So I found out that my new Galaxy S3 supports USB-OTG, and gamepads. Well I just so happened to have an old Xbox (original, not 360) controller lying around, so I cut off the xbox connector off the end of the cable, and replaced it with a USB cable (so very easy). It works, sort of. The buttons and dpad all work fine, but getting the analog sticks and triggers needs help from 3rd-party drivers/software.
Specifically, the issues I'm having are:
- There is absolutely no deadzone whatsoever in the Android OS gamepad drivers, so unless the game itself implements a dead zone, this makes mapping axes to functions very difficult. For example, the game Shadowgun: Deadzone, has gamepad support built in, but it requires that you map each individual button and axis; there are no premade configurations. So this means I have to manually map the left analog stick to move, and the right one to look, by tapping on the function, and then moving the appropriate stick. But the problem is that the moment I tap on a function to map it, it is instantly mapped to the trigger axis, because of how noisy/sensitive the trigger axis is, and the fact that there is no deadzone. There is no way around this. It is simply impossible to map any of the axes/buttons because of the lack of a deadzone.
- Some games, however, do come with premade gamepad configurations, so that I don't have to map each function individually. The problem is, these games usually don't allow any custom mapping, and they almost always get the axes wrong. For example, the game Dead Trigger will let you use your gamepad right away, without any options or configuration required. The game maps the left analog stick to move, just fine, but it maps up/down look to up/down on the right stick, and left/right look to the triggers?! And worse yet, the triggers are one combined axis, so this means that I am constantly spinning around in circles like a retarded chicken on a merry-go-round, unless I press and hold both triggers.
So what I need is an app that can A) Force a dead zone on the gamepad, and B) Re-map one axis to another axis.
Anyone know of any Android apps that can do this?
Oh, and they have to work on a non-rooted device, because my S3 is still under warranty, and even though I know I can just unroot it if I need to send it back, I'm still afraid that I might break it while rooted and be unable to unroot it because it is broken.
Thanks for any help!
Did you find a solution to this Problem? I'm having the same issue when using the Ouya Controller with another Android Device.
Related
I have the classic controller hooked up to my G2 and am trying to use it to play Quake 3. While I've been able to remap all the buttons to get a decent FPS experience, the problem is that Quake, of course, has left/right turn as keyboard buttons by default, so even with the thumbstick left/right options on the CC being programmed to them, they are too slow to really use and make the game borderline impossible to play. There is the mouselook/freelook option, but that doesn't seem to want to work with the thumbstick on the controller--only with the phone itself. The movement and looking up/down works fine, but I need to make the right thumbstick into mouselook if I want to ever play Q3 again, and I don't know how. Do you guys have any ideas?
-Rocky
Did you try raising the sensitivity? If not link me to the controller you have and I'll buy it and see what I can implement into quake3droid.
I guess I should clarify, I meant the "Kwaak3" port specifically (which I installed as per random googled instructions); I haven't tried "quake3droid" itself. But I assume it's a general limitation of anything based off of Quake 3 (unless quake3droid changes it somehow) that being able to turn left and right is either keyboard-based or requires mouselook, and my problem is getting the program to recognize moving the thumbstick around as a mouse (it didn't work as "Joystick" when I enabled that, unless I was seriously confusing things), so if I set turn left/right as the keys associated with left/right on the CC, then it's godawfully slow to turn and mouse sensitivity has no impact. It seemed like less of a problem looking up and down than turning, but that may just be due to the fact that that I was fighting a bot in a mostly horizontal level so it was much less essential to look up/down than to be able to turn quickly to shoot him.
Hi, I have a question about mapping screen area to specific buttons on bluetooth keyboard or gamepad, im wondering if something like this exists , some kind of overlay which would check screen area, so you could pre map lets say upper right corner to B button on gamepad and upper left to A button etc, you could map whole input for some games like that so you would not be forced to play using touch panel and you could play the games using bluetooth controllers.
Is there something like similar somewhere available ? Is it possible to do without lag?
I didnt saw anything like this but some nice games play very bad using touchpanel only and there is no option to use gamepad so i would like to be able to map their virtual controls scheme to match my bluetooth gamepad.
The Gametel controller is now available on Amazon.com. I got mine in the mail today. Here's a quick review.
It came with no battery charge, so I had to plug it in to test it out. I was using a USB cable plugged into my computer. At first it only showed a red light to indicate charging, but then a green light came on shortly afterward. This is supposed to indicate that it's on but not paired. I tried pairing with the device using the Gametel software from the market, but it would not work. Turns out you can't use the controller while it's plugged into a computer. As soon as I unplugged it it turned off, and when I turned it back on it paired fine. I tested it again while plugged in and it still wouldn't connect to the phone. No big deal, but it's a minor hassle. It might work fine when plugged into an outlet. It supposedly has a 9 hour battery life, so just keep it charged and this issue should never bother you.
Despite the One X's huge size it fits fine, even with a TPU case. The TPU case has the added benefit of keeping the controller arm from pressing the down volume button. The software has a feature to disable the volume keys because of this potential issue, but it's nice that I didn't need to use it. It says it can provide volume control using the device itself, but I'm not sure how that would work, since all the physical buttons are mapped to SNES buttons for my purposes. You could always slide the phone a little bit to the left and it wouldn't hit the volume key. The phone would be off center, but it wouldn't be too bad.
The controller acts as a virtual keyboard. As part of the software setup it installs an input method in your keyboard settings. As soon as you launch the software it prompts you to change to its input method, which is handy. Then you can launch your favorite emulator and map the keys is uses to the emulator's buttons.
I initially had problems with the default keys that the controller was emitting. I'm used to an SNES button layout, so I will call the buttons X (top), Y (left), B (bottom), A (right). For some crazy reason the A button was emitting the Android "Back" button by default. This was mappable in Snes9x EX, but pressing it still performed the "Back" action which prompted you to quit the game. The B button was emitting the "DPAD Center", which worked, but was an odd choice. It's even stranger because none of the preset key configs in the Gametel software's Advanced Settings have this setup. If this happens to anyone else, just load the Android Gamepad preset and it will work fine. However, it reverses X & Y and A & B from what I'm used to, so I made my own preset named SNES. That way when I configure Snes9x the purpose of the button matches up with the key being emitted.
As for the controller's buttons and D-pad, they are OK. The buttons are great, but the D-pad makes you move diagonally a little too easily. If anyone is familiar with the Xbox 360 D-pad, it's the same sort of problem, but not as bad. Maybe with more time I'll get used to the feel of exactly where to press to avoid moving diagonally. Part of the problem is the D-pad is circular instead of cross-shaped. It's hard for your thumb to feel exactly where the cardinal directions are. This isn't the entire problem, though, because the 360 controller has clearly raised cardinal directions and it still sucks really bad. Thankfully it's not nearly that bad with this D-pad. Pretty much anything is better than on-screen controls.
That actually looks pretty cool.
I don't game enough to need this and touchscreen controls don't bother me enough, but thanks for the review!
As it turns out, the D-pad is really ****ty. This is most noticeable in games with movement in both directions, like Secret of Mana. Zelda wasn't so bad because you move kind of slow and you can adjust your thumb position if you notice yourself moving diagonally by accident. However, in Secret of Mana you fly across the screen, and moving diagonally by accident for a second can really put you off course. In a game like Super Mario World you don't really notice the problem.
I might have to try an iControlPad. I just really liked the Gametel's single-piece design and spring-loaded arm.
Sixaxis controller app and ps3 controller.. All you'll ever need
Sent from my One X using xda app-developers app
I have one of those Android HDMI TV sticks (A variant of CX-01, to be exact.) running 4.0.4, successfully rooted and hacked up to my liking. There is one thing I would like it to do, which, in my case, is the reason to own it in the first place: I need a very portable presentation device, which I could plug into anything with a HDMI socket and play a presentation. (As a side note, it boots whenever it gets power supplied, so you can use it as a very hidden cheap web server - it's smaller than a Raspberry Pi.)
There is a problem with this usage, however. The device comes with a 2.4 GHz wireless accelerometer-based mouse with a few buttons, which is it's only input device, connected over USB OTG. (Replacing it with something else would be very much not cost-effective) That mouse is only usable because when it is connected, ICS displays a mouse pointer on screen, otherwise, navigation would be way too cumbersome. I have replaced the stock mouse pointer with a smaller one by replacing the png image in framework-res.apk, and it's good enough. Using Hide Bar, I was able to hide the status bar (the wireless mouse has back and home buttons) so I get the full screen for my presentation.
During the presentation itself, I need an input device to move between individual slides and otherwise trigger execution, buttons on the wireless mouse work, or can be reassigned in various ways. However, I need the mouse pointer to invisible during that, as the motion sensitive wireless mouse would make it move constantly while I'm talking with the mouse in my hand.
There is apparently no way to temporarily disable the accelerometer in the mouse itself, while it has a power button that disables it entirely, it turns off everything, including the buttons, and pressing the buttons enables the mouse again.
This means I need a software means to temporarily hide or disable the mouse pointer. (I can obviously permanently hide it by replacing the pointer with a transparent PNG. That would make it very hard to control the device, because the only button it has to trigger a control actually simulates a left click, so it's out.) Extensive googling failed to provide an answer -- most of the time people who get a mouse pointer they don't want seem to eventually give up and pick a HID device which does not produce it instead. As far as I can see, there can only be two ways to do it:
Somehow get the OS to think it has no mouse HID device, or that it's not moving.
Somehow force the mouse pointer to stick to a corner of the screen and keep it there while it's not needed.
Unfortunately I could find no clear sources on either method. I'm not above some hacking and programming to get it done, but I would appreciate an advice on what to look for.
Anyone know how to map the analog triggers? So far I can't get any emulators to recognize the L R triggers.
Sent from my GT-N8013 using XDA Premium HD app
Supern64 recognized mine. The buttons on screen don't look like they are recognized but they are. It's the only one I've really tried so far.
I've noticed it too. I kept downloading different emus to be able to map the triggers. ppsspp(psp emu) has a GIT build that lets you map the gamepad
I noticed they don't work in some emulators too. Most importantly N64oid. It doesn't recognize the triggers or second joystick. Had to use mupen.I don't think they work in supergnes or myboy. It's annoying..
Edit - I forgot you need root to use tincore keymapper. I always root my stuff so I didn't even think of that.
The app Tincore Keymapper can do it. You need to have the app running while you play whatever emulator you want the keys mapped to. It can detect the right stick as well. It can also detect which emulator or app you are using so it can switch to that profile without you needing to change settings if you want multiple profiles.
A couple of pointers about that app if you use it.
The app doesn't seem to be able to detect the home key very well so it doesn't really work while the app is running. What I did was map the nvidia key (which tincore sees as the power button) to home while the tincore app is running. Not really a big deal since the nvidia key is really only useful if you are rebooting or planning on playing tegra games which wouldn't need the tincore app to be running.
The volume key needs to be mapped to volume_mute as otherwise it is going to get set as the "Select" key and your volumes won't work.
For touch based games, I have to use "Swap scale" and force the orientation into landscape under "device natural orientation" in the tincore app settings in order for the touches to be mapped to the proper screen location in touch based games. This wouldn't matter if you only ever use it for emulators though. If you don't select these your dpad or other buttons may not map to the proper location on the screen.
For the right analog stick to function without having a mouse pointer floating all over the screen you may need to disable the mouse pointer before you run the tincore keymapper. You can disable that mouse pointer in the android settings under controller.
Anyway, this may seem confusing but once you mess around with the app a little you will understand what I mean.
I had to download the app to my Galaxy S 3 and pull the apk out and sideload it to me Shield. The dev said he is working on getting the Shield to show up properly in the play store and he recommended side loading it for now.