Analogue sticks are not mapping correctly
Closed this issue · 9 comments
GoogleCodeExporter commented
What versions of x360ce and Windows are you using?
Most recent version 2.1.1.191, just downloaded it today on 1-27-2015. All the
VS runtimes and support software from Microsoft is installed. Running Windows 7
Ultimate x64bit
What gamepad do you use? On what drivers version?
Generic USB Joystick with regular windows installed driver.
It looks just like an xbox 360 controller except that the home button is silver
without the X and has only a single red light in the upper left region of the
home key (image attached). There is no manufacturer label on it anywhere, no
name brand, nothing. It's generic as hell, got it off the internet for really
cheap. I see why it was so cheap now.
(Details)
I'm trying to make Tomb Raider (2012) work with this controller. By default the
game will use it but the camera stick (right stick) does not work at all. Plus
the buttons are just plain out mapped wrong (middle click the right stick for
the world map, for example). So I tried using your software and the program can
see the device as "Generic USB Joystick" and shows up as a tab under the
controller 1 settings.
However, I must point out that the image of the xbox 360 controller on the
general tab is greyed out, not full color like I've seen in the video tutorials
(image attached). The controller works for other games and I can even use the
xboxCE program to map all the standard buttons on the general tab but yet they
are still wrong in the game. The analogue sticks won't map at all, or only
partially but still the mappings are incorrect.
When I save the settings anyway and then run the game it's like the software
didn't map anything and nothing changes. Do you think its the controller and
its genericness that's the problem? I've tried renaming the dinput.dll files
the software generates and only once have I managed to get a little movement
out of the right stick. Even with that bit of action the right stick was all
inverted and backwards and only left and down worked for example. I don't know
what else to try, have any suggestions?
Original issue reported on code.google.com by brittonb...@gmail.com
on 27 Jan 2015 at 7:49
Attachments:
GoogleCodeExporter commented
Addendum:
Also in the screen shot of the xbox mapping software the button mappings are
the default buttons as generated by the software. I had deleted the settings
files prior to taking the screen shot, so you can see what the program default
to when first starting. It looks incorrect to me, note the triggers being
mapped as Axis 3, which is one of the right analogue sticks axis's based on the
readings under the Generic USB Joystick tab. I think the main issue is the
generic drivers that windows uses, there's no data for the program to use to
find the right button layout on its own.
Original comment by brittonb...@gmail.com
on 27 Jan 2015 at 7:55
GoogleCodeExporter commented
[deleted comment]
GoogleCodeExporter commented
Alright I managed to make it work for the most part. The only issue left is
that pressing the right analogue stick down also fires the left trigger switch.
By this I mean they are combined as the same key. No matter how I map the
controller or preset that I've tried to use it always links these two functions
together. Is that fixable? It's very annoying when playing the game and trying
to adjust the camera and at the same time the game thinks I'm trying to aim my
weapon.
I'm not sure what I did to make the software see the controller as it should.
Only thing I did was load a preset for one of the controllers listed in the
presets list. There is no listing for "generic usb controller" so I just tried
them all. The only one that didn't work and puts me back like it was is the
wireless Xbox360 controller preset. Which makes sense considering this
controller is not wireless. Is this issue a bug or is it just my controller?
Again the controller emulator software is mapping "Trigger" and "Stick Axis Y"
as the same key, no matter how I map it. Unless I just leave the left trigger
blank, which I can't do. I need it for aiming.
Original comment by brittonb...@gmail.com
on 27 Jan 2015 at 9:07
GoogleCodeExporter commented
Oh and here's is some info from the program for you.
Type: Joystick
VID:0x0079
PID: 0x0006
PN: Generic USB Joystick
PG: 00060079-0000-0000-0000-504944564944
IG: ea67b6d0-02b1-11e4-8001-444553540000
Force Feedback: No
Axes: 5
Buttons: 12
D-Pads: 1
Wasn't sure if you would need that information or not so I thought I should
post it just in case.
Original comment by brittonb...@gmail.com
on 27 Jan 2015 at 9:11
GoogleCodeExporter commented
Alright one last post on this then I'm done. I found a work-around for it, I
simply mapped the keys in reverse, by this I mean I made the triggers the
bumpers and the bumpers the triggers. In test mode here the right analogue
stick no longer fires the trigger key at the same time now. Going to go back in
game and test this configuration and see what happens.
Original comment by brittonb...@gmail.com
on 27 Jan 2015 at 9:22
GoogleCodeExporter commented
You followed the template, but you missed the most important part!
Using the correct Lib version!, your screenshot shows that you aren't - We do
not support the dll created by the setup app any more, at some point we will
have a new app ready to upload but for now you must use dll provided seperately.
The new tombraider game works 100% fine when used with the correct Lib(Dll).
Original comment by danialho...@gmail.com
on 27 Jan 2015 at 10:02
- Changed state: Invalid
GoogleCodeExporter commented
I have the 32 and 64bit library files that I downloaded with the main
executable. I wasn't sure what to do with them. At any rate the steps I did in
my post prior to this one worked. Without any additional files or setup. The
only difference is that the top L-R buttons are being used for the aim/fire
buttons, and the bottom L-R trigger buttons are used for the environment
sensing/map keys.
It's not a huge problem any longer, but I would like to know what I am supposed
to do with the other files. I'm assuming I'm supposed to overwrite the current
xinput1_3.dll file with the one from the 32bit lib32 archive? What's the
dinput8.dll and x360ce.gdb for? DirectX 8 support and a game database file?
I'll leave it alone and perhaps you can tell me more about it, your clearly
more familiar with it than I.
Original comment by brittonb...@gmail.com
on 27 Jan 2015 at 3:21
GoogleCodeExporter commented
[deleted comment]
GoogleCodeExporter commented
Yeah using the 32bit lib files fixed it right up.
Original comment by brittonb...@gmail.com
on 27 Jan 2015 at 11:50