Hi! I have a problem with Multitap controls. The only thing I'm trying to fix is the sprite movement: When I move the sprite with digital/analog controls, the sprite sometimes it doesn't stop moving, but after some moments it stops moving. I don't think there's a way to fix that problem because it may be a bug from the Psy-Q SDK, or I don't know exactly. I may give you the ISO game, so I hope you understand what's the problem:
https://www.dropbox.com/s/8erc3xu3uzy7k ... d.zip?dl=0
I'm actually testing in an emulator. Thank you in advance!
Problems with Multitap.
- MihaiGamerXD
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There isn't a problem with the multitap library. The problem may be something in your code but my guess is the emulator is doing something wrong. Don't use emulators for testing. They are not accurate and none really emulated the multitap protocol correctly.
You said it happens when you switch controller modes. You should be stopping your sprites movement when a controller change is detected since the library still keeps the old controller values locked for a few VSync's until it detects a controller has been removed and then it resets the buffers.
You said it happens when you switch controller modes. You should be stopping your sprites movement when a controller change is detected since the library still keeps the old controller values locked for a few VSync's until it detects a controller has been removed and then it resets the buffers.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
- MihaiGamerXD
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- PlayStation Model: SCPH-1001
That's what I was thinking that emulator maybe is not perfect enough, you're right! So I have to test in real console for some reason.Shadow wrote: ↑January 26th, 2021, 3:06 pm There isn't a problem with the multitap library. The problem may be something in your code but my guess is the emulator is doing something wrong. Don't use emulators for testing. They are not accurate and none really emulated the multitap protocol correctly.
Did I say it happens when I switch controler modes? I can't realize... And should I have to detect when controller changes itself, or should I use VSync's? Maybe I should test in real console as a simple methodShadow wrote: ↑January 26th, 2021, 3:06 pm You said it happens when you switch controller modes. You should be stopping your sprites movement when a controller change is detected since the library still keeps the old controller values locked for a few VSync's until it detects a controller has been removed and then it resets the buffers.


EDIT: I got the Multitap device, I tested in real console, it worked better than in emulator. So this means I have to test in real console. Thank you so much for the help!
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