Everywhere else uses xinput and desmume uses directinput. It's a bug in your gamepad driver. You may have to use a 3rd party driver or some external pad mapping utility to make it behave differently. Also try rebooting your computer if you haven't done that yet.
Use Controller With Desmume
Download: https://gohhs.com/2vISQr
I had this issue as well, and here's what worked for me.I enabled Switch Pro Controller configuration in Steam, and added Desmume to Steam as a non-steam game.Then when I launch Desmume through Steam, the controller works perfectly.I also had to make sure my desktop controller configuration in steam was set to a default gamepad layout, because for some reason that's what it uses when desmume is focused (not the game-specific config)
So I plug in my Xbox Controller, load up DeSmuME, click Config > Control Config, but when I move a stick or press a button on the xbox controller, nothing happens, it acts like there is no button input. All other emulators and games work just fine with the controller, so it's likely not something with the controller or drivers.
The odd thing was, it worked fine with 0.9.8, but due to issues I was having involving save paths and whatnot, I ended up deleting it entirely. I then redownloaded both 0.9.8 AND 0.9.9 and neither of them worked with the controller. I've tried different USB ports as well.
This tutorial is to help you with DeSmuME for Windows. DeSmuME is the #1 emulator for Nintendo DS. It has the usual bundle of features we expect from an emulator. It especially offers some good options for working with the DS's dual screens on a single computer monitor. Its game compatibility is great and continually improving. The latest versions of DeSmuME added 3D upscaling and performance uses less CPU/GPU resources.
When you go to download DeSmuME, the first thing you're going to see is two versions: 64-bit and 32-bit. So what is that and which version do you download? I won't drown you with technical jargon. In short: these are types of Windows systems. 64-bit is newer and faster, and 32-bit is older and slower. If you have 64-bit Windows, you need to download the 64-bit version of DeSmuME. And vice versa with 32-bit.
Are you good on the above bullet points? The only fix for save state errors is to make sure you're using the latest version of DeSmuME. Older versions of DeSmuME were prone to give errors with save states. DeSmuME is normally good at loading save states from older versions of DeSmuME. The newest DeSmuME may reject save states from really old versions of DeSmuME.
Thank you for reading my tutorial! If you found it useful, please spread the word that this is an awesome site to get help with emulators and emulation! If you have questions, you're welcome to email me or message me on social media.
When I setup the controller on desmume through bluetooth, it will stop responding or run forward non stop. If I connect through USB it works perfect. The controller works normal in every other emulator, and program.
which operating system? In windows, I can't believe desmume even knows how you have anything connected. Check event viewer and look for the faulting module to be somewhere in a dll that isn't ours and is related to controller drivers or "gaming enhancement" software--not our problem, in that case.
DeSmuME uses DirectInput if an Xbox 360 controller is being used. No support for XInput exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.
A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed, is available and has been improved to allow for limited dumping of online data prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.
It was also deemed that the Dynamic JIT recompiler was a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise was reached and a slightly different implementation was since included in the main project after 0.9.11.
The latest development version of RetroArch DeSmuME core also has an option to increase internal resolution which can be set using desmume_internal_resolution in Core Options. This option was added in August 8, 2015 commit. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.
Mainline DeSmuME didn't offer any options for higher than native internal resolutions at first. DeSmuME X432R is a fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run Dolphin and PCSX2 at a perfect pace but can't run this at full speed using increased internal resolution, however newer versions are much faster.
While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a speedup option, but it also boasts an MSAA option unavailable to SoftRasterizer.
In other words, v0.9.12 could be, well, anything, since there are a huge amount of possible builds under that version number. But v0.9.13 has a known codebase, and so differentiating the version number helps us with troubleshooting and helps users know what the latest and greatest version actually is.
By setting up your Controller DeSmuME, you can play games using your computer or nearly all compatible controllers. You can set up your keyboard or gamepad by clicking on the menu Config > Control Config in the Control menu.
It is best to use the console controller to emulate it. You can use these controllers on your PC with a variety of adapters: Mayflash adapters are well suited and relatively inexpensive. You can also purchase pre-made adapters for your NES/SNES controller from RaphNet.
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I finally got around to working on my DS set and I am all done except for 1 button press. In DeSmuME the mouse and left click is used as the stylus for the DS. I came across this tutorial but I cannot entirely figure it out. I have Xpadder setup to use the left joystick on my controller as the mouse movement and that is working fine. The problem is I cannot figure out the left click part. I would like it set to A on my controller which is mapped to B within DeSmuME, which is X on my keyboard.
You need to go into Xpadder (obvs?) and click the button you want to assign on the controller. When the keyboard pops up, click the mouse button needed on the left. Then reopen that window and click Advanced. Once you are in there you can see the mouse click at the top. Click the empty cell next to it and assign it whatever keyboard key you want.
In case you don't understand what the title means, I'll give an example. If you're playing this game on emulator, you may have noticed you have to use the mouse to use a Vibe ability. Because of that, you may need to interrupt your gameplay very often to use the mouse. With this, instead of using the mouse, you can just use another button from your keyboard or controller to trigger the Vibe ability.
The first step is to figure out how you want your controls to look like. I personally use a PC controller very similar to a PS3 controller. With that, I use the D-pad, the 4 face buttons, and 2 of the triggers as the regular DS buttons. But I also use both analog sticks to trigger the 4 Vibe abilities. Left stick up means Joy, Left stick down means Gloom, Right stick up means Rage and Right stick down means Calm. It may not be the best control scheme, but it definitely works for me.
After that, decide which 4 keyboard buttons you want to use for the Vibe abilities. Make sure that they don't interfere with anything else (Hotkeys on the emulator or on livesplit, something that makes a menu pop up, etc.)
In case you don't understand what the title means, I'll give an example. If you're playing this game on emulator, you may have noticed you have to use the mouse to use a Vibe ability. Because of that, you may need to interrupt your gameplay very often to use the mouse. With this, instead of using the mouse, you can just use another button from your keyboard or controller to trigger the Vibe ability.For this, I'll be using a Lua script, on Desmume 0.9.11. I've tried with newer builds of Desmume, but the script ends up crashing due to it being more unstable, so I really recommend 0.9.11.# ControlsThe first step is to figure out how you want your controls to look like. I personally use a PC controller very similar to a PS3 controller. With that, I use the D-pad, the 4 face buttons, and 2 of the triggers as the regular DS buttons. But I also use both analog sticks to trigger the 4 Vibe abilities. Left stick up means Joy, Left stick down means Gloom, Right stick up means Rage and Right stick down means Calm. It may not be the best control scheme, but it definitely works for me.# Downloading the Lua scriptHere is the link to the file, it would be a good idea to have it on the same directory as Desmume. _touch.lua/fileBut that's not all, for the emulator to recognize and run a Lua script, you need two different .dll files. Make sure to choose the one you need.64bit: -5.1.5_Win64_dll16_lib.zip/download32bit: -5.1.5_Win32_dll16_lib.zip/downloadOnce you have downloaded the .zip, extract it, and move the two .dll files at the same directory as Desmume.*IMPORTANT: Rename "lua5.1.dll" to "lua51.dll", due to how old Desmume is, it will only recognize that name!*# Modifying the scriptFirst, make sure you have your main controls set up in Desmume (Config --> Control Config)After that, decide which 4 keyboard buttons you want to use for the Vibe abilities. Make sure that they don't interfere with anything else (Hotkeys on the emulator or on livesplit, something that makes a menu pop up, etc.)Once you have decided, you'll need to modify the Lua script. Here's how it's done.First, the code looks like this:[quote]while true doif input.get().numpad4 thenstylus.setx=40, y=40, touch=trueendif input.get().numpad5 thenstylus.setx=210, y=40, touch=trueendif input.get().numpad1 thenstylus.setx=40, y=140, touch=trueendif input.get().numpad2 thenstylus.setx=210, y=140, touch=trueendemu.frameadvance()end[/quote]Do you see those `input.get().` commands? whatever they have afterwards is what each Vibe ability corresponds to. So in the default code, Numpad 4 corresponds to Joy, Numpad 5 corresponds to Rage, Numpad 1 corresponds to Gloom and Numpad 2 corresponds to Calm.All you need to do is change `numpad4`, `numpad5`, `numpad1` and `numpad2` to whatever keys you want.Here is how to write every key in the keyboard:* **Locks**: "capslock", "numlock", "scrolllock"* **Numbers**: "0", "1", "2", "3", "4", "5", "6", "7", "8", "9"* **Letters**: "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z* **Function keys**: "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24"* **Directional Keys**: "left", "up", "right", "down"* **Numpad**: "numpad0", "numpad1", "numpad2", "numpad3", "numpad4", "numpad5", "numpad6", "numpad7", "numpad8", "numpad9", "numpad*", "numpad+", "numpad-", "numpad.", "numpad/"* **Others**: "backspace", "tab", "enter", "shift", "control", "alt", "pause", "escape", "space", "pageup", "pagedown", "end", "home", "insert", "delete", "semicolon", "plus", "minus", "comma", "period", "slash", "backslash", "tilde", "quote", "leftbracket", "rightbracket"Once you have modified your script, save it as SPP_touch.lua (in other words, don't change its name)# How to run the Lua scriptOn Desmume, go to Tools --> Lua Scripting --> New Lua Script Window...On that new window, press Browse... and open SPP_touch.luaThe code should now be running and you can test it by loading the ROM and trying to use the Vibe abilities using the keys you assigned.# What about Controller?This is where it gets a bit more complicated. Lua doesn't have a way to read controller inputs directly. That means that you'll have to map controller inputs to keyboard.Fortunately, there's an easy way to do that with Joy2Key ( )All you need to do is map the controller inputs you want to the keyboard keys that you assigned to your Vibe abilities.# Example of mapped inputsHere's a video example of myself playing the game, using analog sticks to trigger the Vibe abilities: =c2WVD8pL7Z0# Help/ContactSince I'm really bad at explaining things, I imagine there's going to be some questions about this. If you have one, please @ me on the Super Princess Peach Discord or DM me (Discord Tag: JuegAriel#7418)Anyways, I hope all of this helped some new runners get into this!-JA 2ff7e9595c
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