Results 1 to 7 of 7

Thread: Issues with Multiplayer in Project 64 1.6

  1. #1

    Unhappy Issues with Multiplayer in Project 64 1.6

    I've put in all the keys, and ticked the plugged in box.

    Player 2 keys are still not working.

    Can anyone help? I've looked at the Project64 site but they don't seem to have anything specific to my problem.

  2. #2
    The Unknown THANAMELESS's Avatar
    Join Date
    Sep 2008
    Location
    The Netherlands
    Posts
    282

    Default Re: Issues with Multiplayer in Project 64 1.6

    the most comment mistake is that they didn't check the box ''controler is plugged in'' did you do that?

  3. #3

    Default Re: Issues with Multiplayer in Project 64 1.6

    Yeh I did.

  4. #4
    The Unknown THANAMELESS's Avatar
    Join Date
    Sep 2008
    Location
    The Netherlands
    Posts
    282

    Default Re: Issues with Multiplayer in Project 64 1.6

    copied from manual

    range has tInput Plugin Configuration
    --------------------------------------------------------------------------------

    This page covers configuration of the default Project64 input plugin. About other plugins.

    " Player1/Player2/Player3/Player4" [tabs]
    "Game Device..." [menu]
    "...deadzone of X%" [slider]
    "Plugged In" [checkbox]
    "Controller Pak" [drop down box]
    "Load Profile" [button]
    "Save Profile" [button]
    default keys
    instructions for setting keys
    Analogue stick & Range
    C-buttons
    D-pad
    other buttons



    --------------------------------------------------------------------------------

    " Player1/Player2/Player3/Player4" [tabs]

    The system supports four independant simultaneous sets of input, select the one you wish to configure by clicking the appropriate tab. Each is identical, but the four players correspond to the four physical ports on an N64 system, so you usually must use Player1 for a single player game, Player1 and Player2 for a two player game and so on.


    --------------------------------------------------------------------------------

    "Game Device..." [drop down menu]

    default setting: None
    generally recommended setting: whichever input device (gamepad etc.) you wish the current player to use!

    --------------------------------------------------------------------------------

    "...deadzone of X%" [slider]

    default setting: 25
    generally recommended setting: as low as is possible with your input device
    This slider allows you to set the deadzone in 1% increments from 0 to 100.

    A sensible range would be from 5% (a good quality controller) to 25% (a poor quality) controller.

    The lower the deadzone, the potentially better your fine control, but the more likely you are to suffer from "ghost" movements and other input errors that arise from the less than perfectly accurate physical reading mechanism your device employs. A device read optically (such as a genuine N64 controller, on a USB port adapter) is likely to be more accurate (so you can use a smaller deadzone) than a device read by potentiometer (such as most current low-cost PC gamepads).

    Deadzone only applies to analogue input devices! Leave it at default for digital devices.


    --------------------------------------------------------------------------------

    "Plugged In" [checkbox]

    default setting: enabled on Player1, disabled on all other players
    recommended setting: enabled for each player you wish to participate
    If enabled, the plugin indicates to the core (which indicates to the game) that there is a controller present on the relevant port (players1-4 correspond to ports1-4)

    If disabled, the game will not find a controller present on the relevant port and any settings for that player are ignored.


    --------------------------------------------------------------------------------

    "Controller Pak" [drop down menu]

    default setting: Memory Pak
    recommended setting: enabled
    If None is selected, the plugin indicates that there is no Controller or Rumble Pak present (an empty controller slot). You will not be able to save a game that uses MemPaks.

    If Rumble Pak is Selected, the plugin indicates to the application that there is a rumble pak present. This enables the use of Rumble (Force Feedback) for games and Controllers that support this, but it also means that you will not be able to save a game that uses MemPaks until you change the setting back.


    --------------------------------------------------------------------------------

    "Load Profile" [button]

    press to open a file browser to select and load a a complete controller profile for the current player, that you saved earlier, or copied from another location (see below).


    --------------------------------------------------------------------------------

    "Save Profile" [button]

    press to save the complete configuration for the current player to a file. you will be prompted for path and filename.


    --------------------------------------------------------------------------------

    Default Keys

    After installing Project64 you will find Player1 already given a basic keyboard control setup:

    Analogue

    L - left arrow
    R - right arrow
    U - up arrow
    D - down arrow
    C-buttons

    L - delete
    R - page down
    U - home
    D - end
    Digital

    L - Numpad 4
    R - Numpad 6
    U - Numpad 8
    D - Numpad 2
    A - X
    B - C
    S - Enter
    L - A
    R - S
    Z - Z



    Players 2-4 are not pre-configured (or enabled)

    Depending on your keyboard layout, personal preferences, and what input devices you have available, you will probably want to change this (see below).


    --------------------------------------------------------------------------------

    Instructions for setting keys:

    Choose the N64 control that you wish to set (e.g. the "A" button)
    Decide which keyboard key or gamepad button you wish to assign to it. If it's not a keyboard key, make sure you have the correct device selected under "Game Device".
    Press the small square button to the right of the control.
    You will see "Press Key..." and a countdown in seconds appear in the title bar.
    During this time, press the button on your input device that you wish to assign to that control. The first input detected is used.
    If you make a mistake or wish to change a control, repeat steps 1-5 for each control that you wish to change.
    L, R, U, D denotes Left, Right, Up, Down directions respectively for each set of controls.

    "Analogue Stick" [4 buttons and indicators] and "Range"

    In order to allow people without analogue input devices to use Project64, the plugin accepts 4 buttons as a substitute for two axes.

    If you have an analogue stick, set it in exactly the same way, but make sure the positive and negative direction of each axes is correctly mapped to a pair, i.e. L and R or U and D. Analogue input detected will be described as "Joy ..." e.g. Joy Left.

    "Range" [slider]

    default setting: 100
    generally recommended setting: around 65% (see below)
    New in v1.5, this sets the outer limit of your analogue movement, but like Deadzone, a smaller value gives better control. If you set this too low you will find that e.g. you cannot run fast in Mario64, if you set it too high, you will use up all your available range too early in the stick's travel (so you would find it harder to walk slow). This control is probably easiest to understand by experimentation. I have found values around 65% seem to be best, so that may be a good starting point.

    "C-Buttons" [4 buttons and indicators]

    This is the four yellow buttons on the right of an N64 controller. Set in exactly the same way as "Analogue Stick"

    "Digital" [4 buttons and indicators]

    This is the d-pad (4 way direction pad, cross-pad) on the left of an N64 controller. Set in exactly the same way as "C-buttons".

    Other buttons

    The remaining 6 controls correspond the remaining 6 buttons on the N64 controller (all are digital controls):

    A and B are the main (blue and green) buttons.
    L and R are the two "shoulder" buttons, on the top of the controller.
    S is the recessed red START button in the centre of the controller.
    Z is the grey "trigger" button underneath the controller.

  5. #5
    The Unknown THANAMELESS's Avatar
    Join Date
    Sep 2008
    Location
    The Netherlands
    Posts
    282

    Default Re: Issues with Multiplayer in Project 64 1.6

    please do NOT see this as a double post it is another way and it is clearer like this... I THINK I HAVE THE SOLUTION!
    do this:
    options=>settings=>input plugin=> adaptoid plugin v1.0 {as far as i know its made to have more then 1 controller up to 4}

  6. #6

    Default Re: Issues with Multiplayer in Project 64 1.6

    A friendly tip: Don't post the entire section of a manual he already has. It's enough if you just refer to the manual.

  7. #7
    The Unknown THANAMELESS's Avatar
    Join Date
    Sep 2008
    Location
    The Netherlands
    Posts
    282

    Default Re: Issues with Multiplayer in Project 64 1.6

    Quote Originally Posted by retroguiden View Post
    A friendly tip: Don't post the entire section of a manual he already has. It's enough if you just refer to the manual.
    hehehe i know i was naief back then, pretty awsome that you don't shout why there is a time limit on editing:S

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •