11/14/2023 0 Comments Ppsspp not recognizing controller![]() ![]() ![]() Overwatch is Blizzard's fourth major franchise and came about following the 2014 cancellation of a massively multiplayer online role-playing game, Titan. Blizzard added new characters, maps, and game modes post-release, all free of charge, with the only additional cost to players being optional loot boxes to purchase cosmetic items. Teams worked to complete map-specific objectives within a limited period of time. Cross-platform play was supported across all platforms.ĭescribed as a " hero shooter", Overwatch assigned players into two teams of six, with each player selecting from a large roster of characters, known as "heroes", with unique abilities. The game was first released for PlayStation 4, Windows, and Xbox One in May 2016 and Nintendo Switch in October 2019. > You can see on my snapshot that on the screen there is the wrong button displayed.Overwatch (retroactively referred to as Overwatch 1 ) was a 2016 team-based multiplayer first-person shooter game by Blizzard Entertainment. ![]() But performance is much better with native mac!!Ĭurious thing, I tried to map again the arrows on the keyboard to manage the menus of ppsspp with the keyboard but then, I have again the confusion with the pad where "cross" is "Pad-down" and so on.Ĭonclusion: PS4 controller works great if keyboard is not mapped. I was using a workaround until now which was to use "crossOver" and ppsspp for windows. That means that I have to manage the menus with the trackpad but once in the game, the dualshock 4 is working perfectly!!!! I don't know why but as this, I can't manage the ppsspp menus with the PAD direction but surprise!!!!! Even if in the menus, the PAD controlls don't work, it does in game!!!!! You gave me an idea, I already tryed to reset the mapping but this time I tryed without re-maping the keyboard and exiting and re-entering to ppsspp. At least as far as I've for your answer man, appreciated! Usually arrows are in the right place, and at most confirmation buttons might be a bit awkward. On Windows and other platforms, we're provided with a mostly sane setup. Your device may be quite certain that the Up key only makes any sense as "button 5", but maybe some other device thinks it should be "up." We sorta rely on the platform (SDL in this case) to provide us with a sane mapping of the keys for defaults, and do some limited detection of mappings based on device id for certain very common devices. The problem on Linux is that different devices will use the same interface, but different buttons. An idea we threw around at one point was a confirmation message, but it's not entirely trivial to get the UX right. The goal here is to make it so you can't cut your arms off by misconfiguring the controls, and be unable to fix it. UpdateNativeMenuKeys() could probably just be moved to the bottom of the callers of SetDefaultKeyMap() instead.Īnyway, it's important to understand that PPSSPP currently very intentionally ignores the user configuration for the UI. I am still searching for a good entry point with KeyDef, but any tips would be super. While I found it was possible to add log messages to UpdateInputState I could not find out how to extract the device id from an InputState struct. So now I am pretty sure the problem is exactly what had previously mentioned about the device id not being checked, but I thought his patches fixed that and had been accepted. I noticed that X360 is not in the list, but I tried adding it, removing PAD, and removing both, and the input behavior remained the same. ![]() Would there be any benefit to creating a private SetKeyMapping that is used by initialization, or maybe updating the function signature to include bool reload to decide when to call UpdateNativeMenuKeys and updating the two calls from UI/ControlMappingScreen.cpp? Please have mercy on my stupidity as I ask what may be obvious.įirst I noticed that UpdateNativeMenuKeys gets called a grant total of 81 times at boot, where 78 of them are from SetKeyMapping looped for two default mappings which I assume is 39 keys each. The build system was very fast for testing minor logging changes so I was able to gather more information. ![]()
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