-
Notifications
You must be signed in to change notification settings - Fork 42
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Psychonauts: Anolog stick broken in menu. #157
Comments
This works fine for me: joystick behaviour is exactly the same between SDL1.2 and sdl12-compat, with the analogue stick working fine in both. (The left analogue stick on my weird, knock-off PS2 controller works, the right one doesn't control the menu.) What joystick/gamepad are you using, and does it work in other SDL2 games? Does setting |
Actually, this brings up a good question, regardless of the problem here: Do we want to add an option to expose SDL2 game controllers as joysticks? They still look the same to the 1.2 app, but it guarantees that the button and axis ordering is reliable between devices. |
Hmm, that's an interesting idea... |
This makes the joysticks consistent, as their device indexes won't change, like SDL 1.2 worked. Also, it can optionally use SDL2 game controllers for devices, which has some interesting tradeoffs. Reference issue #157.
Ok, two changes in that patch worth mentioning:
My hope is that this can work around any Psychonauts issue, as it's probably an axis that doesn't sit at zero when idle (perhaps a trigger?) confusing things, and with game controllers, that won't be axis 0 and 1 anymore. |
(And since there's not much else to do here, I'm closing the bug; we can reopen if anything new information pops up.) |
When using the compat, anolog stick movement in the menus no longer works, but its fine with the real binaries. The stick still can be used for movement however.
The text was updated successfully, but these errors were encountered: