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Maldita castilla ex pulled
Maldita castilla ex pulled








maldita castilla ex pulled
  1. #Maldita castilla ex pulled driver
  2. #Maldita castilla ex pulled free

Thank you for a great program! For your time, effort and kindness (hey, it's free to begin with)! And again, If you need testing assistance, please do not hesitate to ask If I turn mono sound, I get a rather big unpleasant delay in sound. So each time I run it, I have to go to options, turn it off and then on again. Everytime emulator starts, it starts without Vsync on, though it's on in the options. If something's off, please, let me know, I'll try to explain better.Ģ. Don't think something's wrong with gamepad, it works fine with other emulators and even many small indies not pushed by Microsoft (x360 XInput) like Maldita Castilla and Oniken where buttons cannot be mapped. I'm not a developer, so I don't even know what to suggest, especially taking in the consideration you unlikely have the same gamepad to check it ) But if you're going to try fixing it, I would be glad to assist in testing. And there's something else to it, of course. BTW, it seems the emulator wants gamepad to have analogs as it automatically puts JPOVF for UP sometimes, completely ignoring D-Pad. Actually I don't know the proper names for gamepad's d-pad button commands in puNES, I would try that too, I only tried JPOVF and so on. I tried both 64 and 32bit versions and manually setting buttons in input.cfg file, it didn't work.

#Maldita castilla ex pulled driver

I guess what was fixed in 0.67 version didn't affect my gamepad, but it's obviously the same problem.Ĭonsidering this gamepad doesn't use Xinput and uses the standart windows gamepad driver (didn't find any driver on the net, Scout doesn't provide any), the problem might be there to start looking with, driver prob maybe. But not for D-Pad, when I click button I want to remap, there is a message cycling inside the button I can't catch, something like "uffff" "in use" "another time" "no no no" ":(", as far as I remember. So I have maybe 0.1 seconds to press it, if I'm first before the glitch ) if you know what I mean. Menu is acting strange - when I click on a button I want to remap, it immediately returns back like something already pressed the button on my gamepad for me. I can sometimes map the rest of the buttons, but not D-Pad. I read some posts before 0.67 was released two people were having the same issue, mapping keys to a D-Pad. That gamepad is Sven Scout, a very simple gamepad without analogs, perfect to play 2D games. Or doesn't recognize it properly, I don't know.

maldita castilla ex pulled

puNES works great on my desktop with Logitech F510 gamepad, but when I tried it on my laptop several days ago, I was struck with a tragedy - it doesn't let my laptop gamepad to be remapped. Controller mapping problem that was said to be fixed in 0.67. I'd like to report several problems I encountered.ġ. I don't like FCEUX, so decided it should be something else and that's how I found your emulator. After Nestopia stopped working for me (sound glitches all around) on both laptop an desktop I began to look for a decent replacement. I have to say you made a great piece of software. A few that test very obscure OAM behaviors that depend on alignment or still aren't characterized to the point that they're exploitable.Some unofficial opcodes are known to rely on the values placed on the open bus, and as discussion about Mindscape's controller reading routine made clear, the PowerPak's bus characteristics aren't an exact match for those of a mask ROM. Tests that test the less stable unofficial opcodes (such as blargg_nes_cpu_test5/cpu).I'm currently working on a test called "Holy Diver Batman" that works on l_oliveira's MMC3 donor cart but raises a warning on PowerPak and non-NES 2.0 emulators that use a workaround to support both MMC3 and MMC6 in one mapper without using submappers. Mapper behavior tests that may hit limits of the PowerPak and the iNES 1.x format (such as mmc3_test).Tests that test the power-up state that the PowerPak's menu has already overwritten (such as anything with "power_up" or "reset" in the name).All tests listed there that fail on the NES fall into a few categories, and I have reason to believe that splitting NES into "NES + PowerPak" and "NES + donor cart" would solve most of them. WedNESday: I looked at the tasvideos test result page. But I've described an optimization to sprite processing that could be implemented in hardware without too much fundamental change, allowing 15 sprites instead of eight. Gumgum wrote:Furthermore, would you consider adding an option to ignore the NES eight-sprite-per-line limit?Ĭompletely ignoring the limit shouldn't be possible in an accurate emulator because fetching sprite patterns has side effects on the mapper.










Maldita castilla ex pulled