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I just ordered an adapter for my gamecube controllerThanks for making this possible guys. I wanna play but I want to use my gc controller!
is there a way to reduce input lag? mine has just barely under the equivalent of playing on an HDTVI'm going to make a group to keep online players organized.
If you're experiencing input lag on your monitor, this is strictly situational. Most CRT monitors should have no noticeable input lag. My LCD VGA monitor has no noticeable input lag.
And it's been said before, playing any game online will have small amounts of lag, and it's known that in super fast-paced games like Melee this is a problem. It's still possible to have high-level play between competitive players, but you need to remember not to take it too seriously. Playing any fighting game online will never be the same as playing local. We want the support of high-level players, and we want some more videos of high-level gameplay online. But just remember this can never replace local gameplay on the same Gamecube. As close as it might get, it will never be 100% lagless, and thus it will never be suited for serious tournament play. [/rant]
That being said, it still works great for casual play. Remember to have fun.
my graphics card is pretty high end, its not the best there is right now but its pretty high up there, im using an xbox controller at the moment so that might be an issue? idkIf you have a bad monitor/video card setup there's little we can do for you. Maybe it's your controller? I don't know, I know some people aren't having problems with latency and some people are.
Netplay will never be latency free, but if you're having latency on your computer in single player, that is likely a problem with the computer playing it.
...if other emulators with the same controller work fine, then I have absolutely no idea.
That's definitely the problem, wireless always have some input lag whether it's small or big. The controller adapter should fix the problem though as long as it's not a wavebird.well it is a wireless adapter so perhaps that could be the issue, i'm still waiting on my gamecube controller adapter so hopefully that fixes the problem
Yeah, even with padbuffer at 60 it was lagging. I'm pretty sure it was my processor not being able to run the game.It depends. If both processors are able to run the game full speed separately, then they shouldn't lag.
The padbuffer can be the problem... if you're getting lag in the menus and such, try upping the padbuffer to see if it makes the game run better.
This seems to be the offending code - surely a slider should be counted as a single input, on account of being a slider!// get up to 6 axes and 2 sliders
DIPROPRANGE range;
range.diph.dwSize = sizeof(range);
range.diph.dwHeaderSize = sizeof(range.diph);
range.diph.dwHow = DIPH_BYOFFSET;
// screw EnumObjects, just go through all the axis offsets and try to GetProperty
// this should be more foolproof, less code, and probably faster
for (unsigned int offset = 0; offset < DIJOFS_BUTTON(0) / sizeof(LONG); ++offset)
{
range.diph.dwObj = offset * sizeof(LONG);
// try to set some nice power of 2 values (8192)
range.lMin = -(1 << 13);
range.lMax = (1 << 13);
m_device->SetProperty(DIPROP_RANGE, &range.diph);
// but i guess not all devices support setting range
// so i getproperty right afterward incase it didn't set
// this also checks that the axis is present
if (SUCCEEDED(m_device->GetProperty(DIPROP_RANGE, &range.diph)))
{
const LONG base = (range.lMin + range.lMax) / 2;
const LONG& ax = (&m_state_in.lX)[offset];
// each axis gets a negative and a positive input instance associated with it
AddInput(new Axis(offset, ax, base, range.lMin-base));
AddInput(new Axis(offset, ax, base, range.lMax-base));
}
}
It might be; is the 'dirty' build posted in the op on google code?It may just be your controller, and may break it for everyone else? I'm not super familiar with controller input stuff.