VOGONS


First post, by Unregistered

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OK - I've slogged thru' installing TR1, Glidos, and VDMSound (updated), on a Win2K machine and "Hoorah!" it all seems to work ...now 😀

But... I can't seem to get TR to recognise more than 4 joypad buttons. Is this a limitation of TR, or my (rather old) Interact "PC Powerpad Pro" drivers/hardware? Or do I need to do something more to the VDMSound .map file?

Has anyone out there ever got TR1 to respond to more than 4 joypad/joystick buttons?

Cheers,

LotBC

Reply 1 of 4, by vladr

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There is a "hardware" limitation on the gameport (which is what was used back in the old days) of 4 digital inputs (buttons) and 4 analogue inputs (axes). Can TR1 actually support more than 4 buttons? Some games can achieve this by requiring multiple controllers (gameports) to be installed on your system (which VDMSound can do if you manually define another gameport emulation on port 201 or 200 or whatever). Not very likely. Other games/apps (e.g. the PS13 flight-sim) will recognize every unique combination of the four buttons as a "virtual" button, which gives you 2^4=16 "virtual" buttons. Can you see if TR1 is like PS13 (i.e. pressing any two buttons simultaneously performs an action that can not be performed by pressing any one of the four buttons individually)? Or give me an example of things that are supposed to be doable with the buttons.

V.

Reply 2 of 4, by Unregistered

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Problem solved! ...But only, I suspect, due to the lucky coincidence that TR and my joypad are both about the same vintage! (Before the days of [half] decent DX...)

It seems my joypad fakes having 6 buttons by using axes 3 and 4 as buttons 5 and 6. And, luckily, TR recognises the same convention. *Actual* buttons 5 and 6 (from a more modern controller) don't register in the control assignment screen, but inputs from axis "Z" and axis "T" are seen as button pushes instead.

The solution was to make a custom joystick device in the control panel, with 4 axes and 4 buttons. Then TR sees all the buttons, and can assign them as required.

Which only leaves me with the task of coming up with some dollars to register Glidos! 😀

Anyway - I guess that some other programs may use a similar "cheat". I haven't had that much chance to experiment, but can VDMS map DX8 buttons onto axes instead? - so that people with more modern controllers can "push all their buttons"? 😉

Regards,

LotBC

Reply 3 of 4, by Snover

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Yay! Another satasfied customer! Thread closed: RESOLVED.

Yes, it’s my fault.

Reply 4 of 4, by vladr

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Unregistered wrote:

Anyway - I guess that some other programs may use a similar "cheat". I haven't had that much chance to experiment, but can VDMS map DX8 buttons onto axes instead? - so that people with more modern controllers can "push all their buttons"? 😉

For the record: no, VDMSound does not map analogue to digital and vice-versa, but Windows should be able to do that (by doing what you did, i.e. creating a custom game controller from the Windows control panel). This should be possible because on today's (digital) gamepads even the "axes" are actual buttons, so you can always tell Windows that a button is part of an axis, and this way everybody (Windows, VDMSound, game) will be happy.

V.