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Old 01-15-2024, 02:25 PM   #61
Daedra
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Quote:
Originally Posted by Jeebizz View Post
I think i'll buy the first one then... was hoping I could use amazon rather than fleabay but at this point beggars can't be choosers, if that controller works for you in the current version of duckstation-0.1.6217 , i'll go for it... as i manually compiled 0.1.6232 and my issue persists... it just does not like the usb adapter it seems... oh well.
Just out of curiosity did you test it on epsxe? I prefer duckstation but did you try it for testing purposes?
 
Old 01-15-2024, 02:29 PM   #62
Jeebizz
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Quote:
Originally Posted by Daedra View Post
Just out of curiosity did you test it on epsxe? I prefer duckstation but did you try it for testing purposes?
Yes I stated earlier, epsxe2.0.5 works just fine with it, as well as snes9x 1.62.3 - works just fine... I LIKE duckstation because I can upscale my games just fine and looks way better.... its just duckstation previous version or 0.1.6232 does not play nice with my adapter... I loaded Gex , and as soon as I enter the actual game , the character moves on its own... if I load Need for Speed 2, I can't even do anything as within the menu system the cursor goes crazy , no such issue in epsxe.
 
Old 01-15-2024, 02:35 PM   #63
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Just tried Duckstaion 0.1.6217 with a ps2 dualshock runnig through a usb adapter, no problems in Tekken 3.
The usb adapter is a no name. Dmesg reports Twin USB Joystick, Force feedback for PantherLord/GreenAsia devices.

So problem is specific to your usb adapter or something else is going on.

Apart from renaming $HOME/.local/share/duckstation to something else and setting duckstation up again. I'm out of ideas.
 
Old 01-15-2024, 02:38 PM   #64
Jeebizz
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Quote:
Originally Posted by mickski56 View Post
Just tried Duckstaion 0.1.6217 with a ps2 dualshock runnig through a usb adapter, no problems in Tekken 3.
The usb adapter is a no name. Dmesg reports Twin USB Joystick, Force feedback for PantherLord/GreenAsia devices.

So problem is specific to your usb adapter or something else is going on.

Apart from renaming $HOME/.local/share/duckstation to something else and setting duckstation up again. I'm out of ideas.
I'll clear out the .local/share/duckstation and try again - it is a radioshack branded adapter (yea 'member radioshack)? And yea everything would suggest the adapter...then again it works just fine when i use epsxe or snes9x , works perfectly, but i will clear out .locla/share/duckstation and report back....
 
Old 01-15-2024, 02:50 PM   #65
Jeebizz
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Quote:
Originally Posted by Jeebizz View Post
I'll clear out the .local/share/duckstation and try again - it is a radioshack branded adapter (yea 'member radioshack)? And yea everything would suggest the adapter...then again it works just fine when i use epsxe or snes9x , works perfectly, but i will clear out .locla/share/duckstation and report back....
Nope, in game the character (gex) , just won't properly respond, either he keeps ducking or moving on his own.... it has to be my adapter - duckstation just doesn't like it.

Last edited by Jeebizz; 01-15-2024 at 02:59 PM.
 
Old 01-15-2024, 02:59 PM   #66
mickski56
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Still not 100% convinced by that. Time to break out the test programs, evtest, evtest-qt (https://github.com/Grumbel/evtest-qt/), testgamecontroler from sdl if you have it, pretty much any test program you can find for sdl or the event interface. and see what they are saying
 
Old 01-15-2024, 03:01 PM   #67
Jeebizz
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Quote:
Originally Posted by mickski56 View Post
Still not 100% convinced by that. Time to break out the test programs, evtest, evtest-qt (https://github.com/Grumbel/evtest-qt/), testgamecontroler from sdl if you have it, pretty much any test program you can find for sdl or the event interface. and see what they are saying
I'll bite.... maybe QT doesn't like it? AFAIK epsxe and snes9x are not using QT .... I am also running KDE for the DE, and I can go in there and calibrate and tests just fine there.... I don't know why it works in epsxe and snes9x but not duckstation.
 
Old 01-15-2024, 03:03 PM   #68
Jeebizz
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Quote:
Originally Posted by mickski56 View Post
Still not 100% convinced by that. Time to break out the test programs, evtest, evtest-qt (https://github.com/Grumbel/evtest-qt/), testgamecontroler from sdl if you have it, pretty much any test program you can find for sdl or the event interface. and see what they are saying
Code:
slackuser@slackmachine:~/source$ cd evtest-qt-master
slackuser@slackmachine:~/source/evtest-qt-master$ ls
CMakeLists.txt  LICENSE.txt  README.md  VERSION  evtest-qt.desktop  evtest-qt.svg  external/  flake.lock  flake.nix  mk/  screenshot.png  src/
slackuser@slackmachine:~/source/evtest-qt-master$ mkdir build
slackuser@slackmachine:~/source/evtest-qt-master$ cd build
slackuser@slackmachine:~/source/evtest-qt-master/build$ cmake ..
-- The C compiler identification is GNU 11.2.0
-- The CXX compiler identification is GNU 11.2.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Could NOT find tinycmmc (missing: tinycmmc_DIR)
CMake Error at mk/cmake/TinyCMMC.cmake:25 (message):
  The git submodule "external/tinycmmc" could not be found.  To retrieve it,
  run:

      git submodule update --init --recursive

Call Stack (most recent call first):
  CMakeLists.txt:20 (include)


-- Configuring incomplete, errors occurred!
slackuser@slackmachine:~/source/evtest-qt-master/build$
 
Old 01-15-2024, 04:08 PM   #69
mickski56
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Yeah probably have to do a
git clone --recursive https://github.com/Grumbel/evtest-qt.git
rather than download the master tar ball
 
Old 01-15-2024, 04:10 PM   #70
Jeebizz
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Then again, if KDE is QT based and I'm running QT5 for Slackware 15....no nevermind , because this version of duckstation is on qt6...... either it is qt6 or the adapter -- but I can't get the tools to compile to test.... and again , since under epsxe and snes9x i don't have any issue..... it has to be something with duckstation/qt6 and the controller/adapter. SDL is up to date, so it can't be that AFAIK.
 
Old 01-15-2024, 04:12 PM   #71
Jeebizz
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Quote:
Originally Posted by mickski56 View Post
Yeah probably have to do a
git clone --recursive https://github.com/Grumbel/evtest-qt.git
rather than download the master tar ball
Ok, compiling the test tools now....
 
Old 01-15-2024, 04:20 PM   #72
Jeebizz
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OK , I compiled and tested the d pad, I left it alone and this is what I show.... so far so good..

no input
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holding down UP

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holding down DONW

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holding down LEFT

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holding down RIGHT
 
Old 01-15-2024, 04:45 PM   #73
Jeebizz
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wait but something is off....

I am not pressing the d-pad , but x-y axis seems to show this, that makes no sense, why is it registering input on x-y then? so QT doesn't like my controller is what I am still concluding.... no issue in epsxe or snes9x

Last edited by Jeebizz; 01-15-2024 at 04:47 PM.
 
Old 01-15-2024, 04:54 PM   #74
mickski56
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No flickering on offs. Try to simulate what you're doing in duckstation.
If there's no funny looking responses it points more towards the issue being with duckstaion.
If there's weird looking responses it points to the adapter.
Just for completeness have you tried setting it as an analog controller in duckstation, I see evtest-qt at least reports the axies differently when analog is switched on.
 
Old 01-15-2024, 05:01 PM   #75
mickski56
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[QUOTE=Jeebizz;6477015]wait but something is off....

Yes it reports axis in the range -127 0 127 if the analog is switched off and hat switch 0 1 if the analog is on.
btw qt is only used for the ui in evtest-qt it is the event interface that is being read.

You could just open a terminal and type evtest to get a list of all event interfaces and evtest /dev/input/event<event number>
to get the same information no qt involved.

Last edited by mickski56; 01-15-2024 at 05:05 PM. Reason: typo
 
  


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