) and the new xbox360 format in the same game? For example, in the script I would first determine what type of joypad is being used then go from there with all my input sections. Also, I noticed an error when starting your demo - "This application has failed to start because XINPUT9_1_0.dll was not found." I currently don't have an 360 controller installed or pluged in so mabye thats it? The demo loads up after the error.


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Re: Xbox 360 Controller Support (Contribution) [Re: Doug] #69626
04/06/06 06:53
04/06/06 06:53
Joined: Aug 2003
Posts: 425
DocJoe Offline OP
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DocJoe  Offline OP
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@Doug: Can you tell me/us more about your new interface? My personal interface will support an infinite count of joysticks/gamepads/wheels with forcefeedback and so on. You can start/stop the plugin within the game and you can choose, if you wanna use the Xbox 360 controllers with DX or with the Xbox interface. You can define a msg handler that recognizes new joysticks or de-/reattached joysticks. Joystick handling is very easy like

if(Button_1(hJoystick1)== on) { Name_of_Joystick(hJoystick, strJoystickName); }

All values are between -1000 and +1000 for axis (not +/-255). You can set null and dead zones. You can load forcefeedback effects from file (Force editor to test effects and to write into a file included) and you can define forceffeedback effect by code.
and so on.... If your new interface is similar fine I stop my project (70% done), I don't wanna waste my time (didn't see anything in the forecast or anywhere else).

@William: Thanks, I'll look into this this evening!

Last edited by DocJoe; 04/06/06 08:42.

Don't take the cake to the party.
Re: Xbox 360 Controller Support (Contribution) [Re: DocJoe] #69627
04/06/06 20:52
04/06/06 20:52
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
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Doug  Offline
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Quote:

@Doug: Can you tell me/us more about your new interface?




I can't say much because it really isn't much more than some notes on a yellow "Stick-It" pad right now.

The general idea is that it will filter all input (mouse, keyboard, joystick, etc.) and, using some basic user defined rules, convert them into simple output for the template6 scripts to read.

If you take a look at the template6 input scripts (plBipedInput01 and miscInput01) you'll have a good idea at what I'm aiming at.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Xbox 360 Controller Support (Contribution) [Re: Doug] #69628
04/06/06 21:00
04/06/06 21:00
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
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Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
Quote:

If your new interface is similar fine I stop my project (70% done), I don't wanna waste my time (didn't see anything in the forecast or anywhere else).




Please don't stop. My interface will be designed around the template6 scripts so it might not be flexible enough for people not using template6.

Also, I have NO idea when I will get the time to do this. Maybe this weekend, maybe XMas (more likely closer to XMas).


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Xbox 360 Controller Support (Contribution) [Re: Doug] #69629
04/06/06 21:44
04/06/06 21:44
Joined: Aug 2003
Posts: 425
DocJoe Offline OP
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DocJoe  Offline OP
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Posts: 425
Quote:

Please don't stop.


Naturally I don't stop !

@William: I have to look tomorrow into your problem... (sorry, didn't had the time).


Don't take the cake to the party.
Re: Xbox 360 Controller Support (Contribution) [Re: William] #69630
04/08/06 11:41
04/08/06 11:41
Joined: Aug 2003
Posts: 425
DocJoe Offline OP
Senior Member
DocJoe  Offline OP
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Posts: 425
EDIT: The pakage download includes now (Download (5.3 MB)):

The Xbox 360 controller Plugin 'XBox360Cntr.dll'
The prototype file 'Xbox_dll.wdl'
An A6 Xbox 360 controller sample using the new Xbox 360 controller interface
The file 'xinput9_1_0.dll'
A 'readme.txt'
Manual in English
Manual in German
The application 'XBOX360Eng.exe' to install Xbox 360 Controller drivers for Windows
An End-User License Agreement for Microsoft® software for use with Xbox 360 Controller for Windows (ENG_EULA.rtf -
English)
An Xbox 360 Controller for Windows documentation (English).


@William: If you use windows before XP with service pack 1 and/or you didn't installed an Xbox 360 controller you need at least a XINPUT9_1_0.dll driver in your application or your windows system folder. Otherwise you get an error warning if you start the game application. Xbox 360 controller drivers are also available via Windows Update, or at www.windowsgaming.com. Thanks William for this important info.

Last edited by DocJoe; 04/08/06 13:13.

Don't take the cake to the party.
Re: Xbox 360 Controller Support (Contribution) [Re: DocJoe] #69631
04/09/06 09:32
04/09/06 09:32
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Posts: 2,320
Alberta, Canada
Hmm, the comp had service pack 2 installed. Is there any way that if this .dll doesn't detect the file it doesn't show an error? It looks like you have to have a 360 controller, either that or download the files, and I don't think people would like that if they don't have a controller.

P.S - I hope this isn't asking too much. This .dll is great already, at least you can test your game now with the 360 controller to make possible future porting easier.

Re: Xbox 360 Controller Support (Contribution) [Re: William] #69632
04/09/06 11:41
04/09/06 11:41
Joined: Aug 2003
Posts: 425
DocJoe Offline OP
Senior Member
DocJoe  Offline OP
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Posts: 425
Quote:

P.S - I hope this isn't asking too much.


Absolutely not!!! This Xbox 360 controller interface is a new interface. Microsoft call this interface as a new standard for gamepads in the hope further gamepads will be built with this standard or they will support this new Xbox 360 controller interface. The advantage is that further gamepads can be used on pc (also gamecube3 controllers, ps3 controllers and so on). I don't wanna loose a lot of comments about this idea, but maybe gamepads will get more place value in further games, specially on pcs. Maybe you will spend more time for reflecting about how you'll design your player stearing by gamepads and controllers in the future. Surely older controller/gamepads/joystick/wheel interfaces on pc will be supported till the last day on earth (some great joysticks are often designed for only one game or one game genre and an Xbox 360 controller can never replace such a device. Players stearing by keyboard and mouse has a lot of advantage over gamepads! The wish to standardisize all on this earth is idiotic and maybe other game platform companies aren't very pleased to see their own controllers on Windows?).

At they moment this controller interface is so new that there's only one controller/gamepad/joystick/wheel that can be called by this standard: 'Microsoft's Xbox 360 Controller'. If you wanna see anything running in my sample you need at least one Microsoft Xbox 360 Controller! (I don't have an Xbox 360 console, so I also had to buy such a device to programm the plugin!).

Note: The Xbox 360 Controller is also supported by older interfaces!! So one problem at the moment is: you don't have the chance to distinguish this controller in wdl (I'll make a dll that can this). But in the future you'll may have to code player stearing like the following bad sample:

if(I_use_Xbox_interface)
{
player.move_x = Xbox_Button_A(1) * factor_x * time;
}
else
{
player.move_x = my joy_1 * factor_x * time;
}

And you can write with big letters onto your published game: "This game supports the new Xbox 360 controller interface!" If you publish your game tomorrow, you'll earn millions by writing onto the game: "NEW! NEW! NEW! GET THIS FIRST PC GAME SUPPORTING XBOX 360 CONTROLLERS BY THE NEW XBOX 360 CONTROLLER INTERFACE - GET THE PLEASURE - GET IT! GET IT! GET IT!!!!!"


Don't take the cake to the party.
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