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Simulate X360 controllers when you just have a keyboard


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Posté(e)
2 hours ago, coolspot said:

UPDATE: I got it to work, here are my settings:

 

  1. X64 XInput9.DLL
  2. HIdeDLL = 0 (Not Necessary)
  3. Steam = 0 (Key setting, when this is enabled, Injustice 2 detects a cheat engine) 

 

Glad you got it to work. Yes HideDLL might not work on all games, it works for DOA6. And Steam=1 is only for games which require steam actions, most games do not need it. Can you edit your post to only keep the working part? The initial question is not necessary anymore.

Posté(e) (modifié)
hace 1 hora, ducon2016 dijo:

 

Your config has log=1 and padcount=2 when you only have one defined. Try to set log=0 and padcount=1. I tested your files and everything works fine. Also try with all the options to see if it makes a difference

 


[Options]
UseInitBeep=1
Log=0
PadCount=1
HookAllXInputDLLs=0
BlockRawInput=1
BlockKeys=1
BlockKeysDelay=0
CloseProcess=1
CloseWindow=0
CloseKey=Esc
FilterOtherPads=0
FakeXInputPads=0
HookFastProx=0
SetPropertySuccess=0
DisableDI8Keyboard=0
DI8Range=0
RemapMethod=0
HideMouse=0
HideTaskBar=0
HideDLL=0
Steam=0
AnalogRange=1.0

 

i do it and nothing.

 

Is not in config files. Is someyhing on dll that conflicts with my arcade cabinet. On my other pcs no problem

 

But original x360kb and vjoy+x360ce works on my arcade cabinet, so is something like how this new x360kb (all dlls) is capturing keyboard inputs

Modifié par huntsman360
Posté(e)
1 hour ago, huntsman360 said:

i do it and nothing.

 

Is not in config files. Is someyhing on dll that conflicts with my arcade cabinet. On my other pcs no problem

 

But original x360kb and vjoy+x360ce works on my arcade cabinet, so is something like how this new x360kb (all dlls) is capturing keyboard inputs

 

Not sure what it is, try this https://cdn.discordapp.com/attachments/401433952239484929/738126213700255825/xinput1_3.7z

Posté(e)
6 minutes ago, huntsman360 said:

 

It wooooooorks!!!!!

 

What you have done?

 

Can you do the same to all other dll (32bit and 64bit)?

 

Thanks

 

I tried something in the code. There is a known performance issue with the keyboard hooks, the code assumed a case would never happen but unfortunately it did, so cleaning it up. Will publish all dlls later today.

Posté(e)
hace 3 minutos, ducon2016 dijo:

 

I tried something in the code. There is a known performance issue with the keyboard hooks, the code assumed a case would never happen but unfortunately it did, so cleaning it up. Will publish all dlls later today.

 

thanks, really appreciate your help

Posté(e)

Mortal Kombat Komplete Collection has an issue with x360kb with detecting two button presses (i.e. X + A).

 

I'm using a 6 button setup so I would like to use the shortcuts to do actions like throw (FP (X)  + FK (A)).

 

With x360kb, I noticed the commands are coming into Mortal Kombat Komplete training mode as A... B... in quick succession (nearly instanteous but it's clear the game is recognizing two key presses), rather than as a simulatenous press.

 

If I use a real XInput controller (i.e. Logitech F710), X + A will perform the proper move, and the input data looks to be AB.

 

If I use a keyboard, the move is performed fine as well (i.e. press two keyboard key simultaneously). 

 

Any ideas how to fix this one - is it the way the driver hooks into the keyboard it doesn't handle true simultaneous key presses (i.e. chording?).

 

Thanks.

 

Posté(e)
5 minutes ago, coolspot said:

Mortal Kombat Komplete Collection has an issue with x360kb with detecting two button presses (i.e. X + A).

 

I'm using a 6 button setup so I would like to use the shortcuts to do actions like throw (FP (X)  + FK (A)).

 

With x360kb, I noticed the commands are coming into Mortal Kombat Komplete training mode as A... B... in quick succession (nearly instanteous but it's clear the game is recognizing two key presses), rather than as a simulatenous press.

 

If I use a real XInput controller (i.e. Logitech F710), X + A will perform the proper move, and the input data looks to be AB.

 

If I use a keyboard, the move is performed fine as well (i.e. press two keyboard key simultaneously). 

 

Any ideas how to fix this one - is it the way the driver hooks into the keyboard it doesn't handle true simultaneous key presses (i.e. chording?).

 

Thanks.

 

 

It does work with combinations, I use them all the time. You can even set a combination as an input for example I used stuff like DPad Left=C&Left. In the config turn on the log, press the two buttons and send me the log please.

Posté(e) (modifié)
44 minutes ago, ducon2016 said:

 

It does work with combinations, I use them all the time. You can even set a combination as an input for example I used stuff like DPad Left=C&Left. In the config turn on the log, press the two buttons and send me the log please.

 

Other games like SF IV, SF V seem to recognize multi inputs fine, it's just Mortal Kombat Komplete Collection. 

 

I did not realize the .ini can handle combination input ... I gave it a try and the game is now recognizing X, A, LB, in sequence. Essentially MKK is reading all three keys,

 

Attached is a screenshot and two log files:

 

  1. Log File 1: Using combination keys in the config file, game is still detecting X / A even though X+A is mapped to LB
  2. Log File 2: No combination keys, game is detecting X / A in sequence not simultaneously like with a real gamepad or keyboard.

 

Both logs start around 40s on wards when MKK goes into practice mode:

 

From Log File 1:

2020-07-30 18:22:35.009 (  48.259s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 1
2020-07-30 18:22:35.019 (  48.269s) [                ]             config.cpp:343   INFO| [HookCallback] Key pressed A2
2020-07-30 18:22:35.019 (  48.269s) [                ]             config.cpp:360   INFO| [HookCallback] Key blocked A2
2020-07-30 18:22:35.025 (  48.276s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 0
2020-07-30 18:22:35.025 (  48.276s) [                ]             x360kb.cpp:59    INFO| A button pressed
2020-07-30 18:22:35.025 (  48.276s) [                ]             x360kb.cpp:59    INFO| X button pressed
2020-07-30 18:22:35.026 (  48.276s) [                ]             x360kb.cpp:59    INFO| Left Shoulder button pressed

From Log File 2:

 

2020-07-30 18:27:26.226 (  41.678s) [                ]             x360kb.cpp:84    INFO| Left Analog Right axis pressed
2020-07-30 18:27:26.226 (  41.678s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 1
2020-07-30 18:27:26.238 (  41.690s) [                ]             config.cpp:343   INFO| [HookCallback] Key pressed A0
2020-07-30 18:27:26.238 (  41.690s) [                ]             config.cpp:360   INFO| [HookCallback] Key blocked A0
2020-07-30 18:27:26.243 (  41.695s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 0
2020-07-30 18:27:26.243 (  41.695s) [                ]             x360kb.cpp:59    INFO| A button pressed
2020-07-30 18:27:26.243 (  41.695s) [                ]             x360kb.cpp:59    INFO| X button pressed

Here is my config file (without combo keys):

 

[Options]
UseInitBeep=1
Log=1
PadCount=2
HookAllXInputDLLs=0
BlockRawInput=1
BlockKeys=1
BlockKeysDelay=0
CloseProcess=1
CloseWindow=1
CloseKey=Esc
FilterOtherPads=0
FakeXInputPads=0
HookFastProx=0
SetPropertySuccess=0
DisableDI8Keyboard=0
DI8Range=0
RemapMethod=0
HideMouse=0
HideTaskBar=0
HideDLL=0
Steam=0
AnalogRange=1.0

[PAD1]
Start=1
Back=5
Left Analog Left=Left
Left Analog Down=Down
Left Analog Right=Right
Left Analog Up=Up
X=Left Control
Y=Left Alt
A=Left Shift
B=Z
Right Trigger=X
;Left Trigger=Z
Right Shoulder=Space
;Left Shoulder=Left Control&Left Shift

[PAD2]
Start=2
Back=6
Left Analog Up=R
Left Analog Down=F
Left Analog Left=D
Left Analog Right=G
X=A
Y=S
Right Shoulder=Q
;Left Shoulder=X&W
A=W
B=I
Right Trigger=K

 

 

I LOVE YOUR APP THOUGH :fiesta:

IMG_8695.jpg

Log File 1 - Combination Buttons.log

Log File 2 - No Combination Buttons.log

Modifié par coolspot
Posté(e) (modifié)

Looking at Log1. Thanks @coolspot

 

You press X at 2020-07-30 18:22:28.236, the game reads xinput 6 milliseconds later at 2020-07-30 18:22:28.242 and it is recognized. Then you keep X pressed and press A at 2020-07-30 18:22:28.253, the game reads xinput at 2020-07-30 18:22:28.259 and finds both X and A pressed! Then you keep those pressed and the game those are kept pressed until 2020-07-30 18:22:28.865.

 

What is possible is because the game polls the control at intervals of 16ms, it is expecting both inputs should be pressed within the same strict window. Sorry yes if you reuse the same buttons it will trigger the individual buttons, maybe I should add an option for that.

 

Can you try v15 I just posted today, this could be related to what I fixed for @huntsman360, I was waiting 16ms in some cases which seems to be the exact interval your log exhibits. So I might have fixed it already.

2020-07-30 18:22:28.236 (  41.486s) [                ]             config.cpp:343   INFO| [HookCallback] Key pressed A2
2020-07-30 18:22:28.236 (  41.486s) [                ]             config.cpp:360   INFO| [HookCallback] Key blocked A2
2020-07-30 18:22:28.242 (  41.493s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 0
2020-07-30 18:22:28.242 (  41.493s) [                ]             x360kb.cpp:59    INFO| X button pressed
2020-07-30 18:22:28.242 (  41.493s) [                ]             x360kb.cpp:84    INFO| Left Analog Right axis pressed
2020-07-30 18:22:28.242 (  41.493s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 1
2020-07-30 18:22:28.253 (  41.503s) [                ]             config.cpp:343   INFO| [HookCallback] Key pressed A0
2020-07-30 18:22:28.253 (  41.503s) [                ]             config.cpp:360   INFO| [HookCallback] Key blocked A0
2020-07-30 18:22:28.259 (  41.510s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 0
2020-07-30 18:22:28.259 (  41.510s) [                ]             x360kb.cpp:59    INFO| A button pressed
2020-07-30 18:22:28.259 (  41.510s) [                ]             x360kb.cpp:59    INFO| X button pressed
2020-07-30 18:22:28.259 (  41.510s) [                ]             x360kb.cpp:59    INFO| Left Shoulder button pressed
2020-07-30 18:22:28.259 (  41.510s) [                ]             x360kb.cpp:84    INFO| Left Analog Right axis pressed
2020-07-30 18:22:28.259 (  41.510s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 1
2020-07-30 18:22:28.280 (  41.531s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 0
2020-07-30 18:22:28.280 (  41.531s) [                ]             x360kb.cpp:59    INFO| A button pressed
2020-07-30 18:22:28.280 (  41.531s) [                ]             x360kb.cpp:59    INFO| X button pressed
2020-07-30 18:22:28.280 (  41.531s) [                ]             x360kb.cpp:59    INFO| Left Shoulder button pressed
2020-07-30 18:22:28.280 (  41.531s) [                ]             x360kb.cpp:84    INFO| Left Analog Right axis pressed
2020-07-30 18:22:28.280 (  41.531s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 1
2020-07-30 18:22:28.292 (  41.543s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 0
2020-07-30 18:22:28.292 (  41.543s) [                ]             x360kb.cpp:59    INFO| A button pressed
2020-07-30 18:22:28.292 (  41.543s) [                ]             x360kb.cpp:59    INFO| X button pressed
2020-07-30 18:22:28.292 (  41.543s) [                ]             x360kb.cpp:59    INFO| Left Shoulder button pressed
2020-07-30 18:22:28.292 (  41.543s) [                ]             x360kb.cpp:84    INFO| Left Analog Right axis pressed
2020-07-30 18:22:28.292 (  41.543s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 1
2020-07-30 18:22:28.309 (  41.559s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 0
2020-07-30 18:22:28.309 (  41.560s) [                ]             x360kb.cpp:59    INFO| A button pressed
2020-07-30 18:22:28.309 (  41.560s) [                ]             x360kb.cpp:59    INFO| X button pressed
2020-07-30 18:22:28.309 (  41.560s) [                ]             x360kb.cpp:59    INFO| Left Shoulder button pressed
2020-07-30 18:22:28.309 (  41.560s) [                ]             x360kb.cpp:84    INFO| Left Analog Right axis pressed
2020-07-30 18:22:28.309 (  41.560s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 1
2020-07-30 18:22:28.325 (  41.576s) [                ]             x360kb.cpp:37    INFO| XInputGetState Pad 0
2020-07-30 18:22:28.325 (  41.576s) [                ]             x360kb.cpp:59    INFO| A button pressed
2020-07-30 18:22:28.325 (  41.576s) [                ]             x360kb.cpp:59    INFO| X button pressed

 

 

Modifié par ducon2016
Posté(e) (modifié)
2 hours ago, ducon2016 said:

Looking at Log1. Thanks @coolspot

 

You press X at 2020-07-30 18:22:28.236, the game reads xinput 6 milliseconds later at 2020-07-30 18:22:28.242 and it is recognized. Then you keep X pressed and press A at 2020-07-30 18:22:28.253, the game reads xinput at 2020-07-30 18:22:28.259 and finds both X and A pressed! Then you keep those pressed and the game those are kept pressed until 2020-07-30 18:22:28.865.

 

What is possible is because the game polls the control at intervals of 16ms, it is expecting both inputs should be pressed within the same strict window. Sorry yes if you reuse the same buttons it will trigger the individual buttons, maybe I should add an option for that.

 

Can you try v15 I just posted today, this could be related to what I fixed for @huntsman360, I was waiting 16ms in some cases which seems to be the exact interval your log exhibits. So I might have fixed it already.

 

 

It's fixed with v15 - throws now work in MKK - game is recognizing X+A as a combined input! :very-good: I will continue to test with other games.

 

I also got it configured with Dragon Ball Fighter Z today, but it took a bit of work due to EasyAntiCheat. For others,to use x360kb with DBFZ, the following needs to be done:

  • Disable Easy Anti Cheat (go into DBFZ Steam local files and run the EAC setup.exe and uninstall)
  • Option A: Manually create a shortcut, add the following parameter to the end of the shortcut: "-eac-nop-loaded"
  • Option B: Use DBFZ Mod Manager and patch .EXE (https://gamebanana.com/tools/6357)

After patching or disabling, not sure if the game can go online anymore - I plan to play offline.

Modifié par coolspot
Posté(e) (modifié)

Did anyone test on teknoparrot for racing games?

Modifié par Caos Gamer
Posté(e)
37 minutes ago, Caos Gamer said:

Did anyone test on teknoparrot for racing games?

 

Yes I use it with Teknoparrot too it works. You need to put xinput1_4.dll and x360kb.ini in the teknoparrot folder, NOT in the game folder.

Posté(e)
En 31/07/2020 a las 19:33, ducon2016 dijo:

 

Sim, eu uso com Teknoparrot também funciona. Você precisa colocar xinput1_4.dll e x360kb.ini na pasta teknoparrot, NÃO na pasta do jogo.

Thank you Bro.
Posté(e)

Pac-Man 256 has some some comments about trouble with x360kb, probably the old version not this one. I got it configured today, required a bit of trial and error:

 

  • Use X-Input 1.3, 32-bit, DLL
  • Use the following options:
[Options]
UseInitBeep=1
Log=0
PadCount=1
HookAllXInputDLLs=0
BlockRawInput=0 ;If blocking is set to any other value, the simulated x-input device will not register properly
BlockKeys=0
BlockKeysDelay=0
CloseProcess=1
CloseWindow=0
CloseKey=Esc
FilterOtherPads=0
FakeXInputPads=0
HookFastProx=0
SetPropertySuccess=0
DisableDI8Keyboard=0
DI8Range=0
RemapMethod=0
HideMouse=0
HideTaskBar=0
HideDLL=0
Steam=0
AnalogRange=1.0

That's pretty much it along with the proper control mapping of course.

Posté(e)
1 hour ago, coolspot said:

Pac-Man 256 has some some comments about trouble with x360kb, probably the old version not this one. I got it configured today, required a bit of trial and error:

  • Use X-Input 1.3, 32-bit, DLL
  • Use the following options:

[Options]
UseInitBeep=1
Log=0
PadCount=1
HookAllXInputDLLs=0
BlockRawInput=0 ;If blocking is set to any other value, the simulated x-input device will not register properly
BlockKeys=0
BlockKeysDelay=0
CloseProcess=1
CloseWindow=0
CloseKey=Esc
FilterOtherPads=0
FakeXInputPads=0
HookFastProx=0
SetPropertySuccess=0
DisableDI8Keyboard=0
DI8Range=0
RemapMethod=0
HideMouse=0
HideTaskBar=0
HideDLL=0
Steam=0
AnalogRange=1.0

That's pretty much it along with the proper control mapping of course.

 

It works with PadCount=2 or 3 or 4 if you have the controls. I use it with two players on my setup, works really well.

  • 2 semaines après...
Posté(e) (modifié)

I have multiple controllers - IPAC + XINPUT fightstick, is there a way to prioritize physical XINPUT devices over virtual ones? i.e. ensure that physical controllers are detected first before simulated ones are loaded?

 

Some games only support 2 controllers and the virtual ones are loaded before my physical one, thus blocking my physical XINPUT controller when I want to use it? For example, Street Fight V, if x360kb is loaded, physical sticks won't register.

 

Thanks.

Modifié par coolspot
Posté(e)
7 hours ago, coolspot said:

I have multiple controllers - IPAC + XINPUT fightstick, is there a way to prioritize physical XINPUT devices over virtual ones? i.e. ensure that physical controllers are detected first before simulated ones are loaded?

 

Some games only support 2 controllers and the virtual ones are loaded before my physical one, thus blocking my physical XINPUT controller when I want to use it? For example, Street Fight V, if x360kb is loaded, physical sticks won't register.

 

Thanks.

 

Right now x360kb does not allow mixed usage of joysticks and keyboard unfortunately.

  • 2 semaines après...
Posté(e)
15 minutes ago, bucksoverfame said:

@ducon2016 how would I add 3rd & 4th player set up like Streets Of Rage 4, Super bomber Man & Battletoads? 

 

At the top change PadCount= to 3 or 4

And add [PAD3] and [PAD4] sections in the configuration with the associated keys

Posté(e)
4 hours ago, Krakatoa said:

Does it work to map a trackball (mouse)? I want to map joystick controls to a trackball for games like monkeyball.

 

Nope this is to map keyboard as a joystick. So keyboard becomes to joystick :D

 

What you want is joystick becomes trackball which I will likely never do with this project.

  • 2 mois après...
Posté(e)

J'ai configuré mon multi nesica et Sega all net avec ce soft avec comme interface avec ma borne une JVSPAC. Cella marche très bie, plus de problème avec les jeux PC et la touche Alt et aussi Chaos Code 2.11 est maintenant 100% fonctionnel.

 

J'aimerai parcontre pourvoir utiliser ma manette 360 mais apparemment elle est bloqué (elle fonctionne si j'enlève le DLL), est-ce qu'il y a une option que je n'est pas trouvé pour cela?

 

Merci pour ce petit soft qui rend franchement service, surtout pour les borne d'arcade.

Posté(e)
3 hours ago, stickcross said:

J'ai configuré mon multi nesica et Sega all net avec ce soft avec comme interface avec ma borne une JVSPAC. Cella marche très bie, plus de problème avec les jeux PC et la touche Alt et aussi Chaos Code 2.11 est maintenant 100% fonctionnel.

 

J'aimerai parcontre pourvoir utiliser ma manette 360 mais apparemment elle est bloqué (elle fonctionne si j'enlève le DLL), est-ce qu'il y a une option que je n'est pas trouvé pour cela?

 

Merci pour ce petit soft qui rend franchement service, surtout pour les borne d'arcade.

 

Non pas pour l'instant desole. Cela ne marche que pour le clavier, pas de support pour un mode hybride pour l'instant.

Posté(e) (modifié)

Il suffirait pas juste de laisser passer les entrée xinput et bloquer tout le reste?

 

Je dis ça c'est peut être plus compliqué softwarement parlent

Modifié par stickcross
Posté(e) (modifié)
2 hours ago, stickcross said:

Il suffirait pas juste de laisser passer les entrée xinput et bloquer tout le reste?

 

Je dis ça c'est peut plus compliqué softwarement parlent

 

C'est faisable, l'idee en gros c'est ca mais il faut ecrire le code :fiesta: Si tu sais coder, le source est dans l'archive, n'hesites pas a l'ajouter toi meme.

Modifié par ducon2016
Posté(e)

Salut Ducon2016,

 

J'essaye de sortir de mes jeux avec une combinaison de touche (start et Bouton 3) et j'ai l'impression que la fonction remap ne fonctionne pas chez moi. C'est pour les jeux Nesica TTX et Sega pour le moment.

Comment tu ferais cela?

 

J'ai essaye aussi Back=1&Space et attribue Joy1Button8 dans Jconfig (qui correspond a Back) sans passe par la fonction remap, cela fonctionne mais ca fais une fenêtre pop up avec GLRH apres la sortie du jeu.

 

[Options]
;Set to 1 to make a sound when the DLL is loaded by the game
UseInitBeep=0
;Set to 1 to output logs in the "x360kb logs" folder inside the game folder
Log=0
;Number of pads you want to simulate (up to 4)
PadCount=2
;Set to 1 if the game loads more than one xinput library
HookAllXInputDLLs=0
;Set to 1 to block everything, 2 to block only joysticks, 3 for Unity emulation
BlockRawInput=1
;Set to 1 to hide pressed keys from the game windows inputs
BlockKeys=1
;Set to amount of milliseconds before blocking keys
BlockKeysDelay=0
;Set to 1 to quit game by pressing a key
CloseProcess=1
;Set to 1 to quit game by quitting more cleaning. Requires CloseProcess=1
CloseWindow=1
;Key to quit game
CloseKey=Esc
;If you have other DInput8 pads and only want to use the simulated ones set to 1
FilterOtherPads=0
;If you want DInput8 to believe you have xinput pads set to 1. Some games load both DInput and Xinput libraries, and only use XInput after parsing DInput devices. This option only works if wrapping as xinput1_3, xinput1_4 or xinput9_1_0
FakeXInputPads=0
;Some games use WbemLocator to find xinput pads. Try 1 if game is not finding any controller
HookFastProx=0
;If you want to force DInput and Dinput8 SetProperty to always succeed
SetPropertySuccess=0
;If you want to disable DInput8 Keyboard
DisableDI8Keyboard=0
;Adjust DInput8 Joystick Range if axises appear constantly pushed
DI8Range=0
;0=Remap Dinput8 only, 1=Remap Dinput8+SendInput, 2=Remap Dinput8+Keyboard Events
RemapMethod=1
;Set to 1 to hide mouse cursor in game
HideMouse=0
;Set to 1 to hide desktop taskbar in game
HideTaskBar=0
;Set to 1 to hide DLL from the game
HideDLL=0
;Set to 1 to remap steam actions
Steam=0
;Set to smaller value if you want cursor to move slower in some games
AnalogRange=1.0

[Actions]
;Steam actions mapping
;Analog Action in Steam=Left Analog or Right Analog
;Digital Action in Steam=A,B,X,Y,Left Shoulder,Right Shoulder,Left Trigger,Right Trigger,Left Thumb,Right Thumb,D-Pad Up,...,Left Analog Left,...,Right Analog Left,...  
;Move=Left Analog
;attackA=A

[PAD1]
Start=1
Back=Esc
Left Analog Left=
Left Analog Down=
Left Analog Right=
Left Analog Up=
Right Analog Left=
Right Analog Down=
Right Analog Right=
Right Analog Up=
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
A=Left Control
B=Left Alt
X=Left Shift
Y=Z
Left Shoulder=X
Right Shoulder=Space
Left Trigger=
Right Trigger=5
Left Thumb=F2
Right Thumb=9
Wheel Left=
Wheel Right=

[REMAP]
1&Space=Esc

[PAD2]
Start=2
Back=
Left Analog Left=
Left Analog Down=
Left Analog Right=
Left Analog Up=
Right Analog Left=
Right Analog Down=
Right Analog Right=
Right Analog Up=
D-Pad Up=R
D-Pad Down=F
D-Pad Left=D
D-Pad Right=G
A=A
B=S
X=W
Y=I
Left Shoulder=K
Right Shoulder=Q
Left Trigger=
Right Trigger=6
Left Thumb=
Right Thumb=
Wheel Left=
Wheel Right=

 

Posté(e)
6 hours ago, stickcross said:

J'essaye de sortir de mes jeux avec une combinaison de touche (start et Bouton 3) et j'ai l'impression que la fonction remap ne fonctionne pas chez moi. C'est pour les jeux Nesica TTX et Sega pour le moment.

Comment tu ferais cela?

 

J'ai essaye aussi Back=1&Space et attribue Joy1Button8 dans Jconfig (qui correspond a Back) sans passe par la fonction remap, cela fonctionne mais ca fais une fenêtre pop up avec GLRH apres la sortie du jeu.

 

Oui le remap ne prends pas de combinaisons encore, faut que j'ajoute ca un de ces quatres

  • 3 semaines après...
Posté(e)

Salut tout le monde, 

J'ai un Ipac 2 depuis peu et je voulais réinstaller mes jeux steam et en voyant ce truc ,j'me suis dis bingo mais en fait non ,un peu d'aide serait la bien venue!

Mes réglages sont:( je fais le test sur SFV pour le moment)

[Options]
;Set to 1 to make a sound when the DLL is loaded by the game
UseInitBeep=1
;Set to 1 to output logs in the "x360kb logs" folder inside the game folder
Log=1
;Number of pads you want to simulate (up to 4)
PadCount=2
;Set to 1 if the game loads more than one xinput library
HookAllXInputDLLs=0
;Set to 1 to block everything, 2 to block only joysticks, 3 for Unity emulation
BlockRawInput=1
;Set to 1 to hide pressed keys from the game windows inputs
BlockKeys=1
;Set to amount of milliseconds before blocking keys
BlockKeysDelay=0
;Set to 1 to quit game by pressing a key
CloseProcess=1
;Set to 1 to quit game by quitting more cleaning. Requires CloseProcess=1
CloseWindow=0
;Key to quit game
CloseKey=Esc
;If you have other DInput8 pads and only want to use the simulated ones set to 1
FilterOtherPads=0
;If you want DInput8 to believe you have xinput pads set to 1. Some games load both DInput and Xinput libraries, and only use XInput after parsing DInput devices. This option only works if wrapping as xinput1_3, xinput1_4 or xinput9_1_0
FakeXInputPads=0
;Some games use WbemLocator to find xinput pads. Try 1 if game is not finding any controller
HookFastProx=0
;If you want to force DInput and Dinput8 SetProperty to always succeed
SetPropertySuccess=0
;If you want to disable DInput8 Keyboard
DisableDI8Keyboard=0
;Adjust DInput8 Joystick Range if axises appear constantly pushed
DI8Range=0
;0=Remap Dinput8 only, 1=Remap Dinput8+SendInput, 2=Remap Dinput8+Keyboard Events
RemapMethod=0
;Set to 1 to hide mouse cursor in game
HideMouse=0
;Set to 1 to hide desktop taskbar in game
HideTaskBar=0
;Set to 1 to hide DLL from the game
HideDLL=0
;Set to 1 to remap steam actions
Steam=0
;Set to smaller value if you want cursor to move slower in some games
AnalogRange=1.0

[Actions]
;Steam actions mapping
;Analog Action in Steam=Left Analog or Right Analog
;Digital Action in Steam=A,B,X,Y,Left Shoulder,Right Shoulder,Left Trigger,Right Trigger,Left Thumb,Right Thumb,D-Pad Up,...,Left Analog Left,...,Right Analog Left,...  
;Move=Left Analog
;attackA=A

[PAD1]
Start=Return
Back=Space
Left Analog Left=Left
Left Analog Down=Down
Left Analog Right=Right
Left Analog Up=Up
Right Analog Left=
Right Analog Down=
Right Analog Right=
Right Analog Up=
D-Pad Up=
D-Pad Down=
D-Pad Left=
D-Pad Right=
A=Q
B=W
X=E
Y=R
Left Shoulder=T
Right Shoulder=Y
Left Trigger=U
Right Trigger=I
Left Thumb=
Right Thumb=
Wheel Left=
Wheel Right=


[PAD2]
Start=+
Back=-
Left Analog Left=Num4
Left Analog Down=Num2
Left Analog Right=Num6
Left Analog Up=Num8
Right Analog Left=
Right Analog Down=
Right Analog Right=
Right Analog Up=
D-Pad Up=
D-Pad Down=
D-Pad Left=
D-Pad Right=
A=G
B=H
X=J
Y=K
Left Shoulder=L
Right Shoulder=,
Left Trigger=Num7
Right Trigger=Num9
Left Thumb=
Right Thumb=
Wheel Left=
Wheel Right=


Pour le joueur 1 ça a l'air de fonctionner mais pas le deux, j'ai le A et J(quand je me mets en mode test) sinon rien d'autre ne fonctionne en jeux.

Merci d'avance de votre aide!

 

Posté(e)
39 minutes ago, boby07 said:

Salut tout le monde, 

J'ai un Ipac 2 depuis peu et je voulais réinstaller mes jeux steam et en voyant ce truc ,j'me suis dis bingo mais en fait non ,un peu d'aide serait la bien venue!

Mes réglages sont:( je fais le test sur SFV pour le moment)


Pour le joueur 1 ça a l'air de fonctionner mais pas le deux, j'ai le A et J(quand je me mets en mode test) sinon rien d'autre ne fonctionne en jeux.

Merci d'avance de votre aide!

 

Tu utilises quelle dll et tu la place ou? Entends tu le beep quand le jeu se charge?

Posté(e) (modifié)

Merci de ton retour.

J'entends deux beep à la suite et mon chemin est:

E:\Steam\steamapps\common\StreetFighterV\StreetFighterV\Binaries\Win64.

dll64.

5fc661ed8c44d_Capturedcran2020-12-01163103.png.1c3a1fce16ca62df2d17933fed9d279d.png

La version du logiciel winIpac est la 1.39

Je viens d'essayer MK11 et j'ai l'impression que ça se croise avec les commandes clavier.

On dirait que les touches qui marchent pour le pad 2 sont en faites des touches sup du pad1, comme si il ne voyait pas le player 2....

Modifié par boby07

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