I paired up my ps3 controller with my NC. I was trying to setup keys on Mario 64, the problem I'm having is that the D-pad and both joysticks are mapped the same when I used them. I would like to use one joystick for camera (that being the C buttons) and the other for moving around. As of know I can move around easily but its kinda hard without being able to control the camera correctly and fast.
So my question being...is there a way for n64oid to recognized the d-pad, left analog stick and right analog stick as diferent inputs?
PS
Mario 64 runs awesome on the NC
jgaf said:
I paired up my ps3 controller with my NC. I was trying to setup keys on Mario 64, the problem I'm having is that the D-pad and both joysticks are mapped the same when I used them. I would like to use one joystick for camera (that being the C buttons) and the other for moving around. As of know I can move around easily but its kinda hard without being able to control the camera correctly and fast.
So my question being...is there a way for n64oid to recognized the d-pad, left analog stick and right analog stick as diferent inputs?
PS
Mario 64 runs awesome on the NC
Click to expand...
Click to collapse
To separate Analog 2 from D-Pad and Analog 1:
Inside Sixaxis, press the Menu button and select Preferences -> Input Mappings -> 1st Controller Mappings. From here you can set the Analog 2 directions to send input other than "DPAD_[direction]".
but there isnt a another d pad movement control. ie, we cant initiate the camera movement in anyway
jgaf said:
I paired up my ps3 controller with my NC. I was trying to setup keys on Mario 64, the problem I'm having is that the D-pad and both joysticks are mapped the same when I used them. I would like to use one joystick for camera (that being the C buttons) and the other for moving around. As of know I can move around easily but its kinda hard without being able to control the camera correctly and fast.
So my question being...is there a way for n64oid to recognized the d-pad, left analog stick and right analog stick as diferent inputs?
PS
Mario 64 runs awesome on the NC
Click to expand...
Click to collapse
what rom are you using n64oid on? Im running cm7 and it always freezes before it finishes loading
Sent from my SGH-I897 using xda premium
stewtang said:
what rom are you using n64oid on? Im running cm7 and it always freezes before it finishes loading
Sent from my SGH-I897 using xda premium
Click to expand...
Click to collapse
You have to use older n64oid versions before version 2. Which sucks only mario 64 works without lagg
I'm using N64oid with a Wiimote+Nunchuck and it works fine. Non-OC CM7.0.3
____________________________________________________
Sent from NookColor CM7 uSD using Tapatalk
hateem said:
but there isnt a another d pad movement control. ie, we cant initiate the camera movement in anyway
Click to expand...
Click to collapse
The emulator will allow you to map any key to any button on the N64 controller, therefore it doesn't matter if you set the analog sticks to use something other than the dpad. It just matters that they are unique.
Right OK, ATM I was trying to map the buttons, as the buttons on the controller being used.
I.e; sixaxis.... trying to bind buttons as "square" "circle" "triangle" etc
Is it wrong trying to do it like this?
Key Mappings N64oid
I figured it out! Here is a good setup for being able to use both joysticks!
Follow these instructions ( I have mapped the C buttons to the Right Stick accordingly)
Works great for mario and starfox
ORIGINAL MAPPINGS
Square = 0
Triangle = 1
Circle = 2
Cross = 3
L1 = 4
L2 = 5
R1 = 6
R2 = 7
L3(Analog 1) = 8
R3(Analog 2) = 9
Set these in SixAxis tool key
mappings
R-Analog Left = 1
R-Analog Right = 2
R-Analog Up = 8
R-Analog Down = 9
Triangle(A)
Circle(B)
Last 2 to prevent from interfering
Map these keys in N64Oid
A = 3(Cross)
B = 0(Square)
C-Left = 6 (Right Stick Left)
C-Right = 7 (Right stick right)
C-Up = 8 (Right Stick up)
C-Down = (Right Stick down)
L = 4(L1)
R = 6(R1)
Z = 5(L2)
Hi there ! You are the 1st poster I found to explain how to get good inputs on n64 with a ps3 controller but im having a hard time understanding (dumb me)
this part here
Set these in SixAxis tool key
mappings
R-Analog Left = 1
R-Analog Right = 2
R-Analog Up = 8
R-Analog Down = 9
Triangle(A)
Circle(B)
Last 2 to prevent from interfering
---
i go in Sixaxis controller, i go in preferences then Input Mappings, 1st controller mappings and there im lost.. lol I was guessing im looking for analog 2 left setting 1st and hook it up with triangle but theres no such options... could you explain a bit futher please?
=-==--
Yaaaaaeeeeh ! Got it to work thanks champ ! the number 1-9 were just a little bit higher then when the screen pop. thanks bro !
Probably asking too much and I'm pretty sure this would have to be done within n64oid but it would be nice to have actual analog support. As it is, you can't walk on Mario64, its a full out run or nothing. I can accept that because the emulator is awesome in all ways but analog support but... I can dream. If someone knows of a way to accomplish this, please share.
Cappurnikus said:
Probably asking too much and I'm pretty sure this would have to be done within n64oid but it would be nice to have actual analog support. As it is, you can't walk on Mario64, its a full out run or nothing. I can accept that because the emulator is awesome in all ways but analog support but... I can dream. If someone knows of a way to accomplish this, please share.
Click to expand...
Click to collapse
I was searching for this too. Right now, using bluezIME, and a wii controller, analog works perfectly. Enabling rumble pack even makes the wiimote vibrate. It's pretty cool using the wiimote and a nunchuck. But I would love to use just the sixaxis controller and get a similar result.
I know that this is an old thread, but I was wondering if you could help. None of "what works" seems to make sense as I simply don't see these options. I am using Sixaxis Controller version 0.5.4--were these instructions written for earlier versions of the app?
When I select "Preferences", I am given the options "Gamepad settings", "Keyboard emulation", "Mouse emulation", and "Touch emulation"...any ideas?
To the above poster, yes, go to Keyboard mappings. That gives you the ability to change the right analog mappings to "keystrokes" on the keyboard that N64oid senses from the analog stick.
I'm glad everyone got theirs to work, however, I can't seem to figure out why N64oid only detects the controller when you, "enable gamepad" in gamepad settings under the Sixaxis Controller preferences menu. EVERYthing else see's the controller when "enable gamepad" is checked off. PCE, Snes9x, and even the O/S itself when navigating around. When I "enable gamepad" this disables the friggen right analog stick.
All I want is some Halostyle Goldeneye!!!
Will these work with Joystick Center v.6
logan_izer10 said:
I figured it out! Here is a good setup for being able to use both joysticks!
Follow these instructions ( I have mapped the C buttons to the Right Stick accordingly)
Works great for mario and starfox
ORIGINAL MAPPINGS
Square = 0
Triangle = 1
Circle = 2
Cross = 3
L1 = 4
L2 = 5
R1 = 6
R2 = 7
L3(Analog 1) = 8
R3(Analog 2) = 9
Set these in SixAxis tool key
mappings
R-Analog Left = 1
R-Analog Right = 2
R-Analog Up = 8
R-Analog Down = 9
Triangle(A)
Circle(B)
Last 2 to prevent from interfering
Map these keys in N64Oid
A = 3(Cross)
B = 0(Square)
C-Left = 6 (Right Stick Left)
C-Right = 7 (Right stick right)
C-Up = 8 (Right Stick up)
C-Down = (Right Stick down)
L = 4(L1)
R = 6(R1)
Z = 5(L2)
Click to expand...
Click to collapse
Will these work with Joystick Center v.6 ?
I tried the mappings provided here and some do not work!
Using Sixaxis Controller
does anyone have a list with working keys for N64oid? in particularly Mario Kart64
or a short explanation on how to get it to work on a proper configuration .
thanks to anyone who can HELP.
I am using the bt/usb joystick center ap
i am having a similar problem as posted above.
i want to use the dualshock 3 controller as native android gamepad, an option that is given in the latest sixaxis app with android 3.x or above (i have a galaxy s2 with ics 4.0.4). and everything works great, except for the right analog stick.
if i mapped the controller buttons and sticks to keyboard inputs, it would require always changing the IME (which i don't want) and also, the left analog stick, does not work as analog, only digital.
in my current configuration, most games work great, but mario64 and zelda (OoT and Mm) require both the left stick to work as analog sticks AND the C-Buttons (best mapped to the right analog stick) to work properly to actually be able to play those games with success. currently i cannot work out how to accomplish that. could someone please point me in the right direction?
i've only had the controller for a few days and games like riptide, shadowrun and gta, that come with native controller support, currently work best for me. also, nes, snes and gba/gbc are no problem. it is only when you need the entire controller, like in n64oid that i run into problems. and as said before, i would not want to go through all the settings, whenever i decide to play another game.
Related
This might not be for everyone but I thought I'd share. Before this I couldnt stand playing my games on Nesoid since the virtual D-pad wasnt that accurate and I would always end up pressing the wrong direction since it is very small and without something to feel you dont know what you are pressing. The same goes true for the virtual A and B buttons since they were so small I would constantly jump when I wanted to fire and vice versa...
So here goes:
- Under user settings make sure screen upside down is checked and set the orientation to only landscape (These settings will make sure you can use the trackball for your trackball D-pad on the proper left side we have always been used to PLUS it makes the screen size bigger)
- Set trackball sensitivity to 2 since the trackball is REALLY sensitive when at 3 or more
- Under key settings set the B button as volume down and A button as volume up
Presto! now you've got a physical d-pad on the correct side (left) and physical buttons on the right...
Hope this helps
Using the trackball to move would make it so u had to constantly scroll the TB to move :/ ... That would get rather annoying lol
I like it! Cool idea.
the virtual buttons on gameboid works well for me but this sounds like a good idea (for the a/b buttons) but idk about the track ball.....
edit: nevermind you can use vol up/down for bumpers on snesoid, let me try this out
what would be amazing is some sort of support for a bluetooth gamepad
That would be sweet, i noticed in snesoid if i turn off keypress vibration it makes it a lot lot lot easier to through combos in street fighter
malicious85 said:
what would be amazing is some sort of support for a bluetooth gamepad
Click to expand...
Click to collapse
I saw an article where some hacked a Playstation 3 controller (bluetooth) to work with the Nokia N900. Both phones run linux, so I'm thinking it's at least hypothetically possible.
altarity said:
I saw an article where some hacked a Playstation 3 controller (bluetooth) to work with the Nokia N900. Both phones run linux, so I'm thinking it's at least hypothetically possible.
Click to expand...
Click to collapse
this would be amazing, unfortunately i do not possess the skills to do this, anyone know someone that does?
lolittle said:
Using the trackball to move would make it so u had to constantly scroll the TB to move :/ ... That would get rather annoying lol
Click to expand...
Click to collapse
tried this set up, and i have found that using the trackball is significantly less annoying than the on screen dpad
someone really needs to figure out how to get a PS3 controller paired up tho
Ok I can't help but put my 2cents in, in the market there is a program called wiimote and it controls as well as can accept input from the wii remote. Getting code like that to work with an emulator would truly make the android OS a competitor in the gaming market.
I have one of these: http://cgi.ebay.com/MSI-Bluetooth-G...oysticks_Game_Controllers?hash=item19ba54b4e7
And I have successfully paired a BT keyboard to my Nexus a while back.. I'll give it a try and get back to you guys.
C
Please help us test it out and report bugs/issues. Thanks
Just search "adosbox" in Google, I am not allowed to post external URL here.
Any kinds of help are welcome
Hi, i downloaded this last night for one reason and one reason only (for now anyway) - to play championship manager and i managed to get it start a new game it took over an hour to do it and then simple things like changing pages takes over a min so it esentially unplayable.
Other that great work and i wish i could be of more help but im afraid ive never done any software programming in my life
Wow, this is perfect so far. I just tried cyberdogs on it and it ran amazing. The program is really easy to get running. Is there a way to mount hard keyboards to the controls?
Just tried it. works like a charm.
Yep, works awesome.
Sent from my GT-I9000 using XDA Premium App
I am really enjoying adosbox right now on my Transformer, but lack of 3.1 mouse support has saddened me to the point where I compiled from source myself. I have it working sort of (on the java end), but because the build screen size doesn't match with the actual screen size, I am having issues with the mouse not following perfectly. I would like to get mouse support working better for 3.1 devices (and probably better emulation going for pre 3.1 devices), but I need to edit some of the C files for that. Unfortunately I have not done much native code on Android, so I am running into problems compiling. The ndk-build script seems to fail on me with an error of "missing separator" in the SDL-1.2 make file. Sadly I have never used make so I don't know how to correct it.
Today I saw the build_instructions.txt in jni/application/dosbox/. Are you building through this instead of the ndk (do I need to get gcc ARM cross compiling installed on my linux box)? In either case where does the dosbox-0.74-cfg-pelyaSDL.tar.gz come from?
Any help you could give me in getting the native part to build would be appreciated. Then I can focus on getting some usability stuff working and throw patches your way.
P.S. The feedback page is broken.
Hi. That's great news.
I love dosbox an I appreciate your work.
If you don't mind I will post some issues here.
I've installed adosbox 0.2.5 on my Desire Z.
I've tried to run some apps and games.
Dos Navigaror: Usable.
1. Mouse trackpad emulation works quite well, however it only moves in x,y axis separately. No intermediate directions (I suppose the hardware does not allow it). Any possibilities to solve this?
2. Touch screen mouse movement works quite well - however with delay.
2a. Well, sometimes there is no mouse. I swing on the screen with no effect.
3. It does not respond to screen tap as a left mouse click. Well it works sometimes. I have no control on that.
3a It does not respond to double tap (double click) at all.
4. No possibility to bind/emulate arrow keys. I can't find such function in dosbox menus. ---edit --- I could bind some keys but... see the edit part down there.
5. On PC I've been using config to autostart Dos Navigator with dosbox start. How to do it on Android? I couldn't find .conf file on my device.
System shock: starts but unplayable.
1. I've got a slide show. I've increased the CPU cycle to 1000 even to 2500 with no satisfactory effect.
2. On screen mouse movement works but the cursor jumps into different position when tapping.
3. With no option for binding keys this game is 100% unplayable.
Hocus Pocus: works but no arrow keys.
1. It starts nicely.
2. It reacts on "FN" key - the hero is shooting.
3. However no hardware arrow keys makes the game unplayable. Moving with trackpad sucks so much that the game is unplayable.
Oxyd Magnum: Playable but not exciting.
1. It react on taping the screen.
2. On screen mouse works well but with some ugly delay. This takes out most of the fun.
So the main issues I see are the cpu speed, mouse delay and the hw keys binding.
You are making a great job.
However making dos games being fun on the phone needs good controls workaround. Without that - no fun.
Thank you.
Don't forget we appreciate your work.
-------------edit-----------
Keys binding:
The .dosbox\mapper-0.74.map file (the file for binding keys) can not be found from the phone level. It must be done from a PC level. It's not a big issue but what to hide the file for?
After rebinding left FN, left shift and tab keys Hocus Pocus is quite playable.
It would be nice if you provide us the list of numbers for HW keys on some devices.
I can't bind "menu" as right arrow. And I can't bind search, sym, and the two shortcut keys. They are left useles.
And binding some keys as arrows disables trackpad!
Sound:
No mater what number I set for cycles I can't make the sound to play smoothly.
Any suggestions?
Someone knowns the makefile system for adosbox "libapplication.so"?
Ive been trying for a long time to recompile adosbox for mips, and i still unable to compile that file, not even for arm.
Hello,
I am using aDOSBox to run QBASIC (yes I know there are "better" and "faster" interpreters/compliers, but some have bad issues, see one comment about writting files on X-11 BASIC, others have a max file size) with an external keyboard (so I can see the screen while typing - can you make the virtual keyboard transparent?).
I have found that some keys do not work nor processed correctly in this version (freshly gotten from Google Play), namely the "." when shifted (I get ":" every time, all other punction keys appear to be fine). At first I though this was a KCM problem (had problems with mismapped keys on a Droid X), but while I was briefly able to rooted my tablet (someone please read/question my post/question about the Azpen A701 rooting) I was able to view the generic.kcm and other kcm files (lost root right after this) and those files define the shift period combination correctly. Also I get a ">" when I hit that combination in the 920 Text Editor.
Function keys seem to send to Android key processes (opening/launching other apps) instead of work in the program. Insert, Delete, Home, and End do not seem to be working at all.
Edit:
I released a compiled APK that I believe is done. Please check http://forum.xda-developers.com/showpost.php?p=13809172&postcount=8 for more info!
I made this over the past few days for my Iconia. Since we're going to be getting 3.1 soon, I don't think I want to bother cleaning it up and finishing it.
And, before someone says something about how it's crappy, it was the first android project (Not first Java/Linux) I've ever done, I think it came out pretty well. I've put most of the major issues into //TODO:'s (such as proper detection on what event to use)
Credits to whoever posted the service example I used. I looked, but I couldn't seem to track it back down.
(Feel free to do whatever you want with it, just please include my name somewhere on it. )
Hi, can you post a guide to install your mod? Thank you
sto88 said:
Hi, can you post a guide to install your mod? Thank you
Click to expand...
Click to collapse
Yak, I don't know how the zip is related to USB mouse support. Please tell us how to use the mouse.zip. Thanks very much.
netham45 said:
I made this over the past few days for my Iconia. Since we're going to be getting 3.1 soon, I don't think I want to bother cleaning it up and finishing it.
And, before someone says something about how it's crappy, it was the first android project (Not first Java/Linux) I've ever done, I think it came out pretty well. I've put most of the major issues into //TODO:'s (such as proper detection on what event to use)
Credits to whoever posted the service example I used. I looked, but I couldn't seem to track it back down.
(Feel free to do whatever you want with it, just please include my name somewhere on it. )
Click to expand...
Click to collapse
Firstly Great work to the OP, I never considered redirecting mouse events to the touch screen.
I hope you don't mind, but considering 3.1 is a little while away I'd like to upload this as an apk with a few tweaks.
Tweaks so far:
Moved the SU request to the app instead of the service, that way all su calls are caught by Superuser manager and permissions are requested appropriately.
Set boundaries so your mouse can't wander off the screen.
Changed the text cursor to a png cursor.
When I work out a way to detect which event entry is the mouse I'll upload the APK, until then it's not likely to work for most people.
Keep in mind when I do upload it'll be fragile and possibly won't work for everybody.
Now I'm going to get some much needed sleep
very nice. I looked into detecting the mouse automatically, all I could come up with is reading the dmesg logs and relating them to getevents' output, which seems a bit over the top for this.
Perhaps ask for what dev to use on launch?
netham45 said:
very nice. I looked into detecting the mouse automatically, all I could come up with is reading the dmesg logs and relating them to getevents' output, which seems a bit over the top for this.
Perhaps ask for what dev to use on launch?
Click to expand...
Click to collapse
Yeah that or have a detection mode which asks you to unplug the mouse if plugged in, then to plug it in and detect the added entry.
that would work too. You'll still neneed to match it with aan input from getevent, though.
Edit: Just use getevents. It returns every system event, and only the mouse ones will start with 0003.
Edit2: Ignore that edit. Doesn't return info like I was thinking it did.
Edit3: Actually..... my keyboard doesn't send any events that'd conflict.
(values are hex strings)
/dev/input/event4: 0001 0110 00000001 = left down
/dev/input/event4: 0001 0110 00000000 = left up
/dev/input/event4: 0001 0111 00000001 = right down
/dev/input/event4: 0001 0111 00000000 = right up
/dev/input/event4: 0002 0001 XXXXXXX = Y coord change
/dev/input/event4: 0002 0000 XXXXXXX = X coord change
Sec, I'll write up code to parse this type too, and attach it here.
Edit 4:Not going to work decently. getevent buffers far too much when not outputting to a tty.
Edit 5: Okay, realized that I could check what keycodes a device could send, and that there are some mouse specific keycodes. (getevent -p)
This should return the path to a mouse, or 'NONE' if there is no mouse.
Code:
String getMouse()
{
String Message = "";
String[] Parts;
String curDevice = "";
Process process = null;
boolean deviceFound = false;
boolean isInKey = false;
try {process = Runtime.getRuntime().exec("getevent -p");} catch (IOException e) {}
DataInputStream in = new DataInputStream(process.getInputStream());
try
{
while (true)
{
Message = in.readLine();
if (Message.indexOf("(") >= 0)
isInKey = false;
if (Message.indexOf("KEY (0001):") >= 0)
isInKey = true;
if (isInKey && Message.indexOf("0110") >= 0)
{
deviceFound = true;
break;
}
Parts = Message.trim().split(" ");
if (Parts.length <4) continue;
if(Message.indexOf("add device") >= 0){
curDevice = Parts[3];
}
}
}
catch(Exception a){}
if (!deviceFound)
{
curDevice="NONE";
Log.e("Mouse","No Mouse Found!");
}
else
Log.i("Mouse","Mouse Found At: " + curDevice);
return curDevice;
}
This works for the two mice I have that generate events, Logitech Wireless USB Mouse, and a generic PS2 -> USB adaptor. For some reason, my Razr Naga doesn't even generate events.
Okay, I felt that this warranted a doublepost. If not, sue me.
I've made this APK for mouse support.
Known issues:
Mouse cursor is slow
Android doesn't create events for all mice, so not all mice are compatible. Simple mice have the highest chance of working.
Makes frequent calls to root when trying to find a mouse. This will drain your battery, if you plan to unplug it for a long time, I suggest opening the app and hitting stop. Maybe someone could add a timeout to it?
Can't go onto the menu bar. I don't know how to draw over that too.
Features:
Automatically detects the mouse
Automatically disables cursor when mouse is unplugged
Automatically enables cursor when mouse is replugged
Supports clicking -AND- dragging!
This may not work for everyone. If it doesn't work for you, I'm sorry. Maybe you could talk one of the other devs here into fixing it.
This may work on other tablets, I'm not sure. There is a build compiled with Froyo libs too.
This program requires root.
Attached is the source and a compiled APK. I think I did the APK right, first one I've ever made.
If someone could let me know if this works on bluetooth mice, that'd be awesome. I think it might, but I don't know. I don't have one, and if it doesn't, I won't be the one to add support.
Do you suggest to install the standard or the froyo version on Iconia? I tried the standard and it worked fine =)
I don't think it should matter, they both work fine for me.
Glad to hear it works!
Since I've already finished this I'll post it anyway, this detects the mouse by detecting which mouse input device is missing when unplugged against that of when it's plugged in (this doesn't always work with complex mouses). It also allows you to override and choose your device, in which case if it doesn't work stop the service and try another device.
I've included source which is a bit rushed and is based on the source in the original post
yours seems to work alot better than mine. I'ma have to peek at the source.
Must be some difference in how you draw, its really noticable in angry birds.
hellcat82 said:
Since I've already finished this I'll post it anyway, this detects the mouse by detecting which mouse input device is missing when unplugged against that of when it's plugged in (this doesn't always work with complex mouses). It also allows you to override and choose your device, in which case if it doesn't work stop the service and try another device.
I've included source which is a bit rushed and is based on the source in the original post
Click to expand...
Click to collapse
Works very nicely - thanks. Is there any way to control speed and add mouse pointers?
docfreed said:
Works very nicely - thanks. Is there any way to control speed and add mouse pointers?
Click to expand...
Click to collapse
Theoretically speed control wouldn't be too difficult. Just a case of multiplying the X and Y coord movements by a ratio.
Dynamically loading mouse pointers should also be possible but could take a bit more time to implement.
I'll try my hand at speed control if I get some time this week.
hellcat82 said:
Theoretically speed control wouldn't be too difficult. Just a case of multiplying the X and Y coord movements by a ratio.
Dynamically loading mouse pointers should also be possible but could take a bit more time to implement.
I'll try my hand at speed control if I get some time this week.
Click to expand...
Click to collapse
Great, look forward to your work. Also, would this work with a bluetooth mouse?
docfreed said:
Great, look forward to your work. Also, would this work with a bluetooth mouse?
Click to expand...
Click to collapse
I'm not sure if Android generates events for them (I don't have one to test on), but if it does, it's possible.
could a trackpad on a bluetooth keyboard work thanks to this patch?
This is working really well on my a500. Thanks a bunch! This along with my bt kybd and pocketcloud I leave the laptop at home for good.
Observations:
Lots of cursor lag when doing moderate to high level tasks
Cursor hidden behind the status bar, though clicking on the buttons still works.
Thanks again!!
Sent from my DROID2 using XDA App
great
brilliant !! it works well with usb keyboard and bluetooth mouse via usb hub
Got this working with a Microsoft wireless keyboard and mouse combo (1 rf receiver). Would be perfect for when hooking up the unit via HDMI to a home theater. Also I can confirm that it doesn't work with a Logitech G500 gaming mouse. lol didn't really expect that it would, but of course I had to try.
Hey everyone,
it took me some time to get this to work but if you happen to own an Ouya and a FLIRC Dongle you are now finally able to use any remote compatible with FLIRC (which is almost every infrared-remote including Apple Remotes) in order to control the console and especially control XBMC on it.
I created a tutorial explaining how here:
peterfranssen.de/2013/08/04/getting-flirc-to-work-with-ouya-and-xbmc/
Just some more input for the eager
Cheers for the help from the Android section on rooting! :good:
hmmpf- I'm not allowed to post links, yet. Sorry for the fuss. Maybe a Mod can change this post into a real link...
Thanks for the tutorial, i just bought a flirc and i will use this.
Cool, will try it out
Sent from my LT30p using Tapatalk 4
Hi , I followed your instructions and have tried to program the Apple remote . I have the up , down , left , right working , but the middle , menu and play/pause buttons do not work for me even though the programming went fine. any ideas as to why or what I might try to fix this ? Thanks by the way this will be a great help when I get it all working. Cheers !!!!
http://www.peterfranssen.de/2013/08/04/getting-flirc-to-work-with-ouya-and-xbmc/
Did you map the keys with:
- SELECT on the remote = 1 on the keyboard in FLIRC software
- BACK on the remote = 2 on the keyboard in FLIRC software
- PLAY/PAUSE on the remote = F3 on the keyboard in FLIRC software
?
If yes:
Could it be you misspelled the filename in the cat-command while copying it into your system/usr/keylayout folder? Look into that folder on your ouya (use a file-explorer) and check if it exists correctly: name should be Vendor_20a0_Product_0001.kl
If both doesn't work we should check whether there is a new vendor number with flirc...
c6ke said:
Did you map the keys with:
- SELECT on the remote = 1 on the keyboard in FLIRC software
- BACK on the remote = 2 on the keyboard in FLIRC software
- PLAY/PAUSE on the remote = F3 on the keyboard in FLIRC software
?
If yes:
Could it be you misspelled the filename in the cat-command while copying it into your system/usr/keylayout folder? Look into that folder on your ouya (use a file-explorer) and check if it exists correctly: name should be Vendor_20a0_Product_0001.kl
If both doesn't work we should check whether there is a new vendor number with flirc...
Click to expand...
Click to collapse
Too bad I couldn't use this and also external HDD :/ wish ouya had more USB ports.
c6ke said:
Did you map the keys with:
- SELECT on the remote = 1 on the keyboard in FLIRC software
- BACK on the remote = 2 on the keyboard in FLIRC software
- PLAY/PAUSE on the remote = F3 on the keyboard in FLIRC software
?
If yes:
Could it be you misspelled the filename in the cat-command while copying it into your system/usr/keylayout folder? Look into that folder on your ouya (use a file-explorer) and check if it exists correctly: name should be Vendor_20a0_Product_0001.kl
If both doesn't work we should check whether there is a new vendor number with flirc...[/QUOte
Thanks for your reply , I will check all of that. And report back......
---------- Post added at 03:08 PM ---------- Previous post was at 02:39 PM ----------
c6ke said:
Did you map the keys with:
- SELECT on the remote = 1 on the keyboard in FLIRC software
- BACK on the remote = 2 on the keyboard in FLIRC software
- PLAY/PAUSE on the remote = F3 on the keyboard in FLIRC software
?
If yes:
Could it be you misspelled the filename in the cat-command while copying it into your system/usr/keylayout folder? Look into that folder on your ouya (use a file-explorer) and check if it exists correctly: name should be Vendor_20a0_Product_0001.kl
If both doesn't work we should check whether there is a new vendor number with flirc...
Click to expand...
Click to collapse
All fixed the .kl file was not in it's proper place . Now it is and everything work wonderfully !!! My GF loves it now she can use the simple apple remote instead of the game controller . Bravo Peter !!!! Thanks !!!!!
Click to expand...
Click to collapse
Double Keypresses
Anyone here having an issue with the AppleTV 2 remote and FLIRC/Ouya/XBMC?
I am having double key presses a lot of the time. I have re-programmed this thing quite a few times trying to eliminate it.
Any suggestions?
Hey guys,
I thought I'd chime in on using the OUYA controller under Windows as I finally have it working 100%.
I recommend using vJoy in conjunction with Universal Joystick Remapper. vJoy installs a virtual controller driver whereas Universal Joystick Remapper lets you forward (and tweak) the input from the OUYA controller to the virtual one. By doing this, you can have a fully working D-pad, both thumb sticks working and you can get rid of the annoying z-axis value being created by the left trigger.
1. Download and install vJoy. As I'm a new user, I'm not allowed to post external links, so I'm afraid you'll have to use Google.
2. Open 'Configure vJoy' from the start menu and copy the settings found in the first picture attached to this post: 1.png.
3. Download and install Universal Joystick Remapper. Again, sorry but you'll have to use Google.
4. Download the attached zip file ujr.zip, which contains the configuration file (ini) for Universal Joystick Remapper and unzip it in the correct folder.
5. Open Universal Joystick Remapper and keep it running while playing your games.
At this point you're done! But in case you'd like to use your OUYA controller as a 360 controller, you can also run this configuration in conjunction with the Xbox 360 Controller Emulator x360ce.
1. Download and install as you would usually do. There's plenty of information out there if you're not familiar with it.
2. Open up x360ce.exe and configure it as in the 2nd picture I attached: 2.png.
3. Make sure to apply the settings from the picture to the vJoy device and not your actual OUYA controller. Also, as the OUYA controller shows up as controller 2 in x360ce, I loaded up the 'clear' preset for controller 2. This way we're only using the vJoy virtual controller in x360ce and not the actual OUYA one.
Hope this helps! This is my first guide, so forgive me if it's not completely clear and not according to the xda standards. :angel:
tymex said:
Hey guys,
I thought I'd chime in on using the OUYA controller under Windows as I finally have it working 100%.
I recommend using vJoy in conjunction with Universal Joystick Remapper. vJoy installs a virtual controller driver whereas Universal Joystick Remapper lets you forward (and tweak) the input from the OUYA controller to the virtual one. By doing this, you can have a fully working D-pad, both thumb sticks working and you can get rid of the annoying z-axis value being created by the left trigger.
1. Download and install vJoy. As I'm a new user, I'm not allowed to post external links, so I'm afraid you'll have to use Google.
2. Open 'Configure vJoy' from the start menu and copy the settings found in the first picture attached to this post: 1.png.
3. Download and install Universal Joystick Remapper. Again, sorry but you'll have to use Google.
4. Download the attached zip file ujr.zip, which contains the configuration file (ini) for Universal Joystick Remapper and unzip it in the correct folder.
5. Open Universal Joystick Remapper and keep it running while playing your games.
At this point you're done! But in case you'd like to use your OUYA controller as a 360 controller, you can also run this configuration in conjunction with the Xbox 360 Controller Emulator x360ce.
1. Download and install as you would usually do. There's plenty of information out there if you're not familiar with it.
2. Open up x360ce.exe and configure it as in the 2nd picture I attached: 2.png.
3. Make sure to apply the settings from the picture to the vJoy device and not your actual OUYA controller. Also, as the OUYA controller shows up as controller 2 in x360ce, I loaded up the 'clear' preset for controller 2. This way we're only using the vJoy virtual controller in x360ce and not the actual OUYA one.
Hope this helps! This is my first guide, so forgive me if it's not completely clear and not according to the xda standards. :angel:
Click to expand...
Click to collapse
Thanks a lot man. I don't have anything to play with the controller on the PC, but with this, I'm sure I'll find a lot of interesting stuff. Again, thanks a lot...
ahmadshawki said:
Thanks a lot man. I don't have anything to play with the controller on the PC, but with this, I'm sure I'll find a lot of interesting stuff. Again, thanks a lot...
Click to expand...
Click to collapse
I see the purpose, I just don't see the point. The Ouya controller is of poor quality compared to comparable hardware, so why would one limit their gaming experience? Thanks none the less.
drlamb said:
I see the purpose, I just don't see the point. The Ouya controller is of poor quality compared to comparable hardware, so why would one limit their gaming experience? Thanks none the less.
Click to expand...
Click to collapse
I know everyone on the internet says that the OUYA controller is the worst among the rest, but I just don't see it. I like it, it's sturdy enough. I never missed a button and the long handles make a better grip for me. A lot better than the old PS3, the new Amazon Fire TV, Moga pocket and MOga pro. Those are the ones i tried and I'm still happy with mine. May be I got a better one, or may be because I'm not a hardcore gamer and all I do is a couple of low quality games. My nephews also asked me what the crap I'm using, hahaha. But they have all kinds of gaming consoles.
Again, maybe it's just me because I actually don't own any of the other consoles and tried the controllers for a couple of times, 5-10 minutes each.
Still, the whole point is if you have that one lying around, it's better to put it to use instead of buying a new one.
tymex said:
Hey guys,
I thought I'd chime in on using the OUYA controller under Windows as I finally have it working 100%.
I recommend using vJoy in conjunction with Universal Joystick Remapper. vJoy installs a virtual controller driver whereas Universal Joystick Remapper lets you forward (and tweak) the input from the OUYA controller to the virtual one. By doing this, you can have a fully working D-pad, both thumb sticks working and you can get rid of the annoying z-axis value being created by the left trigger.
1. Download and install vJoy. As I'm a new user, I'm not allowed to post external links, so I'm afraid you'll have to use Google.
2. Open 'Configure vJoy' from the start menu and copy the settings found in the first picture attached to this post: 1.png.
3. Download and install Universal Joystick Remapper. Again, sorry but you'll have to use Google.
4. Download the attached zip file ujr.zip, which contains the configuration file (ini) for Universal Joystick Remapper and unzip it in the correct folder.
5. Open Universal Joystick Remapper and keep it running while playing your games.
At this point you're done! But in case you'd like to use your OUYA controller as a 360 controller, you can also run this configuration in conjunction with the Xbox 360 Controller Emulator x360ce.
1. Download and install as you would usually do. There's plenty of information out there if you're not familiar with it.
2. Open up x360ce.exe and configure it as in the 2nd picture I attached: 2.png.
3. Make sure to apply the settings from the picture to the vJoy device and not your actual OUYA controller. Also, as the OUYA controller shows up as controller 2 in x360ce, I loaded up the 'clear' preset for controller 2. This way we're only using the vJoy virtual controller in x360ce and not the actual OUYA one.
Hope this helps! This is my first guide, so forgive me if it's not completely clear and not according to the xda standards. :angel:
Click to expand...
Click to collapse
Thanks, but I'd need some help I think.
I've made exactly everything you said but I can't get it working
Is it normal that when i launch ujr (with your ini file) it doesn't appear any window? It's icon sits on the appbar but it does nothing.
I also tried doing a configuration using x360ce but it does not seems to work.
Also, the D-pad does not work with x360ce...