File Listing in Version 2.2 Beta

The Best N64 Emulation Plugin has been revived, Nrage v2.0 fixes an assortment of bugs in the original 1.8 code, and adds new functions, and features, at the same time.


Squall Leonhart
Posting Freak
Posts: 1217
Joined: Tue Mar 18, 2008 2:21 am

File Listing in Version 2.2 Beta

Post by Squall Leonhart »

directx > WM
Iconoclast
Member
Posts: 79
Joined: Sun Mar 23, 2008 11:57 am

File Listing in Version 2.2 Beta

Post by Iconoclast »

Slower, bloated, and useful for features that aren't even needed.

 


Yeah, sure does beat operating-system-level functions. [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" width="20" height="20" />

 

 

 


It's crap.

 


Even the x86 size of this plugin is so small [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />; it only does like, two instructions to update the controller signal in the game. N-Rage probably *= 200's the FPS with a bunch of god-damned API calls, not that anybody would notice the speed difference nowadays. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" width="20" height="20" />
Squall Leonhart
Posting Freak
Posts: 1217
Joined: Tue Mar 18, 2008 2:21 am

File Listing in Version 2.2 Beta

Post by Squall Leonhart »

WM doesn't support controls other than mouse and keyboard, so stfu.
Iconoclast
Member
Posts: 79
Joined: Sun Mar 23, 2008 11:57 am

File Listing in Version 2.2 Beta

Post by Iconoclast »

WM doesn't support controls other than mouse and keyboard' date='[/quote'] 


Image

 




<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="697" data-ipsquote-contentclass="forums_Topic"><div>so stfu.

 


Image

 


While DirectInput forms a part of the DirectX library, it has not been significantly revised since DirectX 8 (2001–2002). Microsoft recommends that new applications make use of the Windows message loop for keyboard and mouse input instead of DirectInput (as indicated in the Meltdown 2005 slideshow[1]), and to use XInput instead of DirectInput for Xbox 360 controllers.

 


In other words, MS says, WM > DirectX [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" width="20" height="20" />

 


unless you're using one of those exotic, funky non-keyboard controllers anyway [img]<fileStore.core_Emoticons>/emoticons/unsure.png[/img]/emoticons/unsure@2x.png 2x" width="20" height="20" />

 


Why would anyone use anything else? The keyboard is natively supported by standard drivers and can be easily adaptable to.

</div></blockquote>
Squall Leonhart
Posting Freak
Posts: 1217
Joined: Tue Mar 18, 2008 2:21 am

File Listing in Version 2.2 Beta

Post by Squall Leonhart »

for Xbox 360 controllers.
Iconoclast
Member
Posts: 79
Joined: Sun Mar 23, 2008 11:57 am

File Listing in Version 2.2 Beta

Post by Iconoclast »

Now you've got it [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" width="20" height="20" />

 


Those are also pretty cool, which is why I respect mudlord's plugin. It's a little unfair, but as long as we're limited to programming for the Windows operating system, it's worth nothing (or noting, dunno if I should bother correcting that typo or not) that the ASCII-compliant keyboard and Xbox 360 controllers are among the simplest and easiest devices to standard-ly support on the Windows machine.

 


Put bluntly, but something like that.
Squall Leonhart
Posting Freak
Posts: 1217
Joined: Tue Mar 18, 2008 2:21 am

File Listing in Version 2.2 Beta

Post by Squall Leonhart »

360 controllers are plastic pieces of junk.
Iconoclast
Member
Posts: 79
Joined: Sun Mar 23, 2008 11:57 am

File Listing in Version 2.2 Beta

Post by Iconoclast »

shit has licked bitch.

 


bitch has licked shit.

 


therefore your argument is invalid.

 

 

 


[...but seriously, I'd much rather use a keyboard [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" width="20" height="20" /> ya got a point there]
Squall Leonhart
Posting Freak
Posts: 1217
Joined: Tue Mar 18, 2008 2:21 am

File Listing in Version 2.2 Beta

Post by Squall Leonhart »

atleast the key pad works properly... unlike the 360 dpad.
Iconoclast
Member
Posts: 79
Joined: Sun Mar 23, 2008 11:57 am

File Listing in Version 2.2 Beta

Post by Iconoclast »

Oh, jeez...I've only used that thing subconsciously like, twice, when playing Xbox 360 games, I'm like, why they got this shit here...just use the control stick.

 


The rest of the pad felt more comfortable than using a keyboard to play Kung Fu Chaos, but with emulation maybe I have a bias for console debugging that I conveniently prefer to not switch between a keyboard and something else to make multitasking easier. I can beat the shit out of people who use a N64 controller for SSB online just fine, although the controller may give them slight advantage lol ...

 


Cause of the control stick, anyway. It's also a challenge to write a plugin using WM/GetKeys because you can press the "control stick" left and right at the same time, and there is no single, official answer of how to handle that. Fortunately by masking the controller bits and boosting the range I've made "rotating the control stick" on the keyboard a bit easier, but it'd be nice if I could use the Buttons -> Reserved1
/ Buttons -> Reserved2
elements for things like, press a single key to rotate the control stick once. Helps with that retarded shit in Mario Party, made my fucking hands sore on the actual 64 controller.
Locked