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I just figured out how to do this. I could not find a clear layout anywhere on how to do it, and forum posts I found often had individuals being really freaking unhelpful and rude.First thing to do is to. For instrutions go and there are instructions on how to install it further down the pageThis is basically a bunch of driver files that tricks your computer into thinking the pro controller is an xbox360 controller. For some reason Project64 does not work correctly with pro controller unless you trick it.Downloading that program is kind of a pain to be honest but it's not terrible. First, put the folder of everything in a location where you won't want to move it from. I learned the hard way that once you load it in it wont let you move it as one of the programs stays permanently on in the background.Once this is installed and running, open project 64 and go to the configer controller plugin under options.
This will only work if you're using the N-Rage input plugin. If you have the latest version of PJ64, it already should be the default one. Go to Options Configure Controller Plugin. Controller 1 Modifiers. Create a new modifier and then select it.
Once on there, click the XInput button, and then choose the buttons for the controller. When you start a game, it should work fine!I figured this out literally 5 minutes ago so there may be some problems I haven't found yet but it seems to work. So yes, it is possible! Just requires work arounds sadly.Also sorry for the downvotes. This is a question a ton of people likely want an answer to!.
Everything shown works!These andplugins use the direct controller access featureoffered by myto let the emulated game communicate with the controllers directly.So, what does this do for you? Here are the key advantages:. No calibration required.
As the game talks to the controller directly, itreads exactly the same axis values it would in a non-emulated setup. In other words,the controller works, responds and feels exactly as it would in real life. Low latency. When the game must read the controller, the request is forwardeddirectly to the controller by the adapter.
The later immediately returns the controller'sanswer to the game. Potential support for any expansion accessory without any intervention nor device-specificfunctionality required on the part of the emulator, of the plugin or of the adapter (except forthe direct access feature), which means:. Rumble pack support (tested).
Memory pack support (tested). Transfer pack support (confirmed). support (tested)And just like with a real N64 system, you simply need to insert the accessory youwish to use and the game will take care of everything else.
No emulator configuration requiredto switch accessory. Support for peripherals other than controllers. N64 mouse (tested).
VRU (confirmed, requires special ports14 version of the plugin). N64 Keyboard (not confirmed 1)1 I cannot test accessories I do not own yet. But the nice thing about this plugin is thatit probably already works.
Please contact me if you get the chance to test. This plugin is for third generation raphnet GC/N64 to USB adapters. If you are not sure which generation yours are, thereis a very quick way to tell: If it has a removable USB cable, it is a third generation unit.PhotoModel(s)Supported?Prototype units (ADAP-USB-GCN64-V3-PROTO) and pre-release units (ADAP-USB-GCN64-V3-PR) are also supported!YesYesYesADAP-GCN64-USB: N64 or Gamecube controller to USB adapter (no longer manufactured)NoADAP-N64-USB: N64 controller to USB adapter (no longer manufactured)NoNote: It's not that I do not want to support old versions. It's just that directcontroller communication is not possible with those.How it works.
Here is a diagram outlining the main differences between the usual architecture (input-sdl) and this plugin.The normal event chain is more or less the following: (written with mupen64plus in mind, but also applies to project64). The adapter polls the controller and stores the answer containing button and axis status data in RAM. The host PC polls the adapter over USB and receives the most recently read data.
This newly received data makes its way through a few software layers including the HID driver, the DirectX (DirectInput) orjoystick driver and the SDL library. (The data is in fact stored in a buffer somewhere). When the game being emulated requests a controller status update, an answer is built using the most recentdata returned by the SDL library.ProsCons. The emulator does not need to wait. Relatively fresh data is always available immediately (the SDL library returns it without delay)so the emulator only needs to reformat the data to make it look like what a real controller would answer. This approach works with almost all controllers and adapters usable through SDL. The exact axis value are often lost (calibration, dead-zone, assumptions on the exact axis range from the part of the emulatorthat are not met by the adapter-driver stack, etc) and restoring the original feel can require a lot of subjective tweaking.
The emulator needs to know what kind of pack to emulate (i.e. Mempak or rumble a pack?). This means the user mustconfigure this depending on the game. While rumble packs can work mostly as intended (through HID PID) mempack emulationis almost always virtual (i.e.
File-backed).The 'direct access' event chain is more or less the following:. The emulated game requests a controller status update. The plugin forwards the request as-is to the adapter through USB. The adapter in turn forwards it to the actual controller (or other peripheral). The controller (or peripheral) answers the request.
The adapter receives the answer and retransmits it through USB. The input plugin receives it and serves it unmodified to the game.ProsCons. The game actually communicates with the controller. Accessoires such as memory packs and rumble packs (and potentiallyothers) are therefore supported natively. The answer from the controller does not undergo any transformation. The axis values received by the game areexactly what they would be on a non-emulated setup. No unknowns and no tweaking!.
Since the request has to do a round-trip to the controller, the action of reading thecontroller status takes a bit more time. When there are a lot of exchanges (especially when writingand reading mempacks) this can cause a temporary slow down of the emulator. Only possible on adapters offering a way to communicate with the controllers directly.
(For me of course that's a pro)Special builds. The.zip files for Project 64 (see the download section) contains several raphnetraw DLLs. Here's a summaryof what those are and what they are for:NameFilenamePurpose and descriptionStandardpj64raphnetraw.dllThe standard version. Supports up to 4 players through any combination of 1 and 2 player adapters.Single playerpj64raphnetraw1player.dllSpecial version supporting only one controller, regardless of how many ports your adapter has. Meantfor use with dual-controller adapters where there can be, depending on the game, a small performance penaltycaused by polling the second (unused or absent) controller.If you mostly play alone, you should use this version. When playing with friends, you should use the above (Standard)version.Ports 1 and 3pj64raphnetrawports1and3.dllSpecial build where the first two adapter ports are mapped to ports 1 and 3 on the emulated N64 console.Intended to be used with Densha de GO! Where the game expects a special controller in port 3.Ports 1 and 4pj64raphnetrawports1and4.dllSpecial build where the first two adapter ports are mapped to ports 1 and 4 on the emulated N64 console.Intended to use with the VRU which must be connected to port 4.Netpj64raphnetrawnet.dllThere are some (currently) unexplained compatiblity issues for netplay with Project64k.
It does not workunless a very old adapter firmware (v3.3.2) is used. A feature was introduced in firmware version 3.4.0 toboost performance, and raphnetraw v0.9.4 make use of it, but when this feature is used, it breaks netplay.As a temporary solution, this version disables the use of the offending feature and hopefully fixes netplay.Download.
To install and use the PJ64 plugin, there are two files to place at specific locations.1: Copy the following file to 'your PJ64 installation directory'/Plugin/Input:. pj64raphnetraw.dll(for older PJ64 versions (such as v1.4), place the file directly in the Plugin directory as there are no subdirectories per plugin type).2: You must also copy the following file to your PJ64 installation base directory (i.e. The directory where the.EXE is):. libhidapi-0.dllThen in the settings dialog, select 'raphnetraw for Project64 version xx.xx' in the Input plugin list.
The.zip version of the plugin available from the downloads section above contains the 32 and 64 bitversions of the plugin files.
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I just figured out how to do this. I could not find a clear layout anywhere on how to do it, and forum posts I found often had individuals being really freaking unhelpful and rude.First thing to do is to. For instrutions go and there are instructions on how to install it further down the pageThis is basically a bunch of driver files that tricks your computer into thinking the pro controller is an xbox360 controller. For some reason Project64 does not work correctly with pro controller unless you trick it.Downloading that program is kind of a pain to be honest but it\'s not terrible. First, put the folder of everything in a location where you won\'t want to move it from. I learned the hard way that once you load it in it wont let you move it as one of the programs stays permanently on in the background.Once this is installed and running, open project 64 and go to the configer controller plugin under options.
This will only work if you\'re using the N-Rage input plugin. If you have the latest version of PJ64, it already should be the default one. Go to Options Configure Controller Plugin. Controller 1 Modifiers. Create a new modifier and then select it.
Once on there, click the XInput button, and then choose the buttons for the controller. When you start a game, it should work fine!I figured this out literally 5 minutes ago so there may be some problems I haven\'t found yet but it seems to work. So yes, it is possible! Just requires work arounds sadly.Also sorry for the downvotes. This is a question a ton of people likely want an answer to!.
Everything shown works!These andplugins use the direct controller access featureoffered by myto let the emulated game communicate with the controllers directly.So, what does this do for you? Here are the key advantages:. No calibration required.
As the game talks to the controller directly, itreads exactly the same axis values it would in a non-emulated setup. In other words,the controller works, responds and feels exactly as it would in real life. Low latency. When the game must read the controller, the request is forwardeddirectly to the controller by the adapter.
The later immediately returns the controller\'sanswer to the game. Potential support for any expansion accessory without any intervention nor device-specificfunctionality required on the part of the emulator, of the plugin or of the adapter (except forthe direct access feature), which means:. Rumble pack support (tested).
Memory pack support (tested). Transfer pack support (confirmed). support (tested)And just like with a real N64 system, you simply need to insert the accessory youwish to use and the game will take care of everything else.
No emulator configuration requiredto switch accessory. Support for peripherals other than controllers. N64 mouse (tested).
VRU (confirmed, requires special ports14 version of the plugin). N64 Keyboard (not confirmed 1)1 I cannot test accessories I do not own yet. But the nice thing about this plugin is thatit probably already works.
Please contact me if you get the chance to test. This plugin is for third generation raphnet GC/N64 to USB adapters. If you are not sure which generation yours are, thereis a very quick way to tell: If it has a removable USB cable, it is a third generation unit.PhotoModel(s)Supported?Prototype units (ADAP-USB-GCN64-V3-PROTO) and pre-release units (ADAP-USB-GCN64-V3-PR) are also supported!YesYesYesADAP-GCN64-USB: N64 or Gamecube controller to USB adapter (no longer manufactured)NoADAP-N64-USB: N64 controller to USB adapter (no longer manufactured)NoNote: It\'s not that I do not want to support old versions. It\'s just that directcontroller communication is not possible with those.How it works.
Here is a diagram outlining the main differences between the usual architecture (input-sdl) and this plugin.The normal event chain is more or less the following: (written with mupen64plus in mind, but also applies to project64). The adapter polls the controller and stores the answer containing button and axis status data in RAM. The host PC polls the adapter over USB and receives the most recently read data.
This newly received data makes its way through a few software layers including the HID driver, the DirectX (DirectInput) orjoystick driver and the SDL library. (The data is in fact stored in a buffer somewhere). When the game being emulated requests a controller status update, an answer is built using the most recentdata returned by the SDL library.ProsCons. The emulator does not need to wait. Relatively fresh data is always available immediately (the SDL library returns it without delay)so the emulator only needs to reformat the data to make it look like what a real controller would answer. This approach works with almost all controllers and adapters usable through SDL. The exact axis value are often lost (calibration, dead-zone, assumptions on the exact axis range from the part of the emulatorthat are not met by the adapter-driver stack, etc) and restoring the original feel can require a lot of subjective tweaking.
The emulator needs to know what kind of pack to emulate (i.e. Mempak or rumble a pack?). This means the user mustconfigure this depending on the game. While rumble packs can work mostly as intended (through HID PID) mempack emulationis almost always virtual (i.e.
File-backed).The \'direct access\' event chain is more or less the following:. The emulated game requests a controller status update. The plugin forwards the request as-is to the adapter through USB. The adapter in turn forwards it to the actual controller (or other peripheral). The controller (or peripheral) answers the request.
The adapter receives the answer and retransmits it through USB. The input plugin receives it and serves it unmodified to the game.ProsCons. The game actually communicates with the controller. Accessoires such as memory packs and rumble packs (and potentiallyothers) are therefore supported natively. The answer from the controller does not undergo any transformation. The axis values received by the game areexactly what they would be on a non-emulated setup. No unknowns and no tweaking!.
Since the request has to do a round-trip to the controller, the action of reading thecontroller status takes a bit more time. When there are a lot of exchanges (especially when writingand reading mempacks) this can cause a temporary slow down of the emulator. Only possible on adapters offering a way to communicate with the controllers directly.
(For me of course that\'s a pro)Special builds. The.zip files for Project 64 (see the download section) contains several raphnetraw DLLs. Here\'s a summaryof what those are and what they are for:NameFilenamePurpose and descriptionStandardpj64raphnetraw.dllThe standard version. Supports up to 4 players through any combination of 1 and 2 player adapters.Single playerpj64raphnetraw1player.dllSpecial version supporting only one controller, regardless of how many ports your adapter has. Meantfor use with dual-controller adapters where there can be, depending on the game, a small performance penaltycaused by polling the second (unused or absent) controller.If you mostly play alone, you should use this version. When playing with friends, you should use the above (Standard)version.Ports 1 and 3pj64raphnetrawports1and3.dllSpecial build where the first two adapter ports are mapped to ports 1 and 3 on the emulated N64 console.Intended to be used with Densha de GO! Where the game expects a special controller in port 3.Ports 1 and 4pj64raphnetrawports1and4.dllSpecial build where the first two adapter ports are mapped to ports 1 and 4 on the emulated N64 console.Intended to use with the VRU which must be connected to port 4.Netpj64raphnetrawnet.dllThere are some (currently) unexplained compatiblity issues for netplay with Project64k.
It does not workunless a very old adapter firmware (v3.3.2) is used. A feature was introduced in firmware version 3.4.0 toboost performance, and raphnetraw v0.9.4 make use of it, but when this feature is used, it breaks netplay.As a temporary solution, this version disables the use of the offending feature and hopefully fixes netplay.Download.
To install and use the PJ64 plugin, there are two files to place at specific locations.1: Copy the following file to \'your PJ64 installation directory\'/Plugin/Input:. pj64raphnetraw.dll(for older PJ64 versions (such as v1.4), place the file directly in the Plugin directory as there are no subdirectories per plugin type).2: You must also copy the following file to your PJ64 installation base directory (i.e. The directory where the.EXE is):. libhidapi-0.dllThen in the settings dialog, select \'raphnetraw for Project64 version xx.xx\' in the Input plugin list.
The.zip version of the plugin available from the downloads section above contains the 32 and 64 bitversions of the plugin files.
...'>Project 64 How To Use Controller(10.05.2020)I just figured out how to do this. I could not find a clear layout anywhere on how to do it, and forum posts I found often had individuals being really freaking unhelpful and rude.First thing to do is to. For instrutions go and there are instructions on how to install it further down the pageThis is basically a bunch of driver files that tricks your computer into thinking the pro controller is an xbox360 controller. For some reason Project64 does not work correctly with pro controller unless you trick it.Downloading that program is kind of a pain to be honest but it\'s not terrible. First, put the folder of everything in a location where you won\'t want to move it from. I learned the hard way that once you load it in it wont let you move it as one of the programs stays permanently on in the background.Once this is installed and running, open project 64 and go to the configer controller plugin under options.
This will only work if you\'re using the N-Rage input plugin. If you have the latest version of PJ64, it already should be the default one. Go to Options Configure Controller Plugin. Controller 1 Modifiers. Create a new modifier and then select it.
Once on there, click the XInput button, and then choose the buttons for the controller. When you start a game, it should work fine!I figured this out literally 5 minutes ago so there may be some problems I haven\'t found yet but it seems to work. So yes, it is possible! Just requires work arounds sadly.Also sorry for the downvotes. This is a question a ton of people likely want an answer to!.
Everything shown works!These andplugins use the direct controller access featureoffered by myto let the emulated game communicate with the controllers directly.So, what does this do for you? Here are the key advantages:. No calibration required.
As the game talks to the controller directly, itreads exactly the same axis values it would in a non-emulated setup. In other words,the controller works, responds and feels exactly as it would in real life. Low latency. When the game must read the controller, the request is forwardeddirectly to the controller by the adapter.
The later immediately returns the controller\'sanswer to the game. Potential support for any expansion accessory without any intervention nor device-specificfunctionality required on the part of the emulator, of the plugin or of the adapter (except forthe direct access feature), which means:. Rumble pack support (tested).
Memory pack support (tested). Transfer pack support (confirmed). support (tested)And just like with a real N64 system, you simply need to insert the accessory youwish to use and the game will take care of everything else.
No emulator configuration requiredto switch accessory. Support for peripherals other than controllers. N64 mouse (tested).
VRU (confirmed, requires special ports14 version of the plugin). N64 Keyboard (not confirmed 1)1 I cannot test accessories I do not own yet. But the nice thing about this plugin is thatit probably already works.
Please contact me if you get the chance to test. This plugin is for third generation raphnet GC/N64 to USB adapters. If you are not sure which generation yours are, thereis a very quick way to tell: If it has a removable USB cable, it is a third generation unit.PhotoModel(s)Supported?Prototype units (ADAP-USB-GCN64-V3-PROTO) and pre-release units (ADAP-USB-GCN64-V3-PR) are also supported!YesYesYesADAP-GCN64-USB: N64 or Gamecube controller to USB adapter (no longer manufactured)NoADAP-N64-USB: N64 controller to USB adapter (no longer manufactured)NoNote: It\'s not that I do not want to support old versions. It\'s just that directcontroller communication is not possible with those.How it works.
Here is a diagram outlining the main differences between the usual architecture (input-sdl) and this plugin.The normal event chain is more or less the following: (written with mupen64plus in mind, but also applies to project64). The adapter polls the controller and stores the answer containing button and axis status data in RAM. The host PC polls the adapter over USB and receives the most recently read data.
This newly received data makes its way through a few software layers including the HID driver, the DirectX (DirectInput) orjoystick driver and the SDL library. (The data is in fact stored in a buffer somewhere). When the game being emulated requests a controller status update, an answer is built using the most recentdata returned by the SDL library.ProsCons. The emulator does not need to wait. Relatively fresh data is always available immediately (the SDL library returns it without delay)so the emulator only needs to reformat the data to make it look like what a real controller would answer. This approach works with almost all controllers and adapters usable through SDL. The exact axis value are often lost (calibration, dead-zone, assumptions on the exact axis range from the part of the emulatorthat are not met by the adapter-driver stack, etc) and restoring the original feel can require a lot of subjective tweaking.
The emulator needs to know what kind of pack to emulate (i.e. Mempak or rumble a pack?). This means the user mustconfigure this depending on the game. While rumble packs can work mostly as intended (through HID PID) mempack emulationis almost always virtual (i.e.
File-backed).The \'direct access\' event chain is more or less the following:. The emulated game requests a controller status update. The plugin forwards the request as-is to the adapter through USB. The adapter in turn forwards it to the actual controller (or other peripheral). The controller (or peripheral) answers the request.
The adapter receives the answer and retransmits it through USB. The input plugin receives it and serves it unmodified to the game.ProsCons. The game actually communicates with the controller. Accessoires such as memory packs and rumble packs (and potentiallyothers) are therefore supported natively. The answer from the controller does not undergo any transformation. The axis values received by the game areexactly what they would be on a non-emulated setup. No unknowns and no tweaking!.
Since the request has to do a round-trip to the controller, the action of reading thecontroller status takes a bit more time. When there are a lot of exchanges (especially when writingand reading mempacks) this can cause a temporary slow down of the emulator. Only possible on adapters offering a way to communicate with the controllers directly.
(For me of course that\'s a pro)Special builds. The.zip files for Project 64 (see the download section) contains several raphnetraw DLLs. Here\'s a summaryof what those are and what they are for:NameFilenamePurpose and descriptionStandardpj64raphnetraw.dllThe standard version. Supports up to 4 players through any combination of 1 and 2 player adapters.Single playerpj64raphnetraw1player.dllSpecial version supporting only one controller, regardless of how many ports your adapter has. Meantfor use with dual-controller adapters where there can be, depending on the game, a small performance penaltycaused by polling the second (unused or absent) controller.If you mostly play alone, you should use this version. When playing with friends, you should use the above (Standard)version.Ports 1 and 3pj64raphnetrawports1and3.dllSpecial build where the first two adapter ports are mapped to ports 1 and 3 on the emulated N64 console.Intended to be used with Densha de GO! Where the game expects a special controller in port 3.Ports 1 and 4pj64raphnetrawports1and4.dllSpecial build where the first two adapter ports are mapped to ports 1 and 4 on the emulated N64 console.Intended to use with the VRU which must be connected to port 4.Netpj64raphnetrawnet.dllThere are some (currently) unexplained compatiblity issues for netplay with Project64k.
It does not workunless a very old adapter firmware (v3.3.2) is used. A feature was introduced in firmware version 3.4.0 toboost performance, and raphnetraw v0.9.4 make use of it, but when this feature is used, it breaks netplay.As a temporary solution, this version disables the use of the offending feature and hopefully fixes netplay.Download.
To install and use the PJ64 plugin, there are two files to place at specific locations.1: Copy the following file to \'your PJ64 installation directory\'/Plugin/Input:. pj64raphnetraw.dll(for older PJ64 versions (such as v1.4), place the file directly in the Plugin directory as there are no subdirectories per plugin type).2: You must also copy the following file to your PJ64 installation base directory (i.e. The directory where the.EXE is):. libhidapi-0.dllThen in the settings dialog, select \'raphnetraw for Project64 version xx.xx\' in the Input plugin list.
The.zip version of the plugin available from the downloads section above contains the 32 and 64 bitversions of the plugin files.
...'>Project 64 How To Use Controller(10.05.2020)