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Virtual Controller Dispaly

Posted: Sun Jan 06, 2013 3:58 pm
by superLED
Hello folks!

I'm currently working on a program. Thought I should make a little video about it and share it with you guys. Hoping for some inputs and stuff on how to improve this program.
Sorry for the bad English. I'm not used to record my voice, and I did this on the first try. (The video will be deleted/updated in a few days)

C++ with SDL and OpenGL



I will use this thread to update my progress if anyone shows interest.

Additional info about the program:
The window is borderless. You drag the window by dragging the actual window.

It's borderless because if you are going have the window on top of your game, borders will only be in the way.
The window is always on top, so you can have your game activated while the program lays on top of it.
Rihgt-click on the window, and there will be an exit/cancel menu.

Pixel art:

NES controller:
Image

SNES controller:
Image

N64 controller:
Image

GameCube controller:
Image

Playstation controller:
Image

XBox controller:
Image

Re: Virtual Controller Dispaly

Posted: Sun Jan 06, 2013 6:26 pm
by dandymcgee
Wow, that is actually very useful! Awesome to be able to see button presses while someone is playing. I'm thinking this would be extremely useful for guitar hero if anyone played it anymore.. lol.

Re: Virtual Controller Dispaly

Posted: Sun Jan 06, 2013 7:16 pm
by superLED
dandymcgee wrote:Wow, that is actually very useful! Awesome to be able to see button presses while someone is playing. I'm thinking this would be extremely useful for guitar hero if anyone played it anymore.. lol.
Thanks for the reply!
The program only reads controllers that's hooked up to the PC via USB. I don't know if there's any Guitar Hero 'controllers' for the PC.
It's mainly targeting Emulator players. I don't know if it's possible to read input from a controller that is hooked up to a console.

Re: Virtual Controller Dispaly

Posted: Sun Jan 06, 2013 8:37 pm
by dandymcgee
superLED wrote:I don't know if it's possible to read input from a controller that is hooked up to a console.
Well if it wasn't the console wouldn't be very useful.
Probably not possible in the context of your tool set. ;)

Re: Virtual Controller Dispaly

Posted: Mon Jan 07, 2013 12:04 am
by superLED
Update:

I made this N64 controller:
Image
(The Z button is below the joystick, because it is originally on the back of the controller)

I have assigned all the buttons, and it works perfectly. But I gotta work on the joystick a little.. adding precise movement. Now it just goes 100% at the direction you are aiming.

Re: Virtual Controller Dispaly

Posted: Tue Jan 08, 2013 8:36 am
by superLED
I am partly done with the Playstation- and the Xbox controller. I know I'm going over this and polish it up soon.

Playstation Controller:
Image
This will be used to all the previous Playstation controllers as well. I'm not going to make one without the joysticks

Xbox controller:
Image

The buttons and stuff are not implemented just yet. That is a really easy task, so consider it done.

...

To prevent spamming, I'm putting the newest update in this post.

Just finished the GameCube controller:
Image
The Z button is on the right side of the right shoulder button. Couldn't find an other solution

Now I only have to program the new controllers to work.
I don't have a GameCube controller in the house that can plug into the computer (I don't think there exists one yet). So I'll buy an adapter that makes it possible to use my GC controller on the PC.
The Playstation or XBox controller will be used to test the GC program.