What? There is a freaking diagnostics screen? Oh man, if I knew that earlier, I would have supplied you with this information from this screen instead.
This diagnostics screen is highly interesting.
I tested both gamepads
using only the "Generic Joystick" profile.
First testHere are the results of Firestorm Dual Analog 3:
D-Pad and both analog sticks are working properly.
Right to it, there are these circles on the screen.
As this gamepad has 12 buttons, I would have expected that these numbers appear on the screen:
0 1 2 3 4 5 6 7 8 9 10 11
Here are the numbers of the buttons as they appear on the screen:
0 1 2 3 4 5 6 7
9 10 blank blankWith
blank I mean there is a circle but without a number in it.
Here is the same information again, but in some sort of list:
expected button → shown button
0 → 0
1 → 1
2 → 2
3 → 3
4 → 4
5 → 5
6 → 6
7 → 7
8 → 9
9 → 10
10 → blank
11 → blankEvery button press is recognized correctly as one of the circles flashes red when I press a button. Interesting:
The position of the circle which gets red is exactly on the position where I'd expected the correct button number.Interesting, too: The number after "Raw Controller Input" is
always the number I would have expected.
The exact gamepad string is: "Mega World Thrustmaster dual analog 3.2" (I don't know why they picked this strange name; the gamepad is marketed as "Firestorm Dual Analog 3" and is produced by "ThrustMaster Inc.". I don't know what they mean with "Mega World".)
Second testAfter that, I quit Bitfighter and plugged in my SideWinder Game Pad Pro and restarted the test. You can't use this gamepad for gameplay anyways, but it should be suitable for testing.
The detection string is: "Microsoft SideWinder Game Pad Pro USB version 1.0"
D-Pad: does not exist
L Stick: works (actually, it is a analog pad, but whatever!)
R Stick: does not exist
It has only 9 buttons but jstest sees 10 buttons. Therefore Bitfighter is likely to "think" that this is a 10 button gamepad. Silly Microsoft.
expected button → shown button → nth circle which flashes*
0, 0, 0
1, 1, 1
2, 2, 2
3, 3, 3
4, 4, 4
5, 5, 6
6, 6, 5
7, 7, 7
8, 9, 8
X, 10, X
X,
blank, X
X,
blank, X
Now this needs a bit explantation: The first two columns have the same meaning as in the Firestorm Dual Analog 3 case. The 3rd column is the position of the circle which flashes when I press the button with the raw ID shown in the first ID. 0,0,0.
"X" in the "expected" column means here that this button does not physically exist. I would have expected that the GUI simply does not show anything at all on this position, not even a blank circle. Plase note that a button 9 is reported by jstest, although only buttons 0-8 physically exist; jstest does not report a button 10 or 11. "X" in the "nth circle" column means that it does never flash (no surprise here).
Now here is something very interesting: If I press button 5, button 6 flashes. If I press button 6, button 5 flashes. This is an even stranger behaviour.
What we also see here is that the buttons shown in the GUI are
the same fucking buttons as in the Firestorm Dual Analog 3. 0, 1, 2, 3, 4, 5, 6, 7, 9, 10, and two blank circles. Well
The text after "Raw Controller Input" is again always the expected button ID.
Technical informatonAnd here are some information shown in the diagnostics screen that may be of interest for you:
M/C: 5
C/S: 35
build: 4537/017b
CPU: good old x86
OS: Linux (version 3.5.0)
compiler: gcc (version 4.7.2)
FYI, I used the package supplied by
https://aur.archlinux.org/packages/bitfighter/. Yup, I am an Arch Linux nerd.
Edit:From now on, I will hang around as long as possible on
irc://irc.freenode.org/#bitfighter. This issue seems to bit complicated. Talk to me there if you have more questions. My name there is Wuzzy. (Obviously.)