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This topic has been a hot potato across various communities and forums. It seems that the game does not simply provide a vibration functionality OOB.
But...the engine on the other hand, it seems it has all the wires connected to actually do the vibration ( aka Force Feedback, talking in Direct Input language ).
In order to trigger it, the engine loads two files: icon.sp1 and vibration.vib. While both files seems to be there inside of the menu.fs file, they seems to be actually zeroed/non-valid.
The function at 0x4A29A0 seems to be the one which is triggered everytime the controller is supposed to vibrate ( GF summons, Gunblade trigger, etc. ), although it does not because at a certain point it checks for a value in a struct, which it happens to be the vibrate.vib file in memory. As this file is mostly zeroed, the game thinks there's no vibration and so it moves on.
If we manage to pull out this file from the PSX release, there's a good chance we could get the vibration functionality back and/or implement only the missing bits to actually vibrate the controller.
The text was updated successfully, but these errors were encountered:
In fact vibrate.vib is fine, the game just does not implement directinput support for vibration. Most of the code is still here, except for few zeroed subs.
I made a pull request to activate vibrations on xinput devices, this works fine on battle. I also reenabled the old pause menu from the PSX version, with a vibration on/off option, this menu will appear on field or worldmap, only if a compatible gamepad is plugged.
This topic has been a hot potato across various communities and forums. It seems that the game does not simply provide a vibration functionality OOB.
But...the engine on the other hand, it seems it has all the wires connected to actually do the vibration ( aka Force Feedback, talking in Direct Input language ).
In order to trigger it, the engine loads two files:
icon.sp1
andvibration.vib
. While both files seems to be there inside of themenu.fs
file, they seems to be actually zeroed/non-valid.The function at
0x4A29A0
seems to be the one which is triggered everytime the controller is supposed to vibrate ( GF summons, Gunblade trigger, etc. ), although it does not because at a certain point it checks for a value in a struct, which it happens to be thevibrate.vib
file in memory. As this file is mostly zeroed, the game thinks there's no vibration and so it moves on.If we manage to pull out this file from the PSX release, there's a good chance we could get the vibration functionality back and/or implement only the missing bits to actually vibrate the controller.
The text was updated successfully, but these errors were encountered: