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- HOWS THE JOYSTICK SENSITIVITY SPLIT PAD PRO FREE
- HOWS THE JOYSTICK SENSITIVITY SPLIT PAD PRO WINDOWS
However, if you wish to try that approach, I can test it for you in my free time.īTW, yesterday I tested 's DL script module on my RPI2 and I confirm it worked. But indeed that would require a lot of coding and testing. I really like how Retroarch deals automatically with controllers in emulators and ports, and if DL becomes a libretro port with automatic analog controller mappings, that would be very handy to use for some Doom splitscreen fragfest. But a few question: what about menu navigation? Could you navigate in the menus only with your controller, without bothering with xboxdrv? Or you had to attach a keyboard, just for that That would be awesome. And even on low values, I still got doomguy moving by itself even when the controller isn't being Glad to know it worked. The smallest movement in your analog sticks would result in your doomguy moving and spinning like crazy.
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You gotta adapt it, according to the controller you have. The second parameter,, may vary from controller to controller.This will be automatically done according in the fifth parameter,, where according to the sensitivity, your doomguy may move normally or run The axis movement bindings above won't be influenced by the "Run" command or the "Autorun" option.You'll still have to configure the other buttons manually, such as shoot, open doors, change weapons / inventory, jump, etc The bindings above will configure only doomguy movements for two controllers.Assuming you have two identical Xbox360 controllers such as mine, and want to play DL in split-screen, edit your "config.cfg" file, and include the following lines (ignore the comments in the process, they were included only for explanation purposes): bindjoyaxis 0 0 0 3 0.001000 // 1st controller, Player 1, Strafe left / right, left analog stickīindjoyaxis 0 1 0 1 -0.001000 // 1st controller, Player 1, Forward / backward, left analog stickīindjoyaxis 0 4 0 2 -0.020000 // 1st controller, Player 1, Look left / right, right analog stickīindjoyaxis 0 3 0 0 -0.500000 // 1st controller, Player 1, Look up / down, right analog stick (optional)īindjoyaxis 1 0 1 3 0.001000 // 2nd controller, Player 2, Strafe left / right, left analog stickīindjoyaxis 1 1 1 1 -0.001000 // 2nd controller, Player 2, Forward / backward, left analog stickīindjoyaxis 1 4 1 2 -0.020000 // 2nd controller, Player 2, Look left / right, right analog stickīindjoyaxis 1 3 1 0 -0.500000 // 2nd controller, Player 2, Look up / down, right analog stick (optional) You won't be able to use Right Trigger to shoot, or D-Pad left / right to change weapons per example.īut at least it's better than nothing, so let's move on and make it work. Besides, this limit in the parameter means that axis can be bound only to character movement. Instead, I got it to work by using only numeric values from 0 to 3, where each number is associated to a specific control: 0 - Look up / downĪny values other than the ones above won't work. However, at least on that version of DL, none of the values above worked. , weapon8, talkkey, scores, jump, console.
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Initially, I've thought that Doom Legacy would accept values such as: forward, backward, strafe, straferight, strafeleft, speed, turnleft, turnright, fire, use, lookup, lookdown, centerview, mouseaiming, weapon1, weapon2. The first thing to mention is about the fourth parameter.
HOWS THE JOYSTICK SENSITIVITY SPLIT PAD PRO WINDOWS
The tests were done in the latest Doom Legacy version (1.47.2 rev1412), windows version, on my desktop (with Windows 7), and I've used a Xbox360 controller. Yesterday I've done a few tests in Doom Legacy, in order to understand how the syntax of "bindjoyaxis" command works.
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