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USB: Move to Qt (with *significant* refactoring) #7534
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as soon as it's ready i'll be here to go nuts testing this. one note on the microphone; this #4167 has the descriptors for the konami microphone for japanese karaoke revolution games and i would like to see if it can be more universally used |
Well once Sten has finished this, you're free to implement them :) |
Is that an xbox?? |
@refractionpcsx2 I showed a Xbox One S wireless controller in the camera feed |
I recently tried this at my kid's birthday and it was fine 🐸 |
eyetoy crashes immediately. the console log says it was unable to open the device. singstar boots and gets in game but no actual audio from a device makes it into the game. |
Can you provide backtraces/.dmp files, please. |
Camera works. Microphone games still aren’t getting their input. |
No, there's not going to be a test option in the new design. The UI is mostly unaware of the inner workings of USB, including FFB. |
Ok what about the other 4 options, will be eventually added |
What's there now is what you're getting. Rewriting all this stuff has been mental torture for me, especially since it's not something I care about in the slightest apart from lightguns. If someone wants to add more extensive options after it's merged, they're free to do so. |
@stenzek thanks for your quick answer, and also for all the great work you have done, I hope someone else picks it up and eventually add all the awesome features that will be left over |
All done. There's some stuff I listed above which I'm going to do post-merge, but definitely taking a break from USB for a while, so over it. I've added SDL joystick handling to the input source, so in theory wheels should all work, including FFB, but again, no way of testing it. |
something else i noticed is that if you switch to the Logitech microphone the game doesn't recognize that the singstar device was disconnected.... but it does if i switch it to the eyetoy or something else non-microphone related. |
seaman 2 doesn't recognize the seamic controller plugged in |
@seta-san it dose |
i think my problem is that i tried to bind it to the same controller as the normal pad |
No, worked fine for me. The replug logic doesn't care what kind of device it is, they all behave the same. Crash when quickly switching between mic types should be fixed though. |
Eventually we'll move save states over to it..
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// this is *assuming* the config is correct... there's no reason it shouldn't be. | ||
if (sw.HasError() || | ||
EmuConfig.USB.Ports[port].DeviceType != state_devtype || |
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It was unnecessary as our packets were always contiguous, and also GPL instead of LGPL.
This is great stuff, does this PR carry across to the Retroarch core? I started work on this a while ago too but got stuck at fathoming out USB support. Was interested in seeing if this could be hooked up to the Lightgun support in Retroarch so that PCSX2 Core can run in Emu VR to play PS2 lightgun games in VR 🥳 |
We're nothing to do with retroarch. I doubt this will ever appear there |
That hack of a thing really shouldn't be called PCSX2 anymore, we've rewritten so much in the last couple of years that it's nothing alike, not in performance, features, nor compatibility. Besides, I don't understand why you're asking us that question. Shouldn't you be asking the "maintainers" of said core? |
Hey, I get that I've probably trodden on someone's toes here, I'm just a hobbyist developer interested in using PS2 games in VR for the lightgun games which happens through EmuVR who only support Retroarch. I actually couldn't find the GitHub repo for their PCSX2 core although I'm on my phone atm as I'm out and about. I'll have a look later where I can raise that with them, if you do happen to have a link feel free to send me it. I didn't realise the PCSX2 Retroarch core was frowned upon by the PCSX2 team 😂 |
@ROBYER1 I actually found it on my phone: https://github.com/libretro/pcsx2 |
Why does the PCSX2 Retroarch core share the same name if it is so different and clearly frowned upon by the developers of the main PCSX2 emulator? Smh. |
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Unfortunately it is out of the (actual) PCSX2 team's control.
Who are you? |
Description of Changes
Still a work in progress. WX no longer has USB, it's silly to keep two versions in the tree when it won't be around much longer, and I changed the interface anyway.
New USB has:
TODO:
Add USB device configuration to Fullscreen UI.(deferred for after merge)Add multiple mouse support for USB mouse and lightgun.(deferred for after merge)Rationale behind Changes
Be gone wx you disgusting horribly written overengineered turd sandwich. The USB code I ripped out and had to rewrite was just as bad, full of undefined behaviour and memory leaks.
Suggested Testing Steps
Test new functionality.
Closes #4041.