- Joystick Support
- Support for multiple bindings per control
It’s been a long run for joystick support, but I’m quite happy with the results; this ain’t your little sister’s joystick support. I’ve been burned by crappy input settings on emulators (and retail games, come to think of it), so I want to keep 4DO from failing in that area. Here are some of the little things about the joystick support that you may appreciate if you have been exposed to crummy joystick support in the past:
- Joysticks/Controllers that you set up should be saving with a unique joystick GUID (supplied by DirectInput). This avoids cumbersome problems in a more simplistic system using something like device number. You should be able to set up two controllers of the exact same brand and 4DO will recognize them as unique. This held true for any joysticks I have, but I would like to know if someone experiences an issue.
- If a joystick gets unplugged while you’re playing, 4DO won’t freak out. It will not continually press whatever you last had pressed, and you can plug the joystick back in to resume playing.
- You can bind the same joystick button to several 3DO buttons and vice versa. I’ve never liked the “key is in use” I’ve seen elsewhere.
- Support for any joystick axis, including accelerometers. I do not have a joystick with any accelerometer features, so I’d appreciate feedback from anybody who does (I worry that the noise data involved in merely holding a joystick with them will cause them to be noticed and bound unconditionally). I have also ensured that point-of-view controls (PoV) can be bound.
- You do not have to choose a specific device (keyboard or joystick) when setting up a 3DO controller. You can bind both keyboard keys and joystick controls to the same 3DO controller. This avoids having to go back to the setup screen if you don’t have the controller handy.
Documentation tells me that SlimDX supports XBox 360 controllers, and so 4DO should too. However, I don’t have one to try.Edit: Feedback from Wolf-5 has shown that Xbox 360 controllers do not work in 220.127.116.11.
Please note that this new version introduces a new dependency that must be installed (SlimDX). If you’d like to try this version of 4DO, please first go to the SlimDX Download page to download the .NET 4 version.
You can download 4DO 18.104.22.168 alpha here:
Enjoy! If you find a problem, please post a comment and let me know!
hmm … not a good idea to install a separate SlimDX NET4.
May have the option to link the DLL into a folder?
And now look at the new release:
The joystick is configured and works just fine .- this is good and ends.
Now the bad …
Why the default is to boot from the last save slot?
When you open the disk emulator opens automatically save the date and tries to continue from there, that sometimes when an overload leads to crash the emulator.
Why do it automatically saves?
There is also a problem when you open the disc, after playing for 2-3 minutes and then re-open the same disk, it starts clicking sound.
Forgive me for being straightforward, but you have wanted to:)
Pay attention to it all, and try to make work for did not have to install SDK.
No problem, all feedback is appreciated! I can only find so many problems on my own! 😀
You should be able to download just the “SlimDX Runtimes for .NET 4”. The SDK should not be necessary.
Currently, the save states for running from CD or while running just BIOS are unreliable (by the way, NVRAM is fine). This is because all of these share the same save state files. I haven’t yet nailed down a good system of uniquely identifying games (I plan to try an MD5 hash of sector 0 of the games, and I have many games that I can test out this theory with). So, for example, if you load a game from drive E, I would like it to use the same save states as if you load it from drive F or G, and also if you were to create an ISO of the CD. If this all works, I can save all save states in a “Save” sub-folder next to 4DO.exe. I intend to solve this in some way before beta.
Thanks again for the help. 🙂
When in app, it still says 22.214.171.124.
Plus, I can’t set up Joystick. I use 360 controller. Doesn’t recognize controller inputs.
Possible the zip file for 126.96.36.199 has the last version by accident?
Looks like I uploaded a misnamed version. Other than that, I believe the version will work correctly. I have re-uploaded a correct version.
Also, it looks like 360 XBox controller support is not going to work in 188.8.131.52. It looks like SlimDX/DirectInput has specific APIs for those controllers, so I will have to work on those by themselves. I don’t have one, so I guess this means I’ll have to borrow someone’s XBOX 360 controller from work. 😛
Awesome… hope your work with the 360 controllers goes smoothly. Most everyone I know, uses it. Good luck! Thanks for fast fix!
previous version mentioned audio support. It is still intact? I have an Creative Labs X-Fi Platinum card. And there seems to be no sound option in 4DO.
It’s disappointing to hear that the audio is not working correctly for you. The code just asks windows for the “best” audio device, so it’s possible it’s outputting to another device. If you know how, you could try to set the “default” audio device, which may control this.
It’s also possible the audio just failed to initialize. Unfortunately there’s no debug output to help identify if that’s the case. Later versions of 4DO can be a bit more explicit on audio details and problems. In the meantime, if you happen to investigate and find that the audio is actually outputting somewhere, I’d be interested to know.
Will do. Tomorrow I will disable my X-Fi card and use the built in mobo SPU. See what happens.
I started testing your EMU at 184.108.40.206. Sorry if I seem to ask too many questions. Just trying to catch up on knowledge.
hallo, why this emulator dont work on windows xp?
It should work on XP. Try installing the prerequisites on the downloads page.
Hallo, I want to ask a question directly to the actual developers of the emulator: do you plan to improve the compatibility of games 3do?
Hi vasia. I’m the developer.
The answer is yes, but much later. I personally will attempt to resolve game compatibility only after the non-beta releases are made. Right now the higher-level features are the ones that are more lacking.
So, to clarify…
Alpha = Adding features and base functionality.
Beta = Bug fixes and adjustments from feedback.
Real Release = Game compatibility and continued changes to feedback.
By the way, I have outlined a gameplan here that gives a general explanation of my priorities:
It works nice! Well done. I await to see when you get the inmproved video working to see if it fixes up the sound buffering clicks. I hope it does!
Your point is valueble for me. Thanks!
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