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Negcon rumble #3177
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Negcon rumble #3177
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…AnalogController modes.
…AnalogController modes.
stenzek
reviewed
Apr 15, 2024
src/core/negcon_rumble.cpp
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Comment on lines
154
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172
//if (index == (static_cast<u32>(Button::Count) + static_cast<u32>(HalfAxis::SteeringLeft)) || | ||
// index == (static_cast<u32>(Button::Count) + static_cast<u32>(HalfAxis::SteeringRight))) | ||
//{ | ||
// return static_cast<float>(m_half_axis_state[index - static_cast<u32>(Button::Count)]) * (1.0f / 255.0f); | ||
//} | ||
//else if (index >= static_cast<u32>(Button::Count)) | ||
//{ | ||
// // less one because of the two steering axes | ||
// const u32 sub_index = index - (static_cast<u32>(Button::Analog) + 1); | ||
// if (sub_index >= m_axis_state.size()) | ||
// return 0.0f; | ||
|
||
// return static_cast<float>(m_axis_state[sub_index]) * (1.0f / 255.0f); | ||
//} | ||
//else | ||
//{ | ||
// const u32 bit = s_button_indices[index]; | ||
// return static_cast<float>(((m_button_state >> bit) & 1u) ^ 1u); | ||
//} |
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Please don't leave code like this commented out. If it's not needed, remove it. There were a few others below and in the header too.
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Done.
stenzek
pushed a commit
that referenced
this pull request
Apr 16, 2024
* Implemented NeGcon with rumble. Code is a mix of the existing NeGcon AnalogController modes. * Fix negcon id reply and analog/digital toggle. * Implemented NeGcon with rumble. Code is a mix of the existing NeGcon AnalogController modes. * Fix negcon id reply and analog/digital toggle. * Update macros * Code cleanup
stenzek
pushed a commit
that referenced
this pull request
Apr 16, 2024
* Implemented NeGcon with rumble. Code is a mix of the existing NeGcon AnalogController modes. * Fix negcon id reply and analog/digital toggle. * Implemented NeGcon with rumble. Code is a mix of the existing NeGcon AnalogController modes. * Fix negcon id reply and analog/digital toggle. * Update macros * Code cleanup
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This PR adds a new device: Negcon with rumble.
There's no QT interface for it, but the "Automatic Mapping" should work.
Rumble motors should also be automatic mapped to the current standard left and right motors.
It's also possible to toogle between a digital pad and the new Negcon mode by pressing the "analog button".
I've added this as at least one game refused to pass the initial screen when in NegconRumble mode. After the screen, the mode change worked as expected.
@CookiePLMonster helped with testing a lot of games.
Here's the list of some of the games that supports this device.