#Modding the MGS1 emulator
1 messages · Page 3 of 1
nvm, I'm just dumb, you have to do it through the squirrel debugger, which makes total sense, that was a n00b mistake
I just misunderstood
hhmmmm, I don't think this emulator can actually upscale, it reads the argument and responds by automatically applying the filter, but the image itself is definitely still native
I completely misunderstood and I understand this now lol man I am dumb, sry trying to do my work and do this at the same time
OK so I used this to add a few more command line arguments and I can FINALLY play the game with my normal 120 fps and gsync enabled
--FrameLimit 60
--vsync
well a couple more
I know enabling vsync seems like a bit much when limiting frames to 60 but I was still getting audio crackling until I added it
now the game finally seems stable for real, I'm going to take off the compatibilty mode now and see if it just runs right or not without any odd work arounds
no joy
Still have to run in vista compatibility mode or you get garbled audio
well at least that's couple more things down
At least there's no more changing monitor resolutions specifically for this game and this forces the window and fullscreen mode to blow up so now I'm not getting input lag even in the regular fullscreen
you can alternatively just use one of the fan-translated romhacks for MSX rather than the official ports, you honestly might find better luck there
Is it not an intentional choice on an emulator's part to render native resolution before upscaling to fit screen size? I feel like the choice of render resolution is something that would be coded in somewhere and in theory tweakable
Yeah I was misunderstanding nuggs post that's all, lots of misunderstanding and I feel like a n00b for it lol
I'll drop it some time tomorrow, I have to actually do some work now or they might start getting suspicious lol
Do you mean the emulator itself or the game?
The game itself, without those two command line arguments added every time I would keep my monitor at 120hz with gsync the frames were jumping everywhere and the game just wasn't working
ah, my next hook was a race
borrowing emoose's memset stuff
prob makes other things more stable too
are you talking about the stuff for xinput to fix the analog issue?
no
my bad, it's just that when I googled it this was the first thing to show up:
https://github.com/emoose/Xb2XInput/blob/master/Xb2XInput/XboxController.cpp
nah emoose is working on lyall's fix for mg1/2+mgs2/3
i tried to make my plugin as similar as possible to theirs in the hope that people would work on both lol
mgshdfix can't really support mgs1 (mgs1 is 32-bit, for one)
if i could've just added mgs1 stuff to mgshdfix i would've done
they had an issue where patches were getting applied too late because the DLL runs in its own thread
so you're in a race against the game
i finally hit that issue with what im working on atm
i've sorted it by doing what emoose did
Well don’t keep us in suspense! Watcha working on?
☠️
its not too exciting lol, i've said a few times, a way to change a bunch of those initial options
some of them have cmdline args
but not all
and i want the default res to be desktop
oh ok
hopefully once this is done I can focus on the emu itself fully
i wouldn't know tbh my gaming is always 1080
Its really strange that you can do a 4k window but not fullscreen
Hmm 🤔
Should just be a matter of finding CreateWindowEx and changing the flag
indeed
By the way, what does the debug setting expose?
The one you enabled via your project
saves line info when the compiler runs
As in? Whatever is being run or debug prints?
it inserts debug opcodes into the squirrel bytecode
that reference the current script line
you can implement windowsforms to it?
Aha neat, useful. Thanks
Not to toot my own horn but man does that CRT filter make this game look so much better or what?
Konami should have hired me to make the filter. Hell I woulda done it for free lol
You herped a derp!

Sorry I was trying out some of the default options and they’re a joke
I had to go right back to the shader I made after seeing that
useless things, lets go
That means everything
offended?
@pure radish What did you compile your project with? Cgg? Clang? MSVC?
Great the only compiler I haven't installed yet lol. Thanks
Probably some optimizations get applied and it fucks with something
either way its working great I can just copy things out of IDA and they assemble
Yey, finally managed to compile it. It took years to install ICC
yeah its crazy long
oh gawd
there's 3 VM instances not 2
one of them seems permanently suspended
I assume it was used for compilation only
yeah I noticed multiple VM instances
Anyway, are asi files just renamed dlls?
Never worked with asi loader
yeah
Oh okay good
It doesn't do anything. Just checked
Do I have to replace my current Java path with the old version?
Well too late now I'll use that version and completely forget it, and then spend hours trying to figure out why my java apps don't work

downloaded the wrong one so now I have to wait 4 years 
LOL
Oh nuggs, do you know if your fix works on linux too? No clue what Wine does to the memory internally
so idk if the signatures / offsets remain exactly the same through it or not
it works on steam deck
Nice, good to know
so i'd hope so
Kill me
Where is the server that I'm downloading from
Neptune
Did you just drag & drop the SQDev folder inside eclipse's to install the plugin?
okay yeah installed the one you attached and now it shows up
Welp. Did you do anything in particular?
"NullPointerException"
Foxdie'd
One step forward, two steps backwards.
Nothing happens. It seems like it successfully connected tho
it doesnt appear to do much and its not the best debugger ive ever used
but i got breakpoints working
Ah, then I must have had wrong expectations about what it was capable of. Let me see if breakpoints work
Ah but wait, how are you supposed to put breakpoints if the unpacked script files have nothing to do with whatever the game is running? 
why isnt the game running them?
How can it? The game can run unpacked alldata.bin?
well the game mounts it and accesses the same unpacked scripts at the end of the day
the scripts arent in there for a laugh, the game is running them
Well yeah sure, but the game is running the scripts loaded through the alldata.bin file, not at whatever I unpacked in a second occasion and I'm staring
your machine isnt running your C source when you attach gdb either
but yeah you can edit the scripts and throw everything completely off
yeah but then I have to yell at the assembly code heh
Aight thanks for the answer
debugging the squirrel bytecode would probably be terrifying
yeah I don't even want to think about that
the squirrel VM is already annoying by itself
kinda, but it's incredibly helpful for showing us around
so I finally got MGS working perfectly without having to change my refresh rate or anything, however, it turns out its a combination of settings in the actual video card
this time I got frame limiting to work in the nvidia control panel, last time I tried that it broke the game, but I also tried a bunch of other options as well, I"ll post everything I changed in a moment
idk why ur having frame rate issues bro
the game seems locked at 60
on a 144hz monitor
alright work has officially lost me for the day due to the fake phishing email that requires that you do training for merely clicking the link, not even logging into the form
they can get stuffed
“Sir, it has come to our attention that you clicked on an illicit link sent out by our IT department as part of our efforts to maintain standards of cybersecurity. Due to your failure to meet the standards of this policy we require you to retake all cyber awareness training. This keeps our environment safe and secure for all workers. Thank you for your cooperation.”
As someone who works in that department, I hate to say it but it had to be done because I can’t tell you how many people are just determined to open every single email and click every single link in said email
From the perspective of the guy who has to fix that…please don’t do that lol
i mean it doesnt matter where i get the link from, an email or web browser
internet is full of shite
There’s better ways to track all that though lol
you really can't assume at the point of a http get request that links are all trusted and squeaky clean
look at how much shite your adblocker is catching
its always going to require someone use their head
breh, did you at least look at the header to see where it was coming from before you clicked?
bro it could've been my-great-website.com and i would've clicked to see what it looked like in the browser
email is inherently insecure
Yeah you’re IT department hates you and with good reason lol
yeah no shit i had to bypass their antivirus because it slowed our builds to a crawl
Oh yeah, you get yelled at a lot
anti-engineering department
well just don’t get mad when chinama steals it and releases it before you do

On another note, did you drop v.03 with the fullscreen borderless?
nooooo i am currently firefighting, but will do when I've put it out
Alright cool, just patiently waiting so I can use that instead of fullscreenizer on the mod thats currently on nexus
Gonna make a nice neat little package that is going to be much easier for everyone
Like just a .exe installer and the nvidia profile
Oh also did you ever actually get it to default to the same resolution as the desktop in windowed mode?
yupp
Nice!
One more thing to cross off my list for the installer then
I had multiple config files on standby but no need for all that now
I have no idea what that means but cool!
yeeees
sorry it was a bit delayed
The average Nintendo Direct. I would have gone longer, but my video editor kept crashing.
it seems rock solid now tho
back to work for me...

i do hate getting those sneaky phishing emails, but at least my employer doesn't make me do training for clicking it
ive never been phished
so i must be doing something right
hey if its a phishing attempt I want to be able to rate it out of 10
i cant rate it if im not even allowed to click it
oh man...I just put this all together
the CRT filter, the patch nuggs just dropped, the nvidia card settings
all I can say is....wow
it's almost perfect
im not touching any of that core VM hooking logic again lol
im confident in this stuff
hope I can just poke at the emu now
I think about the only thing that needs to be fixed now is the analog movement issue
is anyone here with an xbox controller experiencing input lag on 1
like, this level of input lag
might ask in #bug-reports too
it didn't feel that bad when i played yesterday
I beat MGS1 last night and didn't really notice any input lag. Not saying it's not there, but it felt very similar to when I last played the game on my PS1 decades ago. It felt very responsive on my Xbox Series controller (using it wired not wireless).
the original game wasn't suuuuper responsive so anything extra caused by this emulator will probably be noticeable
if the input handling goes via all the squirrel stuff, well, that sucks a bit
not sure personally
plugin can probably be optimised too.. but little point doing that until it becomes clearer what the most efficient way to apply different patches is
still in a learning phase really
Could be placebo, but controls feels more responsive with your mod. But it's probably placebo on my end lol 😅
Fighting liquid sucked with the input lag it was like ice skating fist fight
Thats not input lag. Thats the 8 way run thats terrible. That fight feels complete different on a real analog stick
Another terrible one is the sniper wolf fight
Analog is supposed to be for fast aiming
And dpad for slow
All we get is slow
I managed to get inputs down fine, my issue is getting in range to hit liquid. Either I overshoot or I get just far enough for him to get one hit and I get punished with a 2 punch combo for it
Yeah thats the 8 way run at work
Feels like everytime I'm ready to throw hands with him, Liquid's already moved away
You can’t get precise movements like the real analog stick
i just played it in both swanstation and the steam version and theres no input lag in either
Thats no placebo, thats an actual scaling effect
When I play in fullscreen the input lag is unbearable
But with the windowed borderless scaling up to 4k it’s excellent
borderless windowed user here, still unbearable
i see "pad" and i get excited ldskjflksd
oh
i got analog input working
i mean i think i did
lmfao
i havent played the game long enough to know
but it seems very smooth
let me try w/o the change
god how am i supposed to tell
im too stupid to be able to tell
See if you can rotate Snake in very tight circles
in a single place with out actually "moving"
You defo cant do that with dpad controls/bindings
Go into first person view. If analog stick works, you can look up down at all sorts of angles instead of sharp up/down
going prone and going in a circle is also a good way to test it
so one thing i've figured out
steam input is actually configured to block analog input from the left stick going to the game
so unless you undo that to map the left stick as a stick, you have no chance
steam is actually mapping it to the dpad
OK that suggests that this is steams fault, now I want to buy the console version to compare and confirm
We can always pester someone that owns a console version of the game instead
No, it's the same on switch
Do you own the switch version and can confirm it?
Not right now, but I can do that
Does the camera snap up and down when you view in first person with left stick? Rather than slight movement?
I'll buy it and check everything later this day
You don't need to buy it lmao
Unless you want to get it on consoles don't buy it just for the sake of experiment
I thought piracy is prohibited here 😅
It is you don't need 2 versions of the same game is all
I'll just look at ps5 streams of mgs1
Dew it!
Okay, then I'll "borrow" it later this day lmao
https://www.youtube.com/live/Dh4vyEKoQZQ?si=GHYVnSKrg2qPIfYJ full playthrough big boss attempt on ps5 version if anyone of yall wanna help me dig through that
Big Boss Rank requirements:- Finish The Game In 3 Hours Or Less- Use No Continues- Use One Or No Rations- Kill 25 Or Less- Found 4 Times Or Less- Save 80 Tim...
Nevermind found it, ps5 does have joystick. 4:26:00. He can crawl more than 8 ways in getting psg1
Well that complicates things doesn't it? Doesnt mgs1 only take steam input to control through controllers?
I actually don’t know, I have a dinput controller, I can try to bypass steam input and use that
Someone else told me all versions uses DPad for stick ;;
i have ps5 version and it does use 8 directional movement no matter what
Thank you sun
Seems I'm delusional default don't mind me
yeah i was watching dlimes stream mgs1 MC on ps5 and it only has 8 directional movement, bummer
so its not a steam issue i guess
hmm
oh shit
how do i change this to a left stick tho
i DID change to this tho
ok i set it to the standard "gamepad" layout
i chaged the controller layout and nothing works
no buttons work in the game
Because you need to use game actions, not controller input
Look at community configuration and hit square or x to grab someone else's. For some reason with this game game action tab disappears if you have no more game actions on controller
oh, weird LOL
Extremely, they didn't try to implement controller support for emulator they just let steam handle the heavy lifting
i still dunno what to do to actually make it analog
this works very weirdly
i don't see any option to make it a stick
well, a left stick
Because they removed it for this game specifically apparently?
Actually they just renamed joystick to rightstick for some reason
But yeah making rightstick read as left stick does nothing. You'd need to make it use Directional Pad or stick is worthless
what the fuck...
Exactly. There is no proper left stick control at this point.
Analog emulation is basically steam input pressing directional pad inputs in a very specific timing to make it FEEL like it's analog control. Its not perfect. Lightly move stick up and it presses up repeatedly instead of holding it, holding up and slightly right holds up while it tosses some rights into the mix.
Same reaction when I was testing it lmao
What does the mod do? 4k internal res?
Adds scanline, smoothing, dotmatrix, borderless, native resolution ( not the internal emulator resolution ), debugging for devs
i guess my question wrt the analog issues is if that sort of thing would even theoretically be possible to fix via mod
konami put out a list of issues that are "under investigation" for future patches but analog fixes were not on it
so it sounds like an official fix may not be coming
"Added save functionality improvements"
did they make it so that alt+f4 saves the game now
I may have a type of fix for the analog issue, it won’t be perfect, but it’ll be better than it is now if it works
I’m gonna try it tomorrow
At work now and I’m gonna crash after that, this whole 3 hours of sleep thing aint working out
“Don’t be so dense.”
The new update for MGS1 fixed save sync issue and added keyboard controls were put on online manual
i'm gonna play the devil's advocate here but does MGS1 even have analog support?
didn't PSONE simply emulate a dpad into the analog?
Yes, it has
No, it didn't
p sure it did for most games
again idk about mgs, just talking generally but psone didn't come with analogs initially
Most games it did. Mgs1 had proper joystick implementation though
Initially yes, but after the Dual Analog controller and Dual Shock lots of games supported analog control
I can grab a video of it in action if you want
the playstation dual analog controller came out in april 1997; mgs1 came out september 1998
also vibration wasn't added until the dualshock, which came out november 1997, and mgs1 supports that too
good info! didn't know rumble wasn't initially a thing
It actually was in Japan
The US and European versions of Dual Analog didn't had rumble, only on the Dualshock afterwards
More fun glitches! If you keep mashing a direction fast enough snake just starts running that way
No fast taps for you!
MGS1 Master Collection on Switch
MGS1 with Duckstation on Switch
i actually didn't know that the japanese version of the dual analog controller had rumble
that said the initial ps1 controller that released with the console in 1994 had no vibration and no analog sticks in any region
Vibration was reportedly dropped due to being prone to malfunctioning but on the Dualshock issues might have been ironed out
yeep, analog support is going to be a fair bit of work
does the game use the right stick for anything?
as a consequence of that steam input thing we discovered, the game exe is not even querying left stick via steamapi
however I am fairly confident the M2 stack supports it
Pretty sure it doesn't
that is really weird that they bound it, then
i'll have a think, there's several ways of going about this but it's not going to be as simple as changing a line in the scripts
if right stick definitely isn't used, there might be a way of redirecting it to the left stick via squirrel and then swapping it across in the steam controller config
implementing the stick so that both are supported will be more involved
either way, pretty ugly that it would require editing the default controller config
wonder if there's a way to replace the inputhub backend via squirrel
did the update change the exe? if so, ugh
might've...
why they implement the right stick

hmm
i think this could be fixed by replacing one function
btw i tried a rather optimistic patch for the internal psx resolution... crashed the app xD
requires more than the 5 seconds of effort i gave it for sure
ok ive bypassed the steam issue
so there's an actual left stick being seen by the M2 framework
Im sorry for being late! Rightstick is not used for anything in 1. Also, for some reason, when you change joystick behavior joystick is renamed to rightstick
Mgs1 is the only game where that happened
it's very strange they borked the steam input config like that
because the squirrel scripts also apply a dpad mapping to the stick
obviously, because other platforms don't use steam
Steam tends to be damaging to computers obv
there's like a million separate layers you have to patch to get the stick to work lol
whatever they did to disable it, they did it at every level
It's interesting how MGS1 is the only one with a pre-selected custom steam input profile. It even auto-selects and uses it for the Steam Deck.
All the other games in the collection just use the regular ol' "Gamepad" input profile
To me it sounds like the ones making that preconfigured steam input profile didnt even know there was analog movement in MGS1, hence they bound the stick to DPAD keys.
(in addition to the setup of the controller emulation in the M2 emulator that is, of course)
Was this game the first joystick game m2 handled?
the whole thing sounds so bizarre
apparently
the right analog stick is used in the manual
can anyone confirm that? my game's analog is uhhh
The right stick isn’t used for anything. I’ve literally played this game over 100 times and I can tell you it’s just disabled.
no
i mean
the ingame manual
you havent played the mc version 100 times lol
you can get the manual up by opening that stance menu thing
Oh, well that’s true, OK let me rephrase this lol
The right stick doesn’t do anything important!
yeah yeah im just checking
what its actually mapped to in mc
its a fact that the steam input stuff has the right stick bound
it seems like it controls the manual page navigation
i cant check as my game is borked lol
Oh. Let me confirm as I’m 99% sure you can use the dpad for that as well
OK so it only moves the page view as you zoom in. But you can do it with a left analog stick as well.
yeah the left stick will be just because it maps to dpad
but the right is being handled as analog
to eliminate one variable it would be good to get a disc rip of the game running in the emu without their patches
if I'm doing all this work and they actually blocked it in the psx code too...
I already checked that, there isn’t
Only thing edited in the actual image is the pointers to patched in textures
ok, good to know
there is so much code in there for analog so eventually it should work lol
Just keep changing values till it works lol
i wonder if the issue is the analog button
i.e. it's not pressed and there's no way to press it

christ
What analog button?
Steam does have an always on key command that keeps the key held no matter what. Maybe you could bind it to a key?
ps1 dualshock controllers had a button in the middle called ‘analog’, it was a toggle to allow analog movement via the analog sticks
if you didnt toggle the button to on, only the dpad would work
Oh i forgot that button even existed
alright here's a yolo from left field
try the F keys while the emulator is open
that's the default to change it in almost all emulators so eh, worth a random shot in the dark to see if they actually put it in there
well that didnt' work
ah well
That's probably most emulators intentionally doing it so you'd have a way to toggle it. If m2 wanted sticks they wouldn't hide it lmao
can you still use the fast forward thing after the update?
I didn't even know it was a thing to being with
So here's another thought, is there a way to inject direct ps1 input into the game?
dpinput instead of xinput
and bypass steam input altogether?
actually scratch that, it still wouldn't press the analog button
Wouldnt analog button be on by default?
Nope, this is a ps1 game
most ps1 games had it off by default and you had to press it
it wasn't until the ps2 that games came with it on by default
i don't think so, when i used to play the ps3 version of mgs1 i always had to turn on 'analog mode' in the settings, i'm surprised the stance menu in the master collection doesn't have this option lol
Solution: turn the M2 emulator into a PS2 emulator
When I was pissing about with Cheat Engine with MGS1 Master Collection, the actual emulator and frontend have no analogue implementation at all. But the controller interface does read the X/Y coordinates of both analogue sticks.
It's just, in the translation to how the actual program operates, it translates it down into the D-pad.
So what I mean is, even the main menu before you boot the emulator is pretending the stick is a d-pad.
So it's not even an emulator thing but the launcher itself?
would this even be the sort of thing a modder could fix?
I don't see why not. But at this rate Konami might just implement the thing themselves
Hi
This method is tested with Frontech JIL 1731 genetic USB Joystick ( USB Gamepad ).
Download the fix from the link below:
https://mega.nz/file/CiZgTAYQ#mswQg76TZnFJ_q05UCdDojF53wy39F_AfNQ5wxNTcFY
Happy gaming!
I'm studying this to see if maybe there is a possible fix
the only problem is I don't think this will work because there is still the analog button issue
I just had another idea I’m going to poke into. Patching the image files themselves
I know for a fact you can patch playstation 2 images with controller remaps so if theres a way to rebind the analog button to controller combo instead using an image patcher then this might work
it'll still need some M2 shenanigans
problem is the emulator has a million different options for analog
working out which ones we actually need to change is hard because of the combinatoral explosion
one thing I have which we definitely need is the thing that solves the steam input issue
I solved that at the moment by patching the game's inputhub to write the r_move data to the left stick instead of the right
with that, it still has the left stick dpad merge enabled (which I assume is for non-steam users)
but even with patching the right stick to the left stick and disabling the direction merge, the left stick just does nothing
I worked out that the EmuTask init function has an "archSubInfo" parameter which has a few controller related bit fields, one called USE_ANALOG, but that doesn't solve it either
there's also this "EmuKey" feature which I'm extremely suspicious of, but not sure what it does yet or how it works
so I've found lots of individual separate ways of breaking the dpad mapping, but even with all of them enabled it still doesn't have analog input
setting the USE_ANALOG archSubInfo flag by itself is enough to break the dpad mapping, which has to mean something
the analog button might be the last thing needed
I know there is an M2 function for binding the analog button but I'm still working it out
the problem is if something I've tried actually breaks it in a useless way, I have to experiment with all of the possible combinations of patches
when I have like 8 patches that quickly becomes time consuming
2^8 is a lot to do by hand lol
have to be a bit more intelligent than blind guessing
I'm going to work backwards instead
I've found the emulator code for setting the pad registers
I'll try to work it backwards to the M2 stuff
Analog Mode Note
On power-up, the controllers are in digital mode (with analog inputs disabled). Analog mode can be (de-)activated manually by pushing the Analog button. Alternately, analog mode can be (de-)activated by software via rumble configuration commands (though that's supported only on newer pads; those with two rumble motors). It is essential that emulators and any third-party hardware have a way of manually toggling analog mode, similar to original analog controllers, as certain games like Gran Turismo 1 will not attempt to enter analog mode on their own, even if they support analog controls and detect an analog controller.
Since analog pads boot in digital mode and will return the same ID byte as digital controllers, the most common way of distinguishing between the 2 is to send a Dualshock-only command (Typically command 43h - enter/exit config mode) and seeing how the controller responds to it.
The analog sticks are mechanically restricted to a "circular field of motion" (most joypads can reach "min/max" values only in "straight" horizontal or vertical directions, but not in "diagonal" directions).
i can try and give you a build of my fix with extra analog stuff enabled if you make some progress on patching the images
i could push it to git on a branch but you'd need visual studio and the intel compiler to build it yourself
im still working on it on my side
i might try and sort the steam input thing properly sooner rather than later, at least that is completely clear to me what needs to be done at this point
i found the function that reports the controller type to the game
and yes, it supports analog lol
the m2 emulator core looks quite nice
code is very simple to follow
Would it be possible to simply port another game into the emu? Asking out of curiosity
definitely
can it emulate a better emulator
i wonder what this "overdrive" feature is
is that the fast-forward thing that they accidentally left enabled
One way to find out nuggs. Set it to maximum
lol
ok, fuck it
it crashes the emu but it might be because I'm trying to enable it too early
I need some better event detection
my DLL has basically no idea when the game is actually started, at the moment
I can technically do it by checking the squirrel file / line number but thats a bit shit
Why is squirrel shit
i quite like squirrel itself
its made this 10x more interesting than doing this for most games
im doing it to fix the game but im also doing it to learn
Were you able to get the analog functioning? Just want to make sure before I go patching this image file
no, not yet
Alright, I’ll keep looking into this then
Yeah. I did go that route but stopped after a few attempts. I wanted to go with a different route altogether by changing the scripts themselves to see how the emulator would behave and them repack them to see if there'd be some change, but unfortunately I only have time during the weekends
i was crunching until 3am most nights when I was getting the patch going lol
i can relax it to 1am now i think xD
I just don't understand why they made it THIS hard to just have analog support, I mean really, that's some basic functionality missing right there
yup, im expecting them to add analog support in a patch someday
Yeah cuz konami is really well known for fixing issues....nope can't keep a straight face
well idk i was really surprised about the interrogation control change
they are being EXTREMELY slow, like, all this shit should've been patched day 1, but, i still have hope they'll get to it
its definitely not hard if you have the source code 🙂
and yet it's not there, which lets me know they don't care and aren't going to fix it anytime soon
im wondering if there's some major issue with it
maybe on like one platform
so their fix was to disable it for everyone
I mean, it's just analog, I highly doubt it
oh god
there's "setUseOverdrive" and "setOverdrive"
see what i mean
wtf is the difference
imagine this but for analog and 10x worse
setuseoverdrive is on and off and setoverdrive is the amount?
My OOP teacher would yell at them for these terrible names hah
got their debug prints working
ahh, shet, perhaps i know something about the analog button now
Share the class nuggs we wanna know
I hope you're fairing better than I am, I managed to find out how to reconfig by iso patching but the script I found doesn't include the analog button
I have their button mapping system reasonably well understood now
so hopefully can try and map something to analog later
Nice. Remember if you can't use controller input just use a keyboard key, steam has a way to bind those on controllers
they've bound R3/L3
I will probably just use R3
L3 could get annoying as you'd possibly turn analog off while moving it
long-term we can probably update the config and add more buttons
short-term R3 will do
Doesn't that still leaves us with the problem of left stick? Its not bindable through steam input since all inputs are made through game actions
yeah, i have a workaround for that which will work short-term
Oh nice so we'll be able to see if this path works
i've modded my steam config to apply RightStick to both left and right, and then patched the MInputHub code to map the right stick movement to the left stick
i know it works because then I can move the left stick and with the squirrel scripts enabling direction merge, snake moves (but still only 8 directions)
Still crazy they went out their way to not implement actual controller support but emulate a controller
if i turn off the direction merge, i can no longer move snake
if I turn off the direction merge and use the original steam config, i can move snake again
which shows they have this silly redundancy when it comes to steam
there's two things separately trying to map it to dpad
Didn't someone say there was a cheat engine code to allow joystick injection or whatever? Could use that to make sure the game analog controls actually work first
Was mentioned awhile back
Oh nevermind the controller through that also ends up as DPads
would be nice to fix it so it doesn't use game actions
Jiko was the one that mentioned pissing around with that idk cheat engine myself
We have keyboard for that
it's doable, basically hook the MInputHub function and drive the SteamAPI yourself
aka still use steam input but implement it for normal "gamepads" not game actions
I know but I still think it'd be far easier to just use only sticks from gamepad and keyboard for everything else
Not like 1 has button sensitive inputs or triggers
TBH I don't know how the keyboard input is actually working
Afaik
I think steam might be handling that too
Game Action is actually just keyboard input
If you try to start MGS1 with a dinput controller WITHOUT the default config, the game launcher registers that as a keyboard
And there was this one guy in steam that kept insisting there was no steam api
So game action might just be keyboard for all we know
i know for a fact the game is calling steamapi for controls
i've seen the code for it lol
it's what i've patched
Yeah idk why that guy kept insisting it. Even kept linking to steamdb for that
it basically samples a bunch of buttons and copies them to different offsets in a struct
and next to the right stick position there are adjacent offsets for the left stick position
but the steam code isn't fetching left stick data, so those fields are not assigned (without my patch)
Idk I'm just saying there's gotta be a reason they just went out their way for all this shit when emulator had support for it. Keyboard sounds likely to me
there probably is a separate input path besides the steam one
as you can turn off steam input entirely and buttons still sorta work
Really?
yeah it goes beserk
it thinks a button is being constantly held
so it navigates me to the bottom of menus etc
Why is m2 like that tho
the code does support multiple input backends
i'm just most familiar with the steam one atm
Would comparing codes help cause isn't there another m2 game you can look at
Idk if anyone had analog control tho
not really, because yeah, analog doesn't work anywhere
might as well continue with the steam one
for the time being
as i know i have left stick being passed correctly to MInputHub now
Doing a better job at creating analog support than m2 themselves
they have that line in the script for other platforms
which maps left stick to dpad
::g_emu_task.setInputDirectionMerge(DirectionMergeFlag.LEFT_STICK);
::g_inputHub.setDirectionMerge(DirectionMergeFlag.LEFT_STICK); // 方向入力マージ:ON
you can assume that the scripts are the same on all platforms
where there are differences it usually has some getSpec() == "nx" or something
rather than them shipping different scripts they just have console code conditional
but for all platforms they do this direction merge thing
there is no playstation button supported in the game
that comes from the steam config
No i mean like, wouldn't that determine button prompts
not sure what you mean
yeah
So i thought that code was referring to the button prompts launcher would default to
so I haven't pushed this yet but we have:
typedef enum {
BUTTON_A = 0x1,
BUTTON_B = 0x2,
BUTTON_C = 0x4,
BUTTON_X = 0x8,
BUTTON_Y = 0x10,
BUTTON_L = 0x10,
BUTTON_Z = 0x20,
BUTTON_R = 0x20,
DOWN = 0x40,
LEFT = 0x80,
RIGHT = 0x100,
COIN = 0x200,
SELECT = 0x200,
START = 0x400,
UP = 0x800,
DISCONNECTED = 0x1000,
BUTTON_L2 = 0x4000,
BUTTON_R2 = 0x8000,
RPD_GC_POS = 0x2000000,
RPD_GC_NEG = 0x4000000,
SHORTCUT = 0x20000000,
MENU = 0x40000000,
RPD = 0x80000000,
} M2EpiPadFlag;
typedef enum {
MD_6B_DISABLE = 0x1,
MD_MULTITAP_0 = 0x2,
MD_MULTITAP_1 = 0x4,
USE_ANALOG = 0x8,
DIRECTION_4 = 0x10,
} M2EpiArchSubInfo;
typedef enum {
BUTTON_CIRCLE = 0,
BUTTON_CROSS = 1,
BUTTON_TRIANGLE = 2,
BUTTON_SQUARE = 3,
BUTTON_R1 = 4,
BUTTON_R2 = 5,
BUTTON_R3 = 6,
BUTTON_L1 = 7,
BUTTON_L2 = 8,
BUTTON_L3 = 9,
BUTTON_SELECT = 10,
BUTTON_START = 11,
BUTTON_TOUCH = 12,
NUM = 13,
} PlatformButtonId;
then, the steam game actions:
"Action_RMove" "RightStick"
"Action_Up" "Up"
"Action_Down" "Down"
"Action_Left" "Left"
"Action_Right" "Right"
"Action_A" "A Button"
"Action_B" "B Button"
"Action_X" "X Button"
"Action_Y" "Y Button"
"Action_Start" "Start Button"
"Action_Select" "Select Button"
"Action_L1" "L1 Button"
"Action_L2" "L2 Button"
"Action_L3" "L3 Button"
"Action_R1" "R1 Button"
"Action_R2" "R2 Button"
"Action_R3" "R3 Button"
you can kind of see how it works from this
it's something people do with enums where they call the final entry "num" because the value represents the number of other items in the enum
it's not a real button
its just saying "there are 13 buttons"
aka circle through to touch
Oh that makes sense
it's not for a different game, it's for M2's entire framework
so it supports other consoles
and psx
that's why you see megadrive items in archSubInfo
I's assume coin would be for arcade
yep
They've done arcade ports
so we have the steam layer which maps buttons to PlatformButtonId, and then the PlatformButtonIds get mapped to M2EpiPadFlag
analog is handled separately, you use a different function to set up the binding
The hurdles just to make analog control to work
It almost makes me believe M2 were spiteful and deliberately made it to not have analog in the game
Would make sense konami sounds like they done them dirty
Still high on the pachinko life
I heard a theory that this emulator might have been for another PS1 game
Which one?
Just that, that it was supposedly for something else
Maybe a game that didn't support analog so they implemented the digital to analog thing
It is weird as vibration works so it is the dualshock being emulated there
Imagine if it was policenauts
Lol
I think the PS1 version was released before the Dual Analog controller
But if there is a rerelease I'd prefer for them to use either the PC98 or Saturn version
Was thinking of a fuckonami motive tbh. But damn pc98 that old?
It released first on PC98 in 1994. Honestly I prefer how that version looks over the later releases
Sadly there is no translation for it
I thought it didn’t have as much content as the saturn version?
I know the saturn version lets you use a lightgun for the shooting sections which pretty much makes it my fav version by default lol
Saturn version has the most content I'm sure, it also has the most controller options
I mostly want the PC 98 version cause of the aesthetic lol
And mouse is fine for playing that version
I know it is, but it doesn't have the cool factor of the lightgun, which I know is purely subjective but I don't care lol
Yeah, the psx versions is kind of annoying to control when you're used to mouse and keyboard
Wish the translation patch apllied to other versions
There is a translation patch for the Saturn version and it supports the mouse
However if you were to emulate, I'd recommend to switch to light gun during the shooting segments
Mouse on Saturn version is pretty slow
but it does look better overall
probably has the best sound quality of all versions as well
that is subjective though
Yeah I think so. I just want a translation of the PC 98 cause of that pixel art lol
I do still like the anime of the Saturn version
I get it, but yeah anyways....back to the topic at hand I'm trying to see if I can work something in cheat engine again
I had already found all the values for movement before, but now I'm taking a different approach
I'm going to see if it's possible to find an analog button within the values scanned by cheat engine
I'll test it out once I'm back home
Damn, completely missed this! I only remember waiting patiently for the psx patch to drop, when I was hanging out at JunkerHQ. Time for a replay then.
well cheat engine is a no go because the exe has about a bajillion constants when it really shouldn't
Also I set the right analog stick to ouput as left stick, it no longer works even in the menus
so that really does mean that it's totally locked out of the game that way
does anyone have any idea how to edit a PPF file?
If M2's tools are so ubiquitous and general, look at other examples. Have they made a PS1 emulator before?
I can't find any. Maybe they did and I don't recognise the game.
Yeah I'm trying to find out if there's a way I could patch the isos with a PPF to enable analog from the start
I have a ppf file but I have no idea how to edit or view the thing
apparently someone patched full analog support into armored core 1 on the psx
Probably the PS1 games for Megaman X Legacy Collection 1+2?
I would say that explains the lack of analog support except it has rumble
Made a quick check on Megaman X6. Game has rumble support but the analog sticks don't do anything
I guess that could explain the digital to analog thing if that's the case for the X collection
Checked X6 on the Legacy Collection as well, the analog stick controls the character and rumble also works. So yeah, definitely a digital to analog implemented here
Really seems like KONAMI just used the thing as-is then. Shame.
And I just went down another rabbit hole
patching the game to enable analog is pretty much a no go
in theory, it's possible, but in practice not really
under analog mode note it actually has everything listed in the order it has to happen in to actually activate the analog mode
as it says in the docs, you have to put gamepad in control mode, send some bytes, read some replies and so on a couple of times
while probably disabling some interrupts
In theory, this should do it:
#define TX_RDY 0x0001
#define RX_RDY 0x0002
#define SIO_DATA ((unsigned char)(0x1f801040))
#define SIO_STATUS ((unsigned short)(0x1f801044))
#define SIO_CTRL ((unsigned short)(0x1f80104a))
#define SIO_BAUD ((unsigned short)(0x1f80104e))
unsigned char pad_cmd[] = {1, 0x44, 0, 1, 2, 0, 0, 0, 0};
unsigned char config_cmd[] = {1, 0x43, 0, 0, 0};
int querypad_rxrdy = 1;
void query_pad0(unsigned char* in, int len)
{
unsigned short sbuf;
int i;
int y;
SIO_CTRL = 0x2; // send DTR to ctrl reg
SIO_CTRL = 0x1003; // b1 = PAD0, select PAD0
while (!(SIO_CTRL & 1)); // wait for TX_PERM
for (i = 0; i < len; ++i)
{
SIO_DATA = in[i];
y = 0;
if (querypad_rxrdy)
{
while (!(SIO_STATUS & RX_RDY))
{
++y;
if (y == 1000)
{
querypad_rxrdy = 0;
break;
}
}
}
sbuf = SIO_CTRL | 0x10; // RESET ERR
SIO_CTRL = sbuf;
y = SIO_DATA;
while (!(SIO_CTRL & 2)); // wait for DTR bit set
}
SIO_CTRL = 0;
}
inline void pad0_config_mode(unsigned char enable)
{
config_cmd[3] = enable;
query_pad0(config_cmd, sizeof(config_cmd));
}
void enable_analog()
{
pad0_config_mode(1);
query_pad0(pad_cmd, sizeof(pad_cmd));
pad0_config_mode(0);
}
The way the playstation works you technically speaking de-activate the analog to activate it, and activate it to de-activate it
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
but it's not working, not really sure why
I guess I'm just dumb, we can't all be nuggs lol
btw this is the original source:
Automatically exported from code.google.com/p/psxsdk - simias/psxsdk
must must sleep now, brain is dead, will continue later lol
and....I just realized where I might want something like #define SIO_DATA ((volatile unsigned char *)(0x1f801040))
I forgot to mark it as volatile...
ah well, it'll have to wait
I don't know the exact syntax right now
For PS1, and since the game is feeding back vibration, it's already detected that you have a DualShock.
Please don’t give up
And by default, analogue is turned on when this is detected.
I don't think you need to patch the MGS1 ROM to activate it.
i believe whether analogue is turned on is controller state, not game state
but there's a way for the game to turn it on
but obv the proper way is the controller turns it on
it would still be useful short-term to have the game patched to turn it on, it would certainly get us closer to figuring out what's going on
Just popping in to say how much I appreciate all the work this team is putting in. You've already taken MGS1-PC from a hot mess into something worth playing.
Looking forward to you guys getting analog input sorted and moving forward with more of the QOL-type stuff.
im gonna hook the emu's sio pad update
to see what is actually being sent to the game
got some time to work on this now
You need anything, just holler.
It's just a damn shame that m2 hates konami that much. I wish i understand a lick of coding to help
It's probably more a "This is the budget for the project. Make it work. Here's the deadline."
I'd assume konami would have more respect for the game that kickstarted their biggest ip but stupidier shit happened ig
controller currently gets initialised as "analog/pad" rather than "analog/stick"
did you guys see this?
i have no idea why this isnt in the MC nexus tab
wait nvm
i didnt read, this is for GOG
made me confused since this was made yesterday
in fact there are only 2 mods, both made yesterday
i want to port policenauts to pc with graphic settings for each console version but i'm at 0% on decompiling
i'm not experienced enough
Given the nature of the game type, it'd probably be easier to document the interactions, and then just redo it in Renpy or something.
When I read up on the translation project, I don't think he ever decompiled how the compressed images were stored on PSX or Saturn, and just introduced a new compression algorithm for anything they replaced.
But the PC98 stuff is just bitmap, hence the clean colours.
So, a BMP screenshot of sufficient quality would be just as good as source.
Trying to capture things to do with the PS1 version would be a bit more hectic, given the layering going on, sadly. Unless you want to capture the VRAM as you play it, which would still be kinda jank.
I'm surprised there isn't more documentation on the NAUTS engine since it's used for other games, too.
And shares a bit with MGS1.
moar prints
so changing the pad type to the "analog/stick" variant breaks all input
even from keyboard
I assume the game doesn't recognise that controller
so probably "analog/pad" is the one it's supposed to be
err
probably because it's this lol https://en.wikipedia.org/wiki/PlayStation_Analog_Joystick
The PlayStation Analog Joystick (SCPH-1110) is Sony's first analog controller for the PlayStation, and is the precursor to the PlayStation Dual Analog Controller. It is often incorrectly referred to as the "Sony Flightstick" (not to be confused with the Flightstick line of joysticks for PlayStation consoles by third-party peripheral manufacturer...
Look, if this doesn't work with MGSMC, then why even bother?
WHAT ARE WE DOING HERE, JUST TO SUFFER?
so i guess the working assumption is back to "the controller type is correct, the analog button just isn't pressed"
I'd guess that it's actually analog (read: dualshock)/ (game) pad
I wonder if you set it to digital/pad if it would treat it like the base model ps1 controller
their emulator also models the "NegCon"
Of course it does
which is a "steering twist/wheel/paddle"
The NeGcon, stylized as neGcon, is a motion-based game controller manufactured in 1995 by Namco for the PlayStation. One of the first third-party peripherals for the system, the controller is connected by a swivel joint, allowing the player to twist the halves relative to each other. The controller also replaces the "symbol" buttons on the origi...
That... Sure is a controller...
So the relevant section in psxspx says:
5A41h=Digital Pad (or analog pad/stick in digital mode; LED=Off)
5A73h=Analog Pad (in normal analog mode; LED=Red)
normally the emulator sets it up as 5A73
so analog is already enabled
in fact nothing else but 5A73 is working
🙃
im enjoying these prints
the game is trying to read the analog sticks
so they're just not being set or summit
alright, definitely found the issue
fixing it won't be completely straight forward tho
as i expected......
also learned a little bit about how we might boost the internal res
aight
well
i think what happened here was
since it's all statically linked into one executable, the compiler removed a certain part of the code that would set the axis position because it was possible at compile time to determine it wasn't used
but the bit that is missing isnt much
I'll try getting the mod to do it
If money wasn't tight right now, I'd be sending some monies your way
cool, it works
👁️
Such a lust for joysticks 
Congrats nuggs, you single handedly foiled the m2 plots
Permission to share on steam forums?
sure
we are so back
now that you've spent days and days on that watch them release an update fixing it
meh, only took 5 mins to fix
most of the time was spent convincing myself there wasn't a better way to fix it
yeah but if they'd just done it right in the first place you never would have spent any of that time on it at all
If it works it works loI
Are there any currently existing hacks to decrease input latency?
I can do without analog for the forseeable future if it doesn't get fixed, but the latency is bad.
Wouldn't borderless window help with that
No, the mod nuggs did can. Fullscreen broke on mgs1 lmao
It's really funny too, because it seemed to go from
"This isn't possible."
to
"I did it"
Over the course of I think 1 day.
i guess all that's left now is the input lag
Ya beat me to it! I just got the patcher to compile lol
What video card do you have? I fixed it on Nvidia cards with the profile from the nexus mod
nvidia rtx 3080
Did you upload the new version yet?
so there's an nvidia mod then?
or wait, i think something with vsync also helped?
Just use that
cool, thanks
Isn't that literally just duckstation
No, that was the very first build I did in error, its been updated dramatically since then
The only reason I don’t have a fix for amd cards is because I don’t have an amd card to work with
silly question: do the steam achievos still work?
BTW I’m going to updating that with nuggs’s analog fix as soon as it’s uploaded
Yup, those comments were from the first build
Dumb question, will it work on a steam deck?
I can always try it myself for science but just wanted to make sure nothing breaks
Ah right
lol
No deck builds yet, I’m getting one of those limited edition OLED ones for myself as a christmas gift so I’ll work on it then, I was mostly trying to get the game to work
If it relies on an nvidia profile that probably isn't deck compatible then
Although there's always modding it on pc and streaming to deck as an option lol
I mean as in I’ll get a fix out once I get a hold of a deck, the profile just made things simple but I know how to fix it
Oled sounds nice but I'm in no hurry to upgrade my deck 
No I get it, it’s just that I don’t have one so it makes more sense to just buy the new one
Also nuggs, if you don’t mind, could you tell me how you actually did this?
I had already tried it and it didn’t work so I’m just curious as to what it was I missed
Mr default if you wanna get a deck get used to arch linux. SteamOS uses that as the base. You'll want to tinker your deck for a more enjoyable experience 👍
Or look up stuff you wanna do to it. Decky has a bunch of useful tools built in, like a recorder or a built in force pause button
so the progress so far is like the current emulator can add analog control?
i think so
the discourse is like a rollercoaster but i think nuggs is close to analog support
Um….OK when we first started the game was completely unplayable. Jumpy frames, sound stuttering, input delay, no scaling options. Now it’s completely stable and nuggs got the analog stick fixed and the scaling issue fixed
It also looked like garbage until we got the bilinear filter off (can’t remember who did that first) and I made the CRT filter with reshade
If you want to know how bad konamis filters are then turn mine off and turn theirs on. Nuggs made it available in the .ini knock yourself out but spoiler alert, it looks awful
fantastic, you guys really did a great job! impossible to possible 👍
Really awesome seeing the progress on this, great job everyone!
So I think all that's left is internal resolution and input lag?
I'd also add dithering in there but I dunno how possible that is
Amazing. I was pretty close on just giving up hope on this lol. Apreciate all the work you've put in
HYPE
Can you toggle the CRT filter?
Pretty sure I have it set to the O Key to toggle it on and off
The letter o not the number 0, need to put that in the read me too
Thanks
NP
I can look into that, I really just didn’t think about it because of everything else going on
And done! Got the dithering added so I’ll probably include that with the analog fix
You don’t want unlocked framerate on this, it breaks the game
You’ll have to wait on the decomp project to complete for that one
Also I’m a little surprised by how many people want that internal res scaling. I mean nothing against more options or anything it just looks terrible.
I know. I’m saying a mod that fixes that. It was done for MGS3 already
Noted.
Many people like MGS with higher res. Different strokes for different folks. I would like to at least have a 2x res option. That's the sweet spot for me personally
I think 2x is good if we can get deinterlacing but not sure if thats a thing with this emulator
If it is in there, then mgs can run natively at 480p
That’s one thing Swanstation does that duckstation can’t I think
But the main problem with mgs1 is it’s also one of the only games where the geometry breaks as you upscale it
you'll be able to read the code when it's ready but
patching the game itself was never going to be enough
I need to make sure it behaves as expected when you switch to player 2
that's only for PGXP I think
Even if it doesn’t couldnt you just use the dpad for the one fight with mantis?
i'll also need to put a controller config on the steam community
What'd you do to steam config that requires it to work?
well, the steam config doesn't map the left stick at all
Right that dumb nonsense lmao
Can't believe they actually took the time to make steam do that
there also seems to be some issue with the stick axes clipping
like
the data from the sticks is as if you were moving it across a perfect square
so if you try to move diagonally
the first person camera gets confused
its like
it needs to scale up the diagonals
Might be something in steam you can change to prevent that
that's a good shout
I know they have multiple settings for sticks including a square output
yeah, steam config can probably fix it
but its so weird LOL
what the hell is going on with this game
d-did they disable it because they couldnt be bothered to get the config right
Turns out the psx supported square pads
And they didn't know how to turn it into circles
You can set the deadzones into negatives?
there are so many options in steam it seems like this will be trial and error
i've turned off the game's builtin deadzone
How about this nuggs worry about steam input later and I'll fuck with it myself. Or we could invite the whole family to figure out the stick solution
I'll do the thing I do actually know how to do (split the left and right sticks ingame)
Speaking of what is it doing when you try to use the stick as is so we know what we're looking at
depends how steam input is configured A LOT
the original config applies a deadzone that means basically you have 8 pad directions
on/off, no analog
if you remove that, it works the best, but you can't move the first person camera in a diagonal (like down+right at the same time)
it gets confused and doesn't move
if you change the deadzone a bit more, diagonals start to work
but it goes batshit and starts moving in the opposite direction
i think we can figure it out with the steam settings
its just tedious
the game is definitely getting analog input now though as you can see in my video
I know a guy who can help with this, send me a link to that pre-release and I’ll get the steam input wizard on it
Awesome!
Is it on the github?
so
needs the ini entry set to enabled
then you need to swap the "RightStick" steam input joystick to the left stick
(probably a good idea to disable the right stick, too)
Alright, one sec
then need to play around with the joystick deadzone etc etc in the steam controller config
also the log file is very cool now
worth looking at because there's some interesting stuff in there
oh
you can change the steam input config without restarting the game
duh
that'll save time lol
so its like
at the diagonals, the combination of the X and Y component causes an overflow
you can stop it by reducing the horizontal/vertical scale
then you have diagonal movement but its slow
Downloading this in a few and I’ll start tinkering with the dead zones 🫡
i genuinely don't know what to make of it
lmfao
if this is why they disabled it.. lmao
i wonder if there's something else im missing that is modifying the analog values
ill look more
Its almost like the analog stick is in the wrong place
When you turn the deadzones off, it works fine except right and up go too far
If you don’t push the full way it works fine
But if you go all the way it resets to the other direction
But if you make any adjustments to the deadzones at all, the corners stop working on the scope
Would it be possible to manually adjust the numbers to be more down and left then across the board?
If right and up misbehave
I think I got it 😁
Left stick to rightstick and left analog output obv
Horizontal and vertical scale to 96
Dead zone custom
0-95
Shape square
Let me know what you think
I fixed it, I figured it out, I’ll post a profile in just a sec
lol I figured it out
When you bring up steam overlay it reverses you
Do it again it fixes it
Dumb
steam://controllerconfig/2131630/3087754889
But it works
Downloading in a sec
we have full analog support everyone! w00t
all main gameplay issues are now resolved!
@fringe shore worked better for me in first person cam
honestly im impressed lol
its so sensitive, you make tiny changes and it doesnt behave how you expect
but reassuring that we have something this close already
do we need to have separate configs for each controller type
this works great for me with a dualsense
I copied something from his config and it seemed to fix alittle glitch that seems to happen sometimes where it goes center for a split second. Set the anti-dead zone to max
Teamwork!
But I agree the FPV seems alittle better with mine
Just in terms of sensitivity
In the corners
yeah FPV is the best way to test
I just posted the config details alittle farther up
So you can enter them in manually
Basically do that but add max anti dead zone
I think that’s as good as it’s gonna get
Wait, what was wrong with the one I posted?
Nothing it just seems to be less sensitive in the far corners
But it does work
Square dead zone seemed to be the answer
Lmao story of my life at the moment 😂
Working with the mgs2 config I’m working on in particular
wonder if konami will copy us
