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Nixx

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Everything posted by Nixx

  1. I use full joystick mode as Dinput, not rawinput. Demulshooter is auto run on game launch, but it's only used for crosshair removal and recoil outputs, not for managing inputs. Gun4ir, Sinden, Wiimote (with lichtknarre) support this. And i guess the Aimtrak too as i saw the option in their utility tool. For demulshooter, I want to simplify the process to get outputs to the gun and be able to get them directly from the app and not from mamehooker (even if i will leave an option to run mamehooker as well)I don't know the aimtrak gun very well, but from what i saw, it's not possible to trigger recoil outputs for this gun ? So far, i plan to auto-manage outputs for Sinden (with an home made custom driver software) and Gun4ir. Also, with this gun, how do you bind Coin/Start ? Do you bind them to other device (like buttons on an arcade pad or keyboard ?) As of now, this is a quick preview of the configurations menu : And to give a game as an exemple : And depending of the device plugged, it will show the inputs. Here is in xinput if you only have gamepad pluged. But if you set device as lightgun and they are plugged, you will get one of those. I try to fit the game inputs to the selected device in a way i think it's the most fit. I have some custom code that allow me to bind multiple buttons to the same action, so i abuse that on gun that have multiple buttons. (Ah, and the sinden gun have multiple variation depending of the pump configuration)
  2. I'm working on it. Lot lot of work to do, so i'm far from finish. It's just the background image that change for the other gun, but i intend to do dedicated layout in some case
  3. V0.10 -Link support for game directory folder. Until now, the link system was limited to elf files, with content linked to the budgieLoader directory. Now, you can also link data to a Game folder, that way you can keep your games folders with clean dump and load extra files from a patch directory. -Hotas support You can now bind dinput hotas. You may have to tweak the per game option "reverse y axis". Few others minors changes and games added. TeknoparrotAutoXinput_alpha_v0.10.zip
  4. V0.09 -Shifter support You can add to your Dinput wheel a shifter (and a handbrake & clutch pedal). Racing games that are using gears, if your dinput wheel is plugged, will reassign gears to your shifter. Also, on games that don't have gear assignments but only shift up/down, you will find in the options a checkbox to enable gear change and make them work with your shifter. This is kinda hacky, so, it's disabled by default and need to be enabled for each game. Games that have this options are : Outrun, D1GP, Ford Racing, Git Club, R-Tuned, Sega Rally 3, Sega Race TV, Sega World Drivers Championship and FnF SuperCars. -Few games added -Some bug fix (like the resolutions change in the per-game options that was not working as intended) -Configurations files moved to a json file, so you probably need to redo your config TeknoparrotAutoXinput_alpha_v0.09.zip For the next version, i would like to extend the "per-game" extra files folder link to non-elf games to be able to keep a clean game dump folder and have extra files like ffb/reshade/dll wrapper and patch in a separate folder, but i'm not sure yet how to propose that on the gui. If someone use this feature, i would like your opinion.
  5. Dev in progress. I'm adding support for shifter if used alongside dinput wheel. I'm currently working on a way to make it compatible with racing games that don't have native shifter support but only Shift Up/Down. Like for exemple, Outrun, Sega Rally 3, Sega Race TV, SWDC, D1GP, Ford Racing, ... Here a demo with Sega Rally 3 : https://streamable.com/89h77s
  6. Lightgun games don't have preconfigured settings (atm). Maybe i will do that in the future, i'm working on something else atm but i want to update this project to manage some extra devices (hotas, shifter, numpad). That said, if you use the command line to run an unsuported TP game though my program, it will just run it with the settings you set in TP, so it should run fine, and the link system allow you to easly do stuff like add Sinden border on a per game basis for elf games.
  7. Strange, i did try it from a fresh install, seems to work just fine. https://streamable.com/zqgugh sorry if that didn't work in your case Edit : And i noticed a small bug with the release year inside the genre column, probably due of a change of format of the teknoparrot xml, gonna check.
  8. ok, i will update my launchbox and test on the last version, i'm not up to date
  9. It was for Kurtastrophe " I copied over my descriptions folder from my Coin Ops Retro Arcade 2 tekno parrot folder into my TeknoParrot launch box emulator folder." I don't understand what is setup look like. But you don't need to move your Metadata and Descriptions outside of your Teknoparrot folder, it should read them. (and it expect them). Just point to the Teknoparrot folder, select the Plateform where you added your user files xml, click update. Then, you should see something like that if you go to your column Launchbox id db If it's not, well, idk, maybe last launchbox update broke something, i need to check
  10. They changed the content of their xml files. Try this version. You need both TP Descriptions and Metadata folder & json. TeknoparrotSimpleImport.zip
  11. Version V0.08 up. Bugfix from the last version where the program wont run for some users. - The Per-game link feature is now restricted to Windows 10/11 users with their Teknoparrot folder inside NTFS drive. - By default, the per-game link folder is located in a subdirectory of Teknoparrot, but there is now a global option to change the folder. Keep in mind that the new folder must be on the same drive as Teknoparrot. - Added a DebugMode feature in the options. TeknoparrotAutoXinput_alpha_v0.08.zip
  12. Ok, new version up. No new game added, this release is focused to add some per-games feature i consider necessary for Teknoparrot. Changelog : New Main UI : Launching the program without arguments will launch a minimalist UI. On first launch, you have to go to options and set the Teknoparot Folder. Configuration : - In the debug data, i added the controller name if i can deduce it from vendorId/productID. - New option : "Change Monitor Resolution/Disposition to". Here you can register monitor disposition and set the default disposition for all tp games. A "Disposition" is a configuration of your monitor, the layout, the resolution, the main screen, the frequency... To register one, just change your monitor layout/config the way you want, click to "create new screen disposition based on your current monitor Setup" and it's done. If a default disposition is setup, your monitor will auto switch to the selected disposition before game launch and will restore your previous one on exit. Per Games Options : For each game, you can now setup per-game Options. - Custom Monitor Disposition : You can override the global configuration, really really useful for some games to run them in 1080p or 720p, or disable other monitor. - Custom Sto0z Zone (the joystick deadzone) : You can override the global configuration - Run game as Administrator : Only available for games that needs to be run as admin like Mario Kart. Once enabled, game will be run as admin even if TeknoparrotAutoXinput.exe is run as a simple user. You will have to say yes to an UAC windows on the first game launch, but it will be invisible after that. - Ahk code before and after execution : Lot better than having a collection of .bat files to do some specific stuff. The before have the option "Wait for Exit", the ahk code after do not have this option because it always wait for exit. - Link Files before Execute : Only available for Lindbergh and Elfldr2 (those elf linux games). Those game use the same folder where budgieloader.exe is located, and when you want to add some extra dll (like reshade, ffb plugin, ...) it's used by all games and that is problematic in my opinion. So, with this feature, once enabled, click on the "Open Folder", and it will lead you to a profile folder in a subdirectory of teknoparrot (AutoXinputLinks\<gameid>) and you can place here all the files you want, on launch those will be hardlinked to the budgieloader loader folder and clean on exit. Side note : To make it works, you have to have your teknoparrot folder in a NTFS volume. Command line : Added a --disposition= argument, change the disposition folder used. Like, if you're calling TeknoparrotAutoXinput.exe --disposition=dispositiontv "C:\teknoparrot\UserProfiles\Daytona3.xml" instead of using the files inside the disposition subfolder, it will use those inside the dispositiontv subfolder. This option is only supported for the launch of a game, not for the gui. TeknoparrotAutoXinput_alpha_v0.07.zip
  13. Currently working on new features. A minimalist UI, but that's an excuse for the main feature, per game options. With that, i add the ability to change monitor resulutions & disposition per game, execute ahk code and the most important, for lindbergh and elfldr2 (elf games that run with budgieloader), the ability to copy (hardlink actually) files (likes dll reshade, ffb plugin, mesa opengl ...) on a per game basis and clean them on exit. Will make it much easier to deal with stuff like reshade siden border. Edit : Work in progress
  14. @Sbaby Yeah, my bad. In case you need it, i use an home made custom version of DS4Win. Not fully tested, but that should work. https://github.com/nixxou/DS4Windows/releases/tag/V1 One option that can be relevant if the only type of xinput controller as gamepad you use are DS4, is the 360 knockoff option. It will force controller to use a different vendorId, productId than regular 360 controller. That way, instead of Type=ArcadeStick... you use "VendorID=0x045E<>ProductID=0x028E" and instead of Type=GamePad, you use "VendorID=0x046D<>ProductID=0xC21F" That way, you're arcade stick will be recognized as arcade stick. The bad thing is that regular wired 360 controller will also be recognized as arcade stick.
  15. Ah, that's annoying, your Madcatz Fightstick pro mimic exactly an xbox 360 controller, so i can't tell it apart with the xinput library. In your case, i may have a way, to disting it from the DS4 controller (in fact the other way around, to distinct the DS4 controller from regular 360 gamepad), but i need to do some test.
  16. @Sbaby I'm curious, can you give me the output when you click on the "Show Xinput Device Data" button ? I only have one arcade stick (a Madzcat Fightstick pro) and i lack info about how other brand report their xinput data. (And btw, if someone have a 8bit do arcade stick, i would love to see the result too)
  17. Hi. Thanks for submitting your issue. For the first point, in my app i do not simply take Xinput1 = player1, i use a priority order. If the game have wheel layout, i take wheel as priority, regardless of their xinput number. Then, i take arcade stick as priority (if there is an arcade layout available for the game) And only then gamepad. And for each of them, i take the first available xinput slot. So, if you have two gamepad, one in xinput 1, and one in xinput 2, if you disconnect the gamepad 1, it will use the xinput2 as player 1. If you plug your wheel as xinput 3 and the game have wheel support, it will just use your wheel regardless of the xinput number. I could probably make an option to have some timer on boot to reassign player number (like 5 seconds on start when you press start on the controller you want as P1) but that's not my priority right now. For the second point, that's really annoying. XinputEx.dll is a dll i make from some C++ code to get some extra info about xinput devices, the ProductID and VendorID. It's an undocumented feature of xinput, and i was not skilled enough to implement this directly in C# (if someone read this, and have the skill to do it, i would love to have a POC) It's based on this, i basically just turn it from a console executable to a dll : https://stackoverflow.com/questions/64251320/is-it-possible-to-get-an-xinput-devices-name-product-id-vendor-id-or-some-oth The point of having vendor and product id is to be able to auto detect some controller as arcade stick when they falsely report themself as arcade but still send their own product id / vendor Id. One user told me that his antivirus didn't like my dll and removed it, maybe that's what happen ? Do you still have the dll in your folder ? Is there other people having (or not having) this issue ? Edit : @Sbaby I worked on the issue to integrate the code i did previously in C++ directly inside my C# code, can you try this build, if that works fine, i will push the modification : TeknoparrotAutoXinput_alpha_v0.06b.zip
  18. You mean, modify the ffb ini file to put the device id inside ? Don't know, for now i'm just using it with teknoparrot, only got my wheel recently. But if it's the same ffb plugin, yeah, should be doable. I don't have the time right now, but i will get a look.
  19. Big game update, now 187 games supported. Except Lightgun games and few games that wont run on my PC, i think i'm done. Now i have to figure out what to do next, i have few ideas of things to do before starting doing the light gun games. One of the thing i have in mind is doing some per-games options with the ability to run ahk code before/after, switch resolution, and auto add/remove files in the TeknoParrot/OpenParrotWin32/OpenParrotx64/ElfLdr2 to have 'per games' extra dll files (like ffb plugin, reshade, some wrapper or stuff like that) I'm using Siden gun and i need to apply border, so having some per game stuff to do that is kinda mandatory for me. TeknoparrotAutoXinput_alpha_v0.06.zip
  20. I mostly use DS4 controller as primary, run them as Xinput with DS4Win except if i need to use gyro or stuff like that. Battery life is bad, outside of that they are awesome controllers. I have some old 360 wired controller to fill extra 3 and 4 players. I have a N64 switch wireless controller, just for playing N64. Got one Mad Catz Street Fighter X Tekken arcade stick for xbox 360 too.
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