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Raphnet Adapters

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
i dunno man, ya'll should just use whatever works best

i'm just maintaining that the V2 project is the exact same thing. nrage stopped doing updates, so somebody else took over and improved a lot on the code. there is no reason why 1.xx should work any better than 2.xx. the only thing that changes is that 1.xx profiles aren't compatible with 2.xx plugins (for good reason). just re-enter your inputs, nbd.

there's some documentation here or something

Oh, and a stable 2.2 is out, and now a 2.3 beta, apparently!

History:

+ means fixed/added
/ means changed

Release 2.3b
/Xinput config loading fixed
+No longer crashes if an assigned device is removed or not present when starting emulation.
/RC files saved from visual studio break the file lister, reverted and edited with notepad.

Release 2.2:
+Resolved file browsers not displaying supported file types
+Improved Xinput support by backporting changes from 1964input

Release 2.2 beta:
+ Experimental Xinput support
+ Fixes to GB Battery support

Release 2.1 rc3:
+ The last of the shortcut bugs should be fixed. Switching paks should work
just fine; the plugin now inserts a 1 second delay so that the game
can detect the change properly.
+ Message window no longer sucks CPU cycles


Release 2.1 rc2:
+ Incorporated koolsmoky's message window patch. The message window should
work perfectly now.

Release 2.1 rc1:
+ Many many little bugs fixed, and minor tweaks. This should bring the
release versions in line with the tweaks from the DEBUG line.

Release 2.00b:
+ fixed several problems with Win98; plugin should work under Win98 now
+ fixed several bugs with memory mapped file handles. Solves several crash
issues with mempak or transferpaks
+ changed transfer pak MBC5 code to use proper MBC5 rom bank switching, and
also fixed up MBC3 rom bank switching. This may fix some lingering
transfer pak issues. Also did several tpak speed optimizations
(thanks guille007)

Release 2.00a:
+ Fixed mouse assignment in Interface. Again.

Release 2.00 (rabid goes crazy):
/ Large portions of the code completely rewritten.
+ Better detection of devices; more joysticks should work now, as well as steering
wheels and things that aren't strictly "gamepads"
+ .a64 notefile import and export works much better now
+ N64 controllers can now get input from multiple gamepad type devices
+ Now able to assign a key, mouse, or gamepad control to as many N64 control
surfaces as you like
+ international language support
/ device selection for keybinding no longer needed; devices list now shown as
"Force-Feedback Devices" under ControllerPak selection (pick Rumble, and
tick the "RawMode" box)
/ no longer possible to send FF events from multiple controllers to the same FF
device (this shouldn't have worked anyway)
+ capture mouseclicks properly in Controllers tab (disable button clicks while
polling)
+ release exclusive mouse while in config menu (fixes a mouse bind while locked
issue)
+ add independent X/Y mouse sensitivity
+ changed absolute mouse support: now choose between Buffered (default from before),
Absolute, and Deadpan (control only moves while you move the mouse)
+ various optimizations, bugfixes, and spelling fixes
+ LOTS of documentation added to the source; it should be more legible now
+ rewrote controller save and restore (underlying CONTROLLER and BUTTON structs
changed...)
/ Button mappings and modifiers will need to be reset on first load
+ now rewrites mempak and transferpak RAM data to disk almost immediately after
writing to controller (1.83 and previous didn't save the mempak until RomClose)
+ now possible to map shortcuts to buttons and axes as well as keys (be careful)
+ tabbing within the config window actually works now
+ can save and load shortcuts to a file
+ Transferpak MBC5 support fixed (Pokemon Yellow, Perfect Dark), also ROM files should
load much faster now
+ several crash bugs and memory leaks squashed


Release 1.83:
Changed: Rewrote GB Cart emulation (Now supports ROM-only, MBC1, MBC2, MBC3 and MBC5 carts)
Added: support for GB Cart RTC based on VisualBoy Advance save format.
Added: option for slower rapid-fire in macros. Fixes problems with some games like Paper Mario.
Added: optional and adjustable rapid fire to standard input keys.

Release 1.82a:
Fixed: Correct handling POV Controls again.. DOH

Release 1.82:
Added: Transferpak-Emulation - done by MadManMark, so hes the one to thank for this.
Changed: Various cleanups&optimizations, recompiled with VC++ 7.0

Release 1.81a:
Fixed a bug introduced by the last version.

Release 1.81:
Added: Default Profile & default Shortcuts.
Changed: can now open read-only Files, some old & unecessary checks removed
Interface tweaked a bit.

Release 1.80:
Fixed: another Access Violation, crash within Rumble emulation
Added: MouseLock Shortcut
Changed: Code-Cleanups, "save" and "use" Buttons instead of "Ok"

Beta 1.79:
Fixed: Access Violations
Added: saving/loading Profiles, visual Rumble, DexDrive support

Beta 1.78:
Added: MemPak Manager Functions, 2 switchable Analog Stick settings, Config Modifier, absolute KeyBoard setting
Changed: KeyBoard & Mouse Handling

Beta 1.76:
Only a small Part is based on older Plugins, new gui, new features.
New: Direct Adaptoid support, up to 256 Modifiers, different Rumble settings, Shortcuts
Missing: saving/loading Profiles, Config Modifier, alternate Controlset
Changed: about everything else ;)

Release 1.61:
Fixed: a small MemPak issue( Perfect Dark )

Release 1.60:
Fixed: crashes in Config-Dialog, crashes when a used GamePad isnt available, Toggle-Modifiers now get reset each time a rom is loaded or the configuration changed, now games that reported "no Controller" in RAW Mode will work, multiple Controllers of the same name now get enumerated and detected right.
Changes: Mouse-Axis can now be assigned by moving it. Now all Devices are scaned at once in Config-Window. "Default Axe-Movement" is now replaced by "Default Analog-Stick Range", which means it sets maximum range of the virtual Stick.
Added seperate X/Y Modes for Mouse

Beta 1.53: Fixed yet more Bugs. Changed Profile-Format, old Profiles wont work( The new Format leaves some Space for future Functions, so they should stay compatible now)
Beta 1.52: Fixed a bunch of bugs, some cleanups, gave the Status-Line a life.
Beta 1.51: Fixed Issues when more than one Pak is used. MemPak is workin now( was alot easier than i thought ). RAW-Handling tweaked.
Beta 1.50b: Finally fixed Rumble Issues, with feedback from bodie & hotshi again.
Beta 1.50: Added Rapid-Fire for Macro-Modifiers, seperate option for negating X/Y Axis. Rumble doesnt works with all gamepads, no clue why not. Thanx to bodie, cyber and hot****u who gave me allota feedback about Rumble.
Beta 1.49b-d: small Bugfixes, tried to get Rumble working on all GamePads.
Beta 1.49a: fixed some Controllers(including Adaptoid) not working ingame & hopefully the Controllers that dint Rumble
Beta 1.49: some Bugfixes with POV and RRRRRumble is working now!
Beta 1.48: Configuration Routines written from scratch, extended Modifiers, much better Mouse Support, tweaked the whole Code. Almost a new Plugin ;)

Beta 1.42: This was the last Release before i rewritten the Configuration Stuff, I dint kept track of the Versions before 1.48, many of em were just internal Releases. And I totally messed it up with the Versions-Numbers anyway.
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
The 1.61 version doesn't even register my controller, i'm a newbie to this whole thing and I don't even know how to calibrate, version 2.2 seemed fine except those small sprinting problems.

Maybe i should just calibrate that version?
 

M!nt

Smash Champion
Joined
Jan 26, 2011
Messages
2,087
What do you mean calibrate that version? You're calibrating the controller not the plugin.
 

M!nt

Smash Champion
Joined
Jan 26, 2011
Messages
2,087
Windows 7?

Control Panel-->Devices and Printer--->right click contoller-->Game controlelr setings-->properties--->settings-->Calibrate
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
Thanks alot.
I think that has got it working.
I'm just gonna stick with version 2.2, 1.6 didn't let me assign buttons.
But that should all be good thanks again.
Do i have to worry about range and all that stuff?
 

M!nt

Smash Champion
Joined
Jan 26, 2011
Messages
2,087
Just keep it where its at. Around 60-70s should be fine.
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
Well mines on 100% and deadzome 4%.
I guess it feels like console, i am using a hori and they're bit more sensitive...?
I don't know.
 

M!nt

Smash Champion
Joined
Jan 26, 2011
Messages
2,087
Whatever settings you want. It doesn't matter as long as you can do what you need to do.
I don't think I've seen anyone set it that high tho lol
 

M!nt

Smash Champion
Joined
Jan 26, 2011
Messages
2,087
I've got mine on 5%, I think that's default.
 

M!nt

Smash Champion
Joined
Jan 26, 2011
Messages
2,087
No problem, yeah it's best to just find out what settings are best for you.
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
The 1.61 version doesn't even register my controller
V2 fixed that :troll:

As for your deadzone, I would test it out by trying to get your controller to "stick" a little in each direction. This is probably most noticeable with an Xbox 360 controller. Sometimes the stick doesn't set 100% in the middle, and you can sorta nudge it to get stuck a few degrees off center. Get it "stuck" as far as you can in any direction, and crank up the deadzone until your character is no longer moving.

If it's N64, you'll probably be fine with 3-4% and an Xbox controller is usually 13% or so. Not sure about Hori.
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
O right I did the tent trick it all seems fine, thanks boom.
I must just hit the joystick during the end of a move or something, and that makes me walk instead of sprinting, i'll just play for a while and see if i can do it better.
 

The Star King

Smash Hero
Joined
Nov 6, 2007
Messages
9,681
But that only makes sure you're not too low. You don't know if you're too high.

The only way I can think of too make sure you're not to high is using decreased height stick hops (probably with up+left or up+right for consistency), or measuring character select hand movement speeds lol. I would need access to a console as a comparison point though.
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
I'm still having trouble with sprinting, consistently pivoting, I just seem to walk when I hit the joystick.

I've been practicing pivoting on project 64 and it is so much harder than the console. The console i just have to tap the joystick and sprinting, pivoting is simple, switching direction is also easy.

I know project 64 is different to console, but I have a feeling this is avoidable.
The best setting, plugin I have used is "Jabodirectinput7 1.6", 100% range, 1% dead zone. And if i consistently hit the joystick HARD he sprints, but pivoting is very inconsistent.

It ain't that bad in all fairness, it's just inconsistent. But if anyone has a hori and has come up with a console feel for it i'd love to know.
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
That sounds like you didn't calibrate it. You sure you did that? Sometimes if you plug the controller into a different USB port, the calibration settings reset.
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
Yea i just recalibrated it again and I can't even do that tent trick anymore.

Y-axis and x-axis are 127
And the slider bars are all 49% if that makes any sense?
 

Battlecow

Play to Win
Joined
May 19, 2009
Messages
8,740
Location
Chicago
If you're at 100% range and it's still not sensitive enough, you're having the same problem that a number of people have had in the past. For us, switching from Nrage V2 to Nrage V1.xx solved this. Semp seems to think this unnecessary, but if he doesn't have a better solution, I'd give 1.61 or 1.83 a try
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
Yea my character just doesn't like to pivot quickly or sprint without slamming the joystick.
I can do the yoshi tent trick now, after recallibrating it again.
But my i'm still having the same problems.

I tried using
"N-Rage`s Direct-Input8 V2 1.82a", but it won't let me assign keys or anything.
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
Hey, I've never had that problem and I've never heard of anybody else having that problem (except through you).

I'm just endorsing the classical troubleshooting method of trying previous versions.
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
Yea 1.61 seems to work well, once i got the keys assigned.
I tried them all i barely noticed the difference from one another. But they seem better i was pivoting before and I only stood still a couple times and my character would just change direction instead of dashing, but i'll play a few games tonight and see how they go.
Is there any major difference between them? I would love some more sensitivity.
But thanks alot guys
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
Well this guy NRage was initially the creator of these plugins; however, he stopped after version 1.83. A few years ago, Squall somebody took over the job and completely overhauled the source code which he deemed cluttered, backwards, and inefficient. Keeping the core mechanics of the NRage plugin intact (otherwise it wouldn't be called NRage), he and some others rewrote a good chunk of the code (you can look at the bolded portion of the history I posted earlier) and fixed a lot of the problems the previous NRage plugins had (again, refer to the history).

Now he continually maintains the project.

To answer your question, there shouldn't be a difference, but it's plausible because of the code change.

I don't understand why some people have problems with the newer version, but hey, people have problems with ****ing everything, especially when it comes to emulation. Hell, the goddamn emulator doesn't even work right and was seemingly coded by a monkey (a smart monkey, admittedly). And the freaking online service (kaillera) is probably the worst online service ever (again, not complaining since some good people went out of their way to make it possible). I just wish some good, smarter and more driven people would take another stab at it! Maybe improve a few things!

Yikes, didn't intend to rant!
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
O ok haha very informative.

I know i'm asking alot of questions here, but thanks for answering them so far, but.
It's probably impossible to get console feel, but this still doesn;t feel right at all.

I was just playing on console and it is so different, my character never just rotates on the spot/walks slow, when i try to sprint in another direction.

What does threshold mean in controller terms? Mine is on 80%, does that sound right?

I tried 2.3b and it just felt the same as 1.61.
Sorry again for all the questions.
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
Ooh! I have an idea... I made this video a while back that demonstrates what the hell range/threshold actually means.

Essentially, the range/threshold setting determines how far your stick actually goes (virtually). So a higher range means further stick movement. It's possible to set it too high, so that the stick is moving beyond what is possible in a regular N64 controller. This is bad, and people won't like you if you do this.

Try to set up the scenario in this video, and change your range accordingly. See if the jump heights match mine. It is important to give the stick a solid tap (watch the whole video to find out why). Doing this, it is possible to gauge how far your stick is registering in-game.

http://www.youtube.com/watch?v=mqIrZRA1XDs

If at similar ranges, Falcon is NOT jumping as high as demonstrated, your stick inputs are not being registered correctly. Do this for a few different NRage plugins (hell, you could even try Jabo, too), and report back with if there's any difference between them.

I'm still maintaining that it's a calibration issue if your stick isn't registering as being pushed all the way. Perhaps you could capture your calibration process with a screen recorder like Camstudio?

Hope this was clear enough to follow. Feel free to ask questions.
 

Timotheus

Smash Journeyman
Joined
Aug 16, 2011
Messages
228
Location
Germany
I wonder would it make sense to make a little guide (video or description text) for new people who wants to play on emulator with a tight N64 controller? Setting up as close as possible to console. How to calibrate, set "perfect" range and deadzone and putting this in the smash index afterwards?
I spent much time to get the best settings for my (tight) 64 controller. 63% range and 4% deadzone is da best IMO for PJ64K (v 0.13).
 

reallyfastcar

Smash Apprentice
Joined
Mar 5, 2012
Messages
85
That would be good, but it would be so complex.
I would praise the guy who did it or girl, I would probably send her nude pics of myself.

But I don't know if mine will be the same timotheus, I have a hori, and I don't even think its sensitive enough at 100%.

And Semp, now my controller won't work online, it is fine offline on project.
And i'm just about to do the range thing.
 
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