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f5308d1b83
The PowerA gamepad initialization quirk worked with the PowerA
wired gamepad I had around (0x24c6:0x543a), but a user reported [0]
that it didn't work for him, even though our gamepads shared the
same vendor and product IDs.
When I initially implemented the PowerA quirk, I wanted to avoid
actually triggering the rumble action during init. My tests showed
that my gamepad would work correctly even if it received a rumble
of 0 intensity, so that's what I went with.
Unfortunately, this apparently isn't true for all models (perhaps
a firmware difference?). This non-working gamepad seems to require
the real magic rumble packet that the Microsoft driver sends, which
actually vibrates the gamepad. To counteract this effect, I still
send the old zero-rumble PowerA quirk packet which cancels the
rumble effect before the motors can spin up enough to vibrate.
[0]: https://github.com/paroj/xpad/issues/48#issuecomment-313904867
Reported-by: Kyle Beauchamp <kyleabeauchamp@gmail.com>
Tested-by: Kyle Beauchamp <kyleabeauchamp@gmail.com>
Fixes:
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.. | ||
gameport | ||
joystick | ||
keyboard | ||
misc | ||
mouse | ||
rmi4 | ||
serio | ||
tablet | ||
touchscreen | ||
apm-power.c | ||
evbug.c | ||
evdev.c | ||
ff-core.c | ||
ff-memless.c | ||
input-compat.c | ||
input-compat.h | ||
input-leds.c | ||
input-mt.c | ||
input-polldev.c | ||
input.c | ||
joydev.c | ||
Kconfig | ||
Makefile | ||
matrix-keymap.c | ||
mousedev.c | ||
sparse-keymap.c |