Jump to content

Windows, macOS y Linux

Conéctate para seguir esto  

74 archivos

  1. 360Controller

    This driver supports the Microsoft Xbox 360 controller, including access to rumble motors and LEDs, on the Mac OS X platform. It includes a plugin for the Apple Force Feedback Framework so some games will be able to activate them, along with a Preference Pane with which allows you to test everything is installed correctly. Both wired 360 controllers connected via USB, and wireless 360 controllers connected via the Wireless Gaming Receiver for Windows, are supported.
    Simply complete the installer package to install the driver. The driver will recommend you restart - if you do not, the driver will only be usable if the controller is already connected or connected within a minute after the installer completes. If you are interested in installing as a developer please see below.\

    The driver exposes a standard game pad with a number of standard controls, so any game that supports gaming devices should work. In some cases this may need an update from the manufacturer of the game or a patched version. The Preference Pane uses the standard Mac OS X Frameworks for accessing HID devices and accessing Force Feedback capabilities, so should be a good test that the installation is functional.\
    by Colin Munro.
    UPDATE: An improve version, with support for Xbox One Controller, can be found here: Xbox One Controller Driver for macOS.
  2. BetterJoy

    Allows the Nintendo Switch Pro Controller, Joycons, and Switch SNES controller to be used with Cemu using Cemuhook, Citra, Dolphin, and system-wide with generic XInput support.
    It also allows using the gyro to control your mouse and remap the special buttons (SL, SR, Capture) to key bindings of your choice.
    How to use
    Install drivers Read the READMEs (they're there for a reason!) Run Drivers/ViGEmBus_Setup_1.16.116.exe Run BetterJoyForCemu.exe Connect your controllers. Start Cemu and ensure CemuHook has the controller selected. If using Joycons, CemuHook will detect two controllers - each will give all buttons, but choosing one over the other just chooses preference for which hand to use for gyro controls. Go into Input Settings, choose XInput as a source and assign buttons normally. If you don't want to do this for some reason, just have one input profile set up with Wii U Gamepad as the controller and enable "Also use for buttons/axes" under GamePad motion source. This is no longer required as of version 3 Turn rumble up to 70-80% if you want rumble. As of version 3, you can use the pro controller and Joycons as normal xbox controllers on your PC - try it with Steam!
    Connecting and Disconnecting the Controller
    Bluetooth Mode
    Hold down the small button (sync) on the top of the controller for 5 seconds - this puts the controller into broadcasting mode. Search for it in your bluetooth settings and pair normally. To disconnect the controller - hold the home button (or capture button) down for 2 seconds (or press the sync button). To reconnect - press any button on your controller. USB Mode
    Plug the controller into your computer. Disconnecting [Windows 10]
    Go into "Bluetooth and other devices settings" Under the first category "Mouse, keyboard, & pen", there should be the pro controller. Click on it and a "Remove" button will be revealed. Press the "Remove" button Acknowledgements
    A massive thanks goes out to rajkosto for putting up with 17 emails and replying very quickly to my silly queries. The UDP server is also mostly taken from his ScpToolkit repo.
    Also I am very grateful to mfosse for pointing me in the right direction and to Looking-Glass without whom I would not be able to figure anything out. (being honest here - the joycon code is his)
    Many thanks to nefarius for his ViGEm project! Apologies and appreciation go out to epigramx, creator of WiimoteHook, for giving me the driver idea and for letting me keep using his installation batch script even though I took it without permission. Thanks go out to MTCKC for inspiration and batch files.
    A last thanks goes out to dekuNukem for his documentation, especially on the SPI calibration data and the IMU sensor notes!
    Icons (modified): "Switch Pro Controller", " Switch Detachable Controller Left", "Switch Detachable Controller Right" icons by Chad Remsing from the Noun Project. Super Nintendo Controller icon by Mark Davis from the the Noun Project; icon modified by Amy Alexander.
    by Davidobot.
  3. Cemu

    Experimental software to emulate Wii U applications on PC
    System requirements
    Windows 7 (x64) or above OpenGL 4.1 minimum (4.6 is used if available) RAM: 4 GB minimum, 8 GB or more recommended Microsoft Visual C++ 2017 X64 Redistributable: vc_redist.x64.exe Graphic card compatibility
    NVIDIA GPU: Runs as expected on most recent driver. AMD GPU: Runs as expected on most recent driver Intel GPU: Not officially supported. Heavy visual glitches. Controller input
    Currently the DRC (GamePad), Pro Controller and Classic Controller is emulated. Wiimotes are emulated as well (including native support). Keyboard input + USB controllers as input devices are supported. GamePad touch input can be controlled via left mouse click. Gyro functionality is emulated with limitations and can be controlled via right mouse button.  
  4. Cemuhook

    A nearly complete h264 module for Cemu, with an implementation similar to what an official one would be (Cemu 1.15.4 or newer also provides its own alternative) GamePad input source override for cemu, including full motion sensing support (requires additional software, see the guide) Adds code/data patching to your games at load-time, which you can activate and share the same way you do graphic packs! Think of it like a pcsx2 plugin, implementing something not in the core Why did you do this?
    Why not improve on an already great emulator by adding some extra features ? I like hacking on software that originally wasn't meant to be extended/changed The Cemu devs don't seem to mind, and in fact have been really supportive (Huge thanks to Exzap!) How to use
    Extract contents of zip into Cemu folder Enjoy
    by Rajkosto.
  5. Cinoop

    A multiplatform Game Boy emulator written in C; currently available for: Windows, OS X, Linux based OSes, Nintendo DS, Nintendo 3DS, Nintendo GameCube, Sony PSP, and Sony PS4.
    CPU: All instructions are implemented,
    GPU: Can display tile maps, and sprites. Palette swapping is not implemented yet, so some colours may be displayed incorrectly.
    Memory: Support for 32KB ROMs, without mappers, only (Tetris and Dr. Mario),
    Input: Supported,
    Sound: None,
    Games: Tetris is most likely the only playable game,

    The DS version does not run full speed, and the Linux port does not yet support input.
    Just run make on the directory to build all binaries. You can also run make windows for just Windows, make ds for just DS, make gamecube for just GameCube, make 3ds for just 3DS, make linux for just Linux, make psp for just PSP, or make ps4 for just PS4.
    Building the Windows version requires LDFS, and has been tested with MinGW, using another compiler may require some tweaking.
    Building the DS version requires devkitARM and libnds, from devkitPro.
    Building the GameCube version requires devkitPPC and libogc, from devkitPro.
    Building the 3DS version requires devkitARM and ctrulib from devkitPro.
    Building the Linux version requires X11, and the OpenGL development files. It has been tested with Ubuntu.
    Building the PSP version requires the Minimalist PSP SDK.
    Building the PS4 version requires PS4-SDK.
    Building and running the OS X version requires XQuartz.
    For Windows, OS X, and Linux, pass the ROM you would like to run as the first argument. You can do this by either dragging the ROM onto Cinoop, or starting it from the command line:
    cinoop tetris.gb To view the full debug log, you will need to redirect stdout to a file, like so:
    cinoop tetris.gb 1>debug.txt For PS4, the ROM is read from a USB flash drive as a raw image. Use Win32 Disk Imager or dd to write it for example.
    For other versions, the ROM name is hard coded as tetris.gb.
    Windows Controls
    B: Z
    A: X
    Start: Enter
    Select: Backspace
    DPad: Arrow keys
    Debug: Space
    Reset (not finished yet): *
    Quit: Escape
    DS Controls
    B: B A: A Start: Start Select: Select DPad: DPad GameCube Controls
    B: B A: A Start: Start Select: Z DPad: DPad 3DS Controls
    B: B A: A Start: Start Select: Select DPad: DPad or Circle Pad Linux Controls
    (not supported)
    OS X Controls
    (not supported)
    PSP Controls
    B: Square A: Cross Start: Start Select: Select DPad: DPad PS4 Controls
    Use a DS as a wireless controller
  6. Citra

    Citra is a work-in-progress Nintendo 3DS emulator started in early 2014. Citra can currently emulate, with varying degrees of success, a wide variety of different homebrew applications and commercial software.
  7. Cxbx-Reloaded (Original Xbox Emulator)

    Cxbx-Reloaded is an emulator for running Microsoft Xbox (and eventually, Chihiro) games on Microsoft Windows.
    System Requirements
    OS: Windows 7+ x64. 32-bit installations are not supported. GPU: Anything that supports Direct3D 9 (HLE) and OpenGL 3.3 (LLE). Prerequisites
    Visual C++ 2015 and 2017 redistributables may be required. Download them here.
  8. DeSmuME

    DeSmuME is the most seasoned open source Nintendo DS emulator. It sports tools designed for hackers, speedrunners, youtubers, and casual gamers. Homebrew programs are supported and can even be debugged through GDB.
    DeSmuME is the origin of RetroArch and OpenEmu Nintendo DS support and is used by several mobile Nintendo DS emulators, with the notable exception of DraStic.

    by TASVideos.
  9. Dolphin

    Dolphin es un emulador para dos consolas recientes de Nintendo: la GameCube y la Wii. Permite que los jugadores de PC disfruten de los juegos de estas dos consolas en alta definición (1080p) con varias mejoras: compatibilidad con todos los mandos de PC, velocidad turbo, multijugador en red, ¡y mucho más!
  10. Driver Xbox 360 Controller for Windows

    Drivers oficiales de Microsoft para utilizar el mando de Xbox 360 en Windows.
  11. DS4Windows

    DS4Windows is an extract anywhere program that allows you to get the best DualShock 4 experience on your PC. By emulating a Xbox 360 controller, many more games are accessible.
    This project is a fork of the work of Jays2Kings.

    Windows 7 SP1 or newer Microsoft .NET 4.6.2 or higher (needed to unzip the driver and for macros to work properly) Visual C++ 2015-2019 Redistributable. x64 or x86 ViGEmBus driver (DS4Windows will install it for you) Microsoft 360 Driver (link inside DS4Windows, already installed by Windows if you've used a 360 controller before) Sony DualShock 4 Connection method: Micro USB cable Sony Wireless Adapter Bluetooth 4.0 (via an adapter like this or built in pc). Only use of Microsoft BT stack is supported. CSR BT stack is confirmed to not work with the DS4 even though some CSR adapters work fine using Microsoft BT stack. Toshiba's adapters currently do not work. Disable PlayStation Configuration Support and Xbox Configuration Support options in Steam Device Detection Issue
    If your DS4 is not detected by DS4Windows and the lightbar continues to flash yellow, there is a chance that Exclusive Mode has permanently disabled your DS4 in Windows. The easiest way to test if this has happened is for you to plug in the controller into a different USB port and see if it works then. Although this problem mainly affected older versions of DS4Windows (text written after version 1.5.15) for various reasons, other mapping programs can cause the same problem to occur.
    If you suspect that your DS4 has been disabled, open the Device Manager (Control Panel\Hardware and Sound\Device Manager) and look for devices listed under the path "Human Interface Devices\HID-compliant game controller".
    Disabled Device Example
    If the icon shown for a device has a down arrow icon then you should check the device's device instance path and see if the device is a DualShock 4 device. Right click the device item and select "Enable device" from the menu. That will re-enable the device and be seen by applications again.
    Disable Steam Controller Mapping Support
    With recent updates to the Steam client at the time writing this (2018-12-13), Steam has enabled Xbox Configuration Support in the Steam client by default. What this means is that Steam will automatically map a detected Xbox 360 controller to KB+M bindings initially (Desktop Mode) before launching Steam Big Picture Mode or launching a game. This presents a problem for DS4Windows since the created virtual Xbox 360 controller will be mapped to KB+M actions for desktop mode and games launched outside of the Steam client. In order to use DS4Windows properly, you have to open Steam Big Picture Mode, navigate to Settings > Controller> Controller Settings and uncheck Xbox Configuration Support along with PlayStation Configuration Support.
    by Ryochan7.
  12. Dual Shock 3-4 SCP Bluetooth Driver

    The Dual Shock 3 driver is a custom made driver for Windows, which adds support for Dual Shock 3 controllers on Windows providing USB, Bluetooth and Native XInput support. This way you can use your Dual Shock 3 controller with PCSX2, PC games or any other emulator/game under windows.
    Microsoft .NET 4.0 Visual C 2010 Runtime. Latest DirectX Runtime. Latest Xbox 360 Controller Drivers available. Genuine Sony DualShock3 or DualShock4 or SixAxis Controller(s). Minimum of Bluetooth 2.0 + EDR Dongle (if using Bluetooth). [DualShock4 requires minimum of Bluetooth 2.1 + EDR Dongle] Administrator rights on your PC.
  13. EmulatorX

    Aplicación que integra emuladores para Windows de Super Nintendo, Megadrive, Gameboy Advance, Nintendo DS, PSP, Nintendo 64, Playstation, Playstation 2, Xbox, Gamecube y Wii. 

    Creado por Javier Santos.
  14. FB Alpha (FBA)

    Arcade and Console Emulator supporting the following platforms:
    Capcom CPS-1 Capcom CPS-2 Capcom CPS-3 Cave Data East DEC-0, DEC-8 and DECO IC16 based games Galaxian based hardware Irem M62, M63, M72, M90 and M92 hardware Kaneko 16 Konami Neo-Geo Pacman based hardware PGM Psikyo 68EC020 and SH-2 based hardware Sega System 1, System 16 (and similar), System 18, X-Board and Y-Board Toaplan 1 Toaplan 2 Taito F2, X, Z and others Miscellaneous drivers for lots of other hardware FB Alpha also has a WIP console drivers for Sega Megadrive/Genesis and also PC-Engine/TurboGrafx 16/SuperGrafx.
    by barry65536.
  15. FIFA 15 Stadium Server

    This server tool will allow you to add and assign unlimited stadiums in FIFA 15, aswell overlays and intro match movies.
    Stadium Server:
    Allows you to add an infinite number of stadiums to your FIFA 15 and assign them to specific teams and tournament rounds.
    Overlays/Scoreboard Server:
    Allows you to assign unlimited overlays (scoreboards + popups) to tournaments
    Movies Server:
    Allows you to assign specific intro movie files to teams or tournaments before a match
    Additional Files:
    Fir Park Stadium (Motherwell)
    BBC Sport Intro
    Three HD TV Logos
    Install Instructions
    1) Place the exe file in your FIFA 15 directory
    2) Create a desktop shortcut of the stadiumserver.exe
    3) Open the exe and go to About and select Help
    4) You MUST read the Help/Documentation file in order to make this tool work!

    The tool doesn't modifies the database and therefore it's safe to use it on your saved career/tournament modes!
    Tool is not compatible with online modes! (FUT, Seasons, etc)
    Pao4ever - Nova HD TV Logo
    Razvanultra55 - BT Sport TV Logo
    SG-Cesc Fabregas - Sky Sport HD1 TV Logo

    FIFA-Infinity Forum

    Made by Shawminator
    This software is provided "as is" without any warranties of any kind, either expressed or implied. Under no circumstance may the programmer(s) or the hosts of this software be held liable for any direct, indirect, incidental, special or consequential damages a rising out of the use of or inability of use of this software. You use this software at your own risk.
    All trademarks are property of their respective organization.
    Distribution only under author's permission and credit.
    Copyright (c) 2009 - 2014 | Shawminator - FIFA INFINITY Modder. All rights reserved.
  16. FIFA 20 Live Editor

    FIFA Live Editor (previously known as Career Mode Cheat Table) is a tool created in cheat engine which allows you to edit players, managers, transfer budget, scouts, job offers and many other things in your FIFA Career Mode.

    Current Features available in the latest version of FIFA 20 Live Editor
    Non-CM Related Dont Pause Game on AltTab Free Fly Camera Game Settings Camera Play As Player Positive decision on transfer request Create Transfer Offer Accomplishments FIFA Database Tables Players Table (Allowing you to edit players) TeamPlayerLinks Table Teams Table Manager Table Teamkits Table LeagueTeamLinks Table TeamStadiumLinks Table Career_ManagerPref Table Career_PresignedContract Table Career_ManagerInfo Table Career_Users Table Career_PlayerContract Table Career_Calendar Table Career_Scouts Table Career_ScoutMission Table Unique Player Movement Unique Run Style Sterling Robben Messi Fernando Torres Yaya Toure Jordi Alba Luis Suarez Kante Salah De Bruyne Lukaku Dybala Pogba Unique Sprint Style Messi Cristiano Ronaldo Robben Yaya Toure Bale Pogba Mbappe Neymar Lukaku Aubameyang Aguero A.Sanchez Dybala De Bruyne Salah Jordi Alba Alphonso Davies Editing Player Unlock "Edit Player" in career menu Player Data First Name Last Name Known As Kit Name Birth Year Birth Month Birth Day Kit Number Players Training Unlimited Training Sessions More efficient training Training Everyday Training sim - A Manager Manager Rating - 99 seasoncount = 1 Club Finances Transfer Budget pointer Hire Scouts Free 5/5 Scouts Detailed Info Job Offers Club Team National Team Global Transfer Network Reveal player data (scouting players not needed) Morale Disable Morale Happier Players Form Disable players form (May not work at all this year) Side Changer CPU vs CPU Control Home Team Control Away Team Youth Academy Generate new report Generate players with custom ID Send scout to any country Set up multiple scouting networks in the same country 15 Players per scout report Reveal ovr and pot (of players found by your scout) PRIMARY_ATTRIBUTES_RANGE SECONDARY_ATTRIBUTES_RANGE Min player age for promotion = 12 YOUTH_PLAYER_AGE_RANGE = [12, 16] Youth Player Retire At Age = 30 95 Potential 100% chance for 5* weak foot 100% chance for 5* skill moves Match Settings Change Stadium Time Of Day Half Length Weather Sim Match Settings Max_cards = 0 Max_injuries = 0 Don't lose stamina Transfer HUB Change Release Clause value to 1$ Allow Transfer approach Allow Loan approach Player Contract Contract Negotiation Disable negotiation status checks Free & Unlimited Releasing Players Gameplay Unlimited SUBS (USER) Home/Away Unlimited subs (CPU) Home/Away Disable subs (CPU) Match Timer Home & Away team score Injured players 5 stars skill moves Never Tired players Tired players by xAranaktu.
  17. FIFA 20 Revo Pitch Color Tweaker

    Aplicación para el FIFA 20 de PC que permite cambiar el color del cesped.

    by Fidel Gameplay & Rinaldo.
  18. FIFA 20 Setup Mod

    Aplicación para modificar la configuración inicial de FIFA 20.

    by Doctor+ Productions.
  19. FIFA 20 Ultra High Frostbite Lod Tweaker

    Aplicación para editar la tecnología GFX de FIFA 20.

    by Doctor+ Productions.
  20. FIFA Revolution DB Master 20 (RDMB)

    Editor de FIFA 20 para PC.

    by Fidel Gameplay & Rinaldo.
  21. fixNES

    This is yet another NES Emulator which was written so I can learn about the NES, right now it is not in the most "complete" or cleanest state.
    If you want to check it out for some reason I do include a windows binary in the "Releases" tab, if you want to compile it see the compiling infos below.
    Loading Files:
    NTSC and PAL .nes ROMs are supported, it also creates .sav files if the chosen game supports saving. If you are starting a PAL NES title then make sure it has (E),(Europe),(PAL),(Australia),(France),(Germany),(Italy),(Spain) or (Sweden) in the filename to be started in PAL mode. You can also play FDS titles if you have the FDS BIOS named disksys.rom in the same folder as your .fds/.qd files. You can also listen to .nsf music files, changing tracks works by pressing left/right. To start a file, simply drag and drop it into the fixNES Application or call it via command line with the file as argument. You can also load from a .zip file, the first found supported file from that .zip will be used. Supported .nes Mappers:
    0,1,2,3,4,5,7,9,10,11,12,13,15,19,21,22,23,24,25,26,28,30,31,32,33,34,36,37,38,40,41,43,44,45,46,47,48,49,50,52,57,58,60,61,62,64,65,66,67,68,69,70,71,73,75,76,77,78,79,80,82,85,87,88,89,93,94,95,97,101,107,112,113,118,119,132,133,136,137,138,139,140,141,144,145,146,147,148,149,152,154,155,156,158,162,163,164,172,173,174,180,184,185,193,200,201,202,203,205,206,207,210,212,221,224,225,226,228,229,230,231,232,235,237,240 and 242.
    Supported Audio Expansions (for both ROMs and NSF Files):
    VRC6, VRC7, FDS, MMC5, N163, Sunsoft 5B Controls right now are keyboard only and do the following:
    Y/Z is A X is B A is Start S is select Arrow Keys is DPad Keys 1-9 integer-scale the window to number P is Pause Ctrl+R is Soft Reset B is Disk Switching (for FDS) O is Enable/Disable vertical Overscan If you really want controller support and you are on windows, go grab joy2key, it works just fine with fixNES (and fixGB).
    by FIX94.
  22. fMSX-Windows

    fMSX is a program that emulates MSX, MSX2, and MSX2+ 8bit home computers. It runs MSX/MSX2/MSX2+ software on many different platforms including Windows, Android, Symbian, MacOS, Unix, MSDOS, AmigaOS, etc. I started developing fMSX in 1993 when there were only two other MSX emulators available, both exclusively for MSDOS.
    From the very beginning, I developed fMSX as a portable program able to run on many different computers.
    by Marat Fayzullin.

  23. GeForce Experience

    Captura y comparte vídeos, capturas de pantalla y transmisiones en directo con tus amigos. Mantén actualizados los controladores y optimiza tu configuración de juegos. GeForce Experience™ te permite hacerlo todo, por lo que es el complemento esencial para tu tarjeta gráfica GeForce®.
    Ya puedes grabar y compartir tus vídeos y transmisiones en directo de juegos a través de YouTube, Twitch y Facebook. La tecnología NVIDIA ShadowPlay te permite transmitir con muy poco impacto en el rendimiento para que no te pierdas ni un detalle del juego. El módulo GeForce Experience hace que sea rápido y sencillo.
    Cada vez que aparece una versión importante de un juego, NVIDIA colabora estrechamente con sus desarrolladores para mejorar el rendimiento, corregir errores y, en definitiva, ofrecerte la mejor experiencia de gaming. Las tecnologías como NVIDIA GameWorks™ te ofrecen las herramientas necesarias para optimizar tus juegos y obtener estas mejoras mediante las actualizaciones de controladores Game Ready. GeForce Experience te informará automáticamente cuando se publiquen nuevos controladores y te permite actualizar con un solo clic, sin salir del escritorio.
    El potente modo fotográfico de NVIDIA Ansel te permite hacer fácilmente fotos profesionales de tus juegos y compartirlas directamente a través de Facebook, Google Fotos e Imgur. Elige entre superresolución, 360, HDR y estéreo en los juegos compatibles. Más información >
    Los filtros de juego NVIDIA Freestyle son la nueva característica beta de GeForce Experience con la que puedes aplicar filtros de posprocesamiento mientras juegas. Cambia el aspecto de tu juego con el color y la saturación, o aplica filtros espectaculares, como HDR, desde el módulo de juego. Freestyle se integra en el nivel de controlador para ofrecerte total compatibilidad con los juegos admitidos.
    GeForce Experience simplifica el gaming en PC configurando automáticamente tus ajustes óptimos. ¿No sabes qué nivel de filtro de textura seleccionar en Overwatch? No te preocupes. NVIDIA recurre a su centro de datos en la nube para probar miles de configuraciones de hardware de PC y encontrar el mejor equilibrio entre rendimiento y calidad de imagen. Después, configura automáticamente los ajustes óptimos para la GPU, CPU y pantalla de tu sistema.
  24. iCenhancer

    Icenhancer para GTA IV de PC.


    1. Extract everything somewhere.
    2. Know what version you have of the game.
    (If updated game on Steam then 1070.)
    2 bis. You can also downgrade your game to 1040 for best graphics if you don't mind about MP.
    3. Copy the content of the folder you choose depending of your version
    4. Paste it in the root of your game. 
    6. Launch your game.
    + OPTIONAL : 
    This release contains a file called.
    Take a look at it if you're curious.
    + To disable the DOF in-game or during cutscenes.
    + To enable the DOF
    + If lens distortion enabled. 
        HOLD 7 then USE PAGE UP / DOWN.

    + To move the DOF in MANUAL_DOF SETTINGS

    + THANKS TO : 
    - For the iCEnhancer 3.0 release : 
    Boris Vorontsov : Thank you for doing and updating ENB for our lovely GTA4.
    Sibs44 : Thank you for everything, all the feedback given and all and for supporting me.
    BisonSales : Thank you mate for the sexiest trees texture ever and the feedback provided.
    Jeroen Van Schijndel : Thank you for the help on the DOF my dear colleague.
    Naboo : Thank you for the installer and config tool !
    Dax1 : Thank you man for the 1070 shaders and still updating them.
    - For the rest
    Yi Ling : Thank you my darling for supporting me with all of this.
    Ceejay.DK : Thanks for SweetFX, pretty AA!
    Alexander Blade : Thanks for Xliveless and others, GTA4 modding is non-existant without this guy
    DKT70 : Timecyc master that helped me a lot years ago and created the best road textures ever.
    Dpeasant3 & gp65cj04 : Two good friends that left IV community since awhile now. We all owe you!
    // THANK YOU.
  25. JoyShockLibrary

    The Sony PlayStation DualShock 4, Nintendo Switch JoyCons (used in pairs), and Nintendo Switch Pro Controller have much in common. They have many of the features expected of modern game controllers. They also have an incredibly versatile and underutilised input that their biggest rival (Microsoft's Xbox One controller) doesn't have: the gyro.
    My goal with JoyShockLibrary is to enable game developers to support DS4, JoyCons, and Pro Controllers natively in PC games. I've compiled the library for Windows, but it uses platform-agnostic tools, and my hope is that other developers would be able to get it working on other platforms (such as Linux or Mac) without too much trouble.
    Included is a 64-bit dll and a 32-bit dll, both for Windows, and JoyShockLibrary.h and JoyShockLibrary.cs for using the dll in C/C++ and C# (Unity), respectively.
    JoyShockLibrary.h has everything you need to use the library, but here's a breakdown of everything in there.
    struct JOY_SHOCK_STATE - This struct contains the state for all the sticks, buttons, and triggers on the controller. If you're just using JoyShockLibrary to be able to use JoyCons, Pro Controllers, and DualShock 4s similarly to how you'd use other devices, this has everything you need to know.
    int buttons contains the states of all the controller's buttons with the following masks: 0x00001 - d-pad up 0x00002 - d-pad down 0x00004 - d-pad left 0x00008 - d-pad right 0x00010 - + on Nintendo devices, Options on DS4 0x00020 - - on Nintendo devices, Share on DS4 0x00040 - left-stick click on Nintendo devices, L3 on DS4 0x00080 - right-stick click on Nintendo devices, R3 on DS4 0x00100 - L on Nintendo devices, L1 on DS4 0x00200 - R on Nintendo devices, R1 on DS4 0x00400 - ZL on Nintendo devices, L2 on DS4 0x00800 - ZR on Nintendo devices, R2 on DS4 0x01000 - the South face-button: B on Nintendo devices, ⨉ on DS4 0x02000 - the East face-button: A on Nintendo devices, ○ on DS4 0x04000 - the West face-button: Y on Nintendo devices, □ on DS4 0x08000 - the North face-button: X on Nintendo devices, △ on DS4 0x10000 - Home on Nintendo devices, PS on DS4 0x20000 - Capture on Nintendo devices, touchpad click on DS4 0x40000 - SL on Nintendo JoyCons 0x80000 - SR on Nintendo JoyCons float lTrigger - how far has the left trigger been pressed? This will be 1 or 0 on Nintendo devices, which don't have analog triggers float rTrigger - how far has the right trigger been pressed? This will be 1 or 0 on Nintendo devices, which don't have analog triggers float stickLX, stickLY - left-stick X axis and Y axis, respectively, from -1 to 1 float stickRX, stickRX - right-stick X axis and Y axis, respectively, from -1 to 1 struct IMU_STATE - Each supported device contains an IMU which has a 3-axis accelerometer and a 3-axis gyroscope. IMU_STATE is where you find that info.
    float accelX, accelY, accelZ - accelerometer X axis, Y axis, and Z axis, respectively, in g (g-force). float gyroX, gyroY, gyroZ - gyroscope angular velocity X, Y, and Z, respectively, in dps (degrees per second), when correctly calibrated. Functions
    All these functions should be thread-safe, and none of them should cause any harm if given the wrong handle. If they do, please report this to me as an isuse.
    int JslConnectDevices() - Register any connected devices. Returns the number of devices connected, which is helpful for getting the handles for those devices with the next function.
    int JslGetConnectedDeviceHandles(int* deviceHandleArray, int size) - Fills the array deviceHandleArray of size size with the handles for all connected devices, up to the length of the array. Use the length returned by JslConnectDevices to make sure you've got all connected devices' handles.
    void JslDisconnectAndDisposeAll() - Disconnect devices, no longer polling them for input.
    JOY_SHOCK_STATE JslGetSimpleState(int deviceId) - Get the latest button + trigger + stick state for the controller with the given id.
    IMU_STATE JslGetIMUState(int deviceId) - Get the latest accelerometer + gyroscope state for the controller with the given id.
    int JslGetButtons(int deviceId) - Get the latest button state for the controller with the given id. If you want more than just the buttons, it's more efficient to use JslGetSimpleState.
    float JslGetLeftX/JslGetLeftY/JslGetRightX/JslGetRightY(int deviceId) - Get the latest stick state for the controller with the given id. If you want more than just a single stick axis, it's more efficient to use JslGetSimpleState.
    float JslGetLeftTrigger/JslGetRightTrigger(int deviceId) - Get the latest trigger state for the controller with the given id. If you want more than just a single trigger, it's more efficient to use JslGetSimpleState.
    float JslGetGyroX/JslGetGyroY/JslGetGyroZ(int deviceId) - Get the latest angular velocity for a given gyroscope axis. If you want more than just a single gyroscope axis velocity, it's more efficient to use JslGetIMUState.
    float JslGetAccelX/JslGetAccelY/JslGetAccelZ(int deviceId) - Get the latest acceleration for a given axis. If you want more than just a accelerometer axis, it's more efficient to use JslGetIMUState.
    float JslGetStickStep(int deviceId) - Different devices use different size data types and different ranges on those data types when reporting stick axes. For some calculations, it may be important to know the limits of the current device and work around them in different ways. This gives the smallest step size between two values for the given device's analog sticks.
    float JslGetTriggerStep(int deviceId) - Some devices have analog triggers, some don't. For some calculations, it may be important to know the limits of the current device and work around them in different ways. This gives the smallest step size between two values for the given device's triggers, or 1.0 if they're actually just binary inputs.
    float JslGetTriggerStep(int deviceId) - Some devices have analog triggers, some don't. For some calculations, it may be important to know the limits of the current device and work around them in different ways. This gives the smallest step size between two values for the given device's triggers, or 1.0 if they're actually just binary inputs.
    float JslGetPollRate(int deviceId) - Different devices report back new information at different rates. For the given device, this gives how many times one would usually expect the device to report back per second.
    void JslResetContinuousCalibration(int deviceId) - JoyShockLibrary has helpful functions for calibrating the gyroscope by averaging out its input over time. This deletes all calibration data that's been accumulated, if any, this session.
    void JslStartContinuousCalibration(int deviceId) - Start collecting gyro data, recording the ongoing average and using that to offset gyro output.
    void JslPauseContinuousCalibration(int deviceId) - Stop collecting gyro data, but don't delete it.
    void JslGetCalibrationOffset(int deviceId, float& xOffset, float& yOffset, float& zOffset) - Get the calibrated offset value for the given device's gyro. You don't have to use it; all gyro output for this device is already being offset by this vector before leaving JoyShockLibrary.
    void JslSetCalibrationOffset(int deviceId, float xOffset, float yOffset, float zOffset) - Manually set the calibrated offset value for the given device's gyro.
    void JslSetCallback(void(*callback)(int, JOY_SHOCK_STATE, JOY_SHOCK_STATE, IMU_STATE, IMU_STATE, float)) - Set a callback function by which JoyShockLibrary can report the current state for each device. This callback will be given the deviceId for the reporting device, its current button + trigger + stick state, its previous button + trigger + stick state, its current accelerometer + gyro state, its previous accelerometer + gyro state, and the amount of time since the last report for this device (in seconds).
    int JslGetControllerType(int deviceId) - What type of controller is this device?
    Left JoyCon Right JoyCon Switch Pro Controller DualShock 4 int JslGetControllerSplitType(int deviceId) - Is this a half-controller or full? If half, what kind?
    Left half Right half Full controller int JslGetControllerColour(int deviceId) - Get the colour of the controller. Only Nintendo devices support this. Others will report white.
    void JslSetLightColour(int deviceId, int colour) - Set the light colour on the given controller. Only DualShock 4s support this. Players will often prefer to be able to disable the light, so make sure to give them that option, but when setting players up in a local multiplayer game, setting the light colour is a useful way to uniquely identify different controllers.
    void JslSetPlayerNumber(int deviceId, int number) - Set the lights that indicate player number. This only works on Nintendo devices.
    void JslSetRumble(int deviceId, int smallRumble, int bigRumble) - DualShock 4s have two types of rumble, and they can be set at the same time with different intensities. These can be set from 0 to 255. Nintendo devices support rumble as well, but totally differently. They call it "HD rumble", and it's a great feature, but JoyShockLibrary doesn't yet support it.
    Known and Perceived Issues
    Bluetooth connectivity
    JoyShockLibrary doesn't yet support setting rumble and light colour for the DualShock 4 via Bluetooth.
    JoyCons and Pro Controllers can only be connected by Bluetooth. Some Bluetooth adapters can't keep up with these devices, resulting in laggy input. This is especially common when more than one device is connected (such as when using a pair of JoyCons). There is nothing JoyShockMapper or JoyShockLibrary can do about this.
    Gyro poll rate on Nintendo devices
    The Nintendo devices report every 15ms, but their IMUs actually report every 5ms. Every 15ms report includes the last 3 gyro and accelerometer reports. When creating the latest IMU state for Nintendo devices, JoyShockLibrary averages out those 3 gyro and accelerometer reports, so that it can best include all that information in a sensible format. For things like controlling a cursor on a plane, this should be of little to no consequence, since the result is the same as adding all 3 reports separately over shorter time intervals. But for representing real 3D rotations of the controller, this causes the Nintendo devices to be slightly less accurate than they could be, because we're combining 3 rotations in a simplistic way.
    In a future version I hope to either combine the 3 rotations in a way that works better in 3D, or to add a way for a single controller event to report several IMU events at the same time.
    I'm Jibb Smart, and I made JoyShockLibrary.
    JoyShockLibrary uses substantial portions of mfosse's JoyCon-Driver, a vJoy feeder for most communication with Nintendo devices, building on it with info from dekuNukem's Nintendo Switch Reverse Engineering page in order to (for example) unpack all gyro and accelerometer samples from each report.
    JoyShockLibrary's DualShock 4 support would likely not be possible without the info available on PSDevWiki and Eleccelerator Wiki. chrippa's ds4drv was also a handy reference for getting rumble and lights working right away.
    This software also relies on and links signal11's HIDAPI to connect to USB and Bluetooth devices. Since HIDAPI is linked statically, .objs are included. Since .objs may need to be compiled with the same compiler version as the dll itself, HIDAPI itself is included in a .zip.
Conéctate para seguir esto  

  • Crear nuevo...