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Glad you like the game!

Thanks for reporting the problem. A question: is one of your joysticks a Competition Pro? The reason I'm asking is that a month ago a user reported that such joystick didn't work and a special test build I provided him with reported this:

devices found: 1
device 0:
axes: 2
hats: 0
balls: 0
buttons: 4
not suitable

Basically, the device was detected, but for some reason it was told to have an analogue shaft (axes: 2) instead of a digital hat (hats: 0). Unfortunately, there was nothing I could do about it as that's what my program is told by OS + SDL library. Then he tried a joypad and everything worked fine.

Some random suggestions:

  • if the option is available, try to change the input method from XInput to DirectInput and viceversa (in theory, both modes should be supported, but who knows);
  • check if there is any configuration option that affects how the joystick is seen/handled by the system;
  • try one joystick at a time.
(1 edit)

Thanks. They are simple joystick/gamepads (8-direction arcade stick and a few buttons). No analog shaft/control etc. and no Competition Pro. Two of them are connected via 9-pin (Atari-type) to USB adapters. The third has a direct USB cable. They have no configuration options. I can only see them in the "Setup USB game  controllers" section where simple test/calibration settings are available. I cannot really change anything there.

I tried disconnecting them, and restart Blastaway with only one connected but nothing changed. Perhaps the installer version might give a better "integration" with Windows, or I'd get the same result?

Calibration settings? Can you show me a screenshot or a video of the calibration process, please?

The installer doesn't have any bearing here. For a joystick/joypad to work, this is what has to happen:

  1. the device must have at least a digital direction control and a digital button;
  2. the device must be correctly detected and handled  by the OS;
  3. the OS must correctly report the joystick to the SDL library (the only third-party component used by Blastaway);
  4. the SDL library must correctly handle what reported by the OS.

Unfortunately, I don't have any control over the above, as the Blastaway program sees only what reported by the SDL library.

I'm sure 1 and 2 apply. About 3-4, have no idea. They work normally under emulators like MAME or WinUAE. They don't really need calibration, although one of them might require it every once in a while. Here's a video:


Thanks a lot for the video! From what I see, it looks like the system treats your device as if it were analogue: in fact, a digital device doesn't need calibration at all (each direction is either on or off, so all that's needed is 4 bits) and your test/calibration program assigns an 8 bit value to each axis (0 = left/up; 128 = center; 255 = right/down).
If it's OK with you, tomorrow I'll send you a test program that will show us how the joystick is reported to the game. Can you contact me by email, please?

(1 edit)

Sent you an email. I thought so too about calibration but as mentioned, every once in a while at least one of these joysticks "loses it" and stops working. Re-calibrating makes it work again. The 're-calibration' process of course is just moving the stick into all 8 directions and pressing a button. I agree it shouldn't be necessary but I'm guessing the USB conversion/emulation is dodgy, since these aren't really "native" USB devices.

Email received, thanks. I'll answer as soon as possible. In the meanwhile, my guess is...

The chain is like this:

joystick -> OS <-> SDL ->Blastaway

The problem probably lies in the fact that something in the joystick -> OS part (I'd say the default OS drivers) make the joysticks look as if they were analogue. As a consequence, SDL and then Blastaway are told that the joystick are analogue.