Analog on/off cannot be signed to any key

Hi, in Mednafen PSX core, analog on/off cannot be signed to any key like it is on “real” Mednafen. It can only be set to on/off by going to options.

It is possible to sign it on “real” Mednafen to for example PS button when using DS3 gamepad so it is then more like pressing true analog button on PSX gamepad. And beause there is no such key in input options, it cannot be done in RetroArch Mednafen PSX.

Will it be added?

Analog toggle is specific to that core, so it doesn’t really make sense to make a button assignment for it. The core option is how it’s intended.

I can see L2, R2, L3 or R3 keys that are specific only for PSX core and they can assigned. It doesnt make much sense why analog does not qualify and these buttons do. So what “sense” we are talking about? :slight_smile:

Input settings should be specific for each core. Otherwise, making keys that are common for every system is a mess, as in my example above, that also denies what you wrote. Anyway, not matter how it is handled - because of this strange policy you are in fact limiting this core - limiting because analog on/off should be done as in real psx and not getting to gui and changing it. It is a complete nonsense.

If you look at how setting of device type is done, you can guess from this easily it was all done not “as intended” but without much thinking. Instead of telling “leave old things as they are” maybe it is better to rework and improve them?

I mean: that’s the way the core functions. It’s not something that RetroArch itself does, so it needs to be an option in the core. It’s not a matter of semantics or philosophy, but rather just a matter of how the core interacts with the frontend.

But, as with most things, patches are always welcome.

I can see L2, R2, L3 or R3 keys that are specific only for PSX core and they can assigned. It doesnt make much sense why analog does not qualify and these buttons do. So what “sense” we are talking about? :slight_smile:

Input settings should be specific for each core. Otherwise, making keys that are common for every system is a mess, as in my example above, that also denies what you wrote. Anyway, not matter how it is handled - because of this strange policy you are in fact limiting this core - limiting because analog on/off should be done as in real psx and not getting to gui and changing it. It is a complete nonsense.

If you look at how setting of device type is done, you can guess from this easily it was all done not “as intended” but without much thinking. Instead of telling “leave old things as they are” maybe it is better to rework and improve them?[/quote]

It’s a button combination hardcoded in Mednafen PSX. If you really want to use it you can press Select+Start+L1+L2+R1+R2 for a couple of seconds to turn analog on/off, enable the button in core options first of course

Thanks. That could be useful if there is no key assignment. But such combination “Select+Start+L1+L2+R1+R2” seems strange if it is “hardcored” in Mednafen PSX, as in many PlayStation games on real hardware it caused a reset to the menu.

Although I still think making it possible somehow to assign a button key is the best way. Analog should be an analog button, and “Select+Start+L1+L2+R1+R2” should be a reset to the game menu if supported by game, and not the other way round. I am not sure why it is not done as it was intended to be. It is making things unnecessarly complicated. And not true to how real hardware managed it.

I just tested this “Select+Start+L1+L2+R1+R2” comination and it doesnt work in “real” Mednafen and also RetroArch Mednafen PSX core (analog was enabled in core options).

L2/R2/L3/R3 are part of the RetroPad itself. The PSX analog button however is specific to one controller type on one console and it makes zero sense to add that as a “generic” RetroPad button.

it does work, I added the code myself and I just tested it on both. I build my own builds, you may be running an older one

it does work, I added the code myself and I just tested it on both. I build my own builds, you may be running an older one[/quote] I use the newest available in download section which is 1.0.0.2.

Many things have changed since that, I’ve written a summary on my blog http://ramble-on.no-ip.org/retroarch-introduction/

Looks good, because I can see improvemetns in PSX gamepad devices config which wasnt implemented well :slight_smile: Is it known when new 1.0.0.3 version is expected to be released?

I have some questions if possible:

  1. Is PSX multitap fixed in this newest build? It is not working in 1.0.0.2. And using Mednafen is just a pain.
  2. I am not sure from reading this blog about analog mapping, but is combination of L1, R1, R2, L2, select and start removed? I strongly suggest to remove it because as I said before it will cause restart to main menu in many PSX games during gameplay.
  3. In device types you specified that “mednafen psx now has PS1 joypad, dual-shock, dual-analog and the flightstick” but: -first, these devices types are already included so there is nothing new about them -second, “real” Mednafen core has more device types that RetroArch somehow doesnt have. Are they going to be added someday?

For now, the only downside I see between RetroArch Mednafen PSX and “real” MEdnafen is: -less device types -not working multitap -older version of core :stuck_out_tongue: -not able to use analog key button

But besides these, the rest are only advantages of using RetroArch - for example very good idea that someone had of swapping multi disc game as in Mednafen you have to create m3u file first.

The device types now are… Device types not core options. There is a difference. The only input related core option now is enable or disable the analog button. We don’t need to remove the key combination. It’s on by default and the default behavior is to have analogs enables when you select dual shock.

Not sure about multitap I fixed the core option but I don’t know if that’s enough.

And the core has been updated already we’re only one version behind. As I said since ryphecha doesn’t like source control… Updating is big problem

Thanks for explaining.

I can check it for 32bit so that it will be tested to be working when 1.0.0.3 is released. But I dont have access to newest builds and even if I had I wont be able to do it :slight_smile:

Sorry, but I did not understand what you mean about devices. And what is “ate” in this context? :slight_smile:

What I meant only is that “real” Mednafen supports more peripherials (peripherials, that is dualshocks, lightguns and more), while in RetoArch not all are added.

It was ARE, you used to change the device type in core options, now you chage them in input settings, and it’s different altogether. Noone has bothered implementing lightgun support and the other devices I guess were deemed redundant, if there is something relevant other than lightguns let me know I can try to add it

I completely disagree to call it redundant. It would make Mednafen PSX version in RetroArch inferior to the original if anyone is thinking like this. Who is to say which peripheral is redundant and which not? There are some good games for lightgun that people played some years ago and would like to experience it again - and they are going to find lightguns are not supproted because someone thought of them as being redundant? People use it, then it is needed - just one example: http://forum.fobby.net/index.php?t=tree&th=978&start=0&

Anyway, you already support lightguns - justifiers. See - some developer not thought about them as being redundant :slight_smile:

In 1.0.0.2 version some of them are missing or some even are unknown like SuperScope - whatever that is. I think it is much better to just use same names (not like this SuperScope that probably means a lightgun), not choose which are redundant and which arent, because then there is a complete mess like even having “multitap” there or “justifier” and “justifiers” devices.

Here is a whole list from Mednafen documentation:

none - none
gamepad - Digital Gamepad
PlayStation digital gamepad; SCPH-1080.
dualshock - DualShock
DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
dualanalog - Dual Analog
Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
analogjoy - Analog Joystick
Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
mouse - Mouse
negcon - neGcon
Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
guncon - GunCon
Namco's light gun; NPC-103.
justifier - Konami Justifier
Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
dancepad - Dance Pad
Dingo Dingo Rodeo!

I didn’t say they WERE redundant, I said I GUESS they were deemed as redundant or not important enough now. I never said lightgun was redundant, I said noone has bothered to implement it I can’t implement lightgun because I don’t know how.

As of what you mentioned about it supporting lightgun and justifiers already, that’s not true (I don’t think it worked before at all) the input subsubsystem was reworked to remove the remaining SSNES cruft,. The controllers like superscope were remains of SSNES and was not needed anymore. Now the core exposes the controllers as needed. Lightguns will have to be readded.

And I never said that you said it - I was talking in general.

I was completely aware of:

Which exactly means that you were talking about third persons.

That’s why you can find statements in my post like:

if anyone is thinking like this or because someone thought of them as being redundant

I used words "someone and “anyone” so that you wouldnt think I am talking specifically to you. It should be clear now.

I said that it “supports” justifiers because if it is added then it is supposed to be working. You can expect such thinking from 99% of people who look at it, so that really shouldnt be strange. Who would think that when it says "justifier"in device type then that it is only to show a nice looking word there? :slight_smile:

About device types - I probably wouldnt use lighguns myself, so I am not talking it all to have it for my usage but for other people who I know are going to use it with RetroArch. Finding that it is included in “real” Mednafen and not here really wouldnt look good for the project.

I’m just trying to explain that the device types (superscope, lightgun, justifiers) are there because it’s carryover from the SSNES era, that doesn’t mean it was supported in the core.

Now only the supported controller types are exposed.

That’s great.