What I did in the past on the widget builds was I would have specific pressure sensitivities for specific games and I would set up a specific version of a nightly PCSX2 builds around a particular game, so I could keep track of my Lilypad.ini's for each game, so I had specific pressure sensitivities set accordingly for each game through Lilypad.ini. So how can I set pressure sensitivities of individual button pressures in the QT builds like we could on the widget builds through Lilypad? And if this feature is not built into the QT builds, is there a work around? Or would I need to use an external program like ReWASD to achieve this while using the QT builds? I really want to move on to the QT builds fully but I really need a way to set the sensitivities for individual buttons, without needing to press an additional "modifier" button to adjust the sensitivity for a button for example, I would like to be able to press each button while playing and have it be at the pressure sensitivity that I am used to. Over many many years that I've been on the widget builds I've been customizing my face button sensitivities for specific games and in some games specific analog stick directions, and if I don't have this ability on the QT builds I'm afraid I will have to stay with the widget builds. The pressure modifier feature is nice and the ability to adjust sensitivities for all buttons at once is good, but it's not the same as being able to set pressure sensitivities for each button like we could in lilypad. This feature in the widget / lilypad was one of the best things about PCSX2, and without it I don't see how I can play games on the QT builds without this ability to set pressure sensitivities to each button. Can someone please address this issue head-on and explain if this is possible in the QT builds, and if it isn't, is this something that could be worked into the QT builds at some point? I know that the developers added a "pressure modifier" feature to the QT builds, but this pressure modifier feature doesn't seem to set pressure sensitivities to specific buttons like we can through the widget builds and lilypad, so when I press a button I can control how hard the button is pressed. Now I know this has been asked about in other topics, I've read through some of these topics where it's been asked about, and talked about, and in some cases developers said there was a solution, but I can't seem to follow any of these remedies. Now I know there were a lot of design decisions that went into this new controller mapping system in the QT builds, but it seems that the one feature that I really liked from the widget builds and lilypad is no longer available in the QT builds which is the ability to adjust the pressure sensitivities to individual buttons. However one of the features I like about the widget builds which I had been using for years had to do with Lilypad and the ability to adjust the pressure sensitivities of individual controller buttons, or of individual analog stick directions. Up to this point, I have been using to the widget builds and am trying to adjust to the QT builds so i can use QT builds moving forward. The developers did a wonderful job updating PCSX2 to this new style. So basically, some offbrand controllers do have pressure sensitivity.īut we're getting off-topic.I have recently been testing out the QT nightly builds for the first time and I am really liking this new style of PCSX2. Then, I had a look in the example code and figured that "ps2x.Analog(PSAB_BUTTON)" would give me pressure readings from the CROSS/CIRCLE/TRIANGLE/SQUARE buttons. I just changed the "// #define pressures true" to " #define pressures true" and lo and behold, it started working with the D-pad. ![]() The controller it worked with is completely offbrand and I have been informed there is no way in the world it could have pressure sensitivity on buttons/D-pad. Now, I decided to give it another try, and, to my surprise, it works, but unfortunately, not with my wireless controller. So, some time ago I've tried using a PS2 controller with the Arduino by using Bill Porter's library and it didn't work.
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