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coolspot

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  1. 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.

  2. 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.

  3. 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.

  4. 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

  5. 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.

     

  6. Hi all,

     

    Great little utility, I had to make a few changes to prevent Injustice 2 from displaying "Debugging tools and cheat engines are not allowed on Injustice 2".

     

    Here are the specific 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) 
  7. This mod is amazing for Demul, exactly what I was looking for. Works great via Launchbox and Naomi games. I did change the 2x2 mask to 512x384 ... made the effect more subtle, like others have said, old age has made us forget how CRTs look like and this more subtle effect is more in line with what I "remember" in the minds eye:ptdr:

     

    Thanks for the hard work on this Reshade mod!

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