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Elementix

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Discussion starter · #1 · (Edited)
Hey guys, I did a quick search for this issue and didn't really find much. I don't really care much about mouse support, but this lack of keyboard input is killing me...well..the fact that some game developers are porting/releasing games for PC that only work with controllers *COUGH* Castle Crashers *COUGH*. This seems silly on the surface...I mean come on..who would really want to play a 4 player game on 1 or 2 keyboards...I'll tell you who..the people that create their own arcade cabinets to play games like this! There's a thing called an I-PAC that all of the buttons wire into that tells the computer to hit a "keyboard" key when it's pressed. I know this is a bit of a niche area, but if you release a PC game then at least let your users map whatever buttons they want for their controls.
ANYWAY, luckily x360ce exists and seems to be the perfect workaround for this problem- when it arises in the few games that try to lock you in to a specific control scheme. Except the same could be said for x360ce...why can't I map keyboard buttons as input for the virtual 360 buttons??? This seems like such a big and obvious feature that's missing from this program. Are there any plans to enable this feature? It doesn't seem like it'd take too much to get it working...although I'll admit that I am in no means a programmer, so I honestly don't know. Can someone please look into adding this much needed and desired feature?? Most games are supporting XInput nowadays, and having this program allow keyboard input would be huge! Thanks so much for the program up to this point!

Also, I'd be willing to send $100 to anyone that can implement this feature for full keyboard control mapping for all 4 virtual 360 joysticks in x360ce. This includes combo mappings (like Alt+W, Shift+M, etc) and a tutorial on how to make it work. Hopefully that's enough incentive to add this feature. If you need to contact me, just add @gmail to my username. Thanks guys!

BTW, here's what an I-PAC looks like: https://www.ultimarc.com/ipac1.html
 
Maybe not the cleanest solution, but you can do this with vjoy + x360ce.
Create 4 virtual joysticks and map keyboard buttons to their controls. x360ce will see as if there are 4 real controllers connected
 
Discussion starter · #3 ·
Maybe not the cleanest solution, but you can do this with vjoy + x360ce.
Create 4 virtual joysticks and map keyboard buttons to their controls. x360ce will see as if there are 4 real controllers connected
Oh yes, I've looked into many different options..but in all honesty, that's very inefficient and unreliable. To have one program that can handle this job would work much better and be a better solution overall..as well as being easier to configure. My offer for the $100 still stands on this feature if someone can implement this. I'll send it through PayPal or Google Wallet.
 
Discussion starter · #5 ·
vjoy and x360ce do not get along.

if you want to use keyboard in x360ce... why are you even using x360ce?

any pc game worth a damn has keyboard support.
I feel like that's a very broad statement..not all games have full keyboard support..Street Fighter IV for example..although there is some kind of config hack/workaround for it. I'd consider that game worth a damn. Allowing keyboard mapping would futureproof having to do hacks and things like that to get these games working the way we want to play them. More and more developers seem to be porting games, but XInput almost always seems to be supported with it being the new standard. I don't feel like this is such a horrible request, but that's why I added a bounty from my personal funds to help get this feature included and to assist the community of people that want to be able to use this awesome workaround.
 
Discussion starter · #7 · (Edited)
If anyone stumbles across this in the future and this feature has still not been implemented, the next closest thing is using the XInput x360kb.ini method that's out there. I've attached the zip file that can be used to make some of these games work by editing the config file to the keys that you want to map to each virtual xbox 360 controller button and then saving the x360kb.ini and the xinput1_3.dll files in the root directory of the game's folder. There's also an XInput testing application that shows what button is being pressed for each keyboard key you hit. Seems to work very well. I just tested this with castle crashers and it worked flawlessly. It'd be easier to map all the buttons in something like x360ce and have it tell you if you've tried to map duplicates and things like that, but with a little manipulation this seems like it'll work too-at least for the games that recognize the files that are used to make it work. The ini file that's in the zip is screwed up a bit as I was just using it to test, so make sure you edit it for your own circumstances. If yours is similar to mine, you should only need to configure the files one time, and then just paste them into the game folders that you need them in.

BTW, The website that mentions this is: http://www.xgaming.com/support/questions/107/Street Fighter IV & Super Street Fighter IV: AE - PC Setup

Also, with over 17,000 downloads for the Street Fighter IV workaround I'd say that really is a feature that people would use:http://files.arcadecontrols.com/details.php?image_id=3610

Either way, it seems that this problem does actually have a solution...for now. Hope anyone that stumbles across this finds all of the included information helpful! Cheers! :)
 

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Discussion starter · #8 ·
It is a horrible request and unlikely to ever happen.
Eh, whatever...to each their own. Doesn't hurt to ask..obviously the thread has gotten a good many clicks in the past 2 days based on the title alone. There is still a request in from 2013 for this feature (https://code.google.com/p/x360ce/issues/detail?id=578&q=keyboard) and I've come across numerous people also asking for the same thing. Don't worry about it though. It's all good, it may happen one day..who knows.
 
If anyone stumbles across this in the future and this feature has still not been implemented, the next closest thing is using the XInput x360kb.ini method that's out there. I've attached the zip file that can be used to make some of these games work by editing the config file to the keys that you want to map to each virtual xbox 360 controller button and then saving the x360kb.ini and the xinput1_3.dll files in the root directory of the game's folder. There's also an XInput testing application that shows what button is being pressed for each keyboard key you hit. Seems to work very well. I just tested this with castle crashers and it worked flawlessly. It'd be easier to map all the buttons in something like x360ce and have it tell you if you've tried to map duplicates and things like that, but with a little manipulation this seems like it'll work too-at least for the games that recognize the files that are used to make it work. The ini file that's in the zip is screwed up a bit as I was just using it to test, so make sure you edit it for your own circumstances. If yours is similar to mine, you should only need to configure the files one time, and then just paste them into the game folders that you need them in.

BTW, The website that mentions this is: http://www.xgaming.com/support/questions/107/Street Fighter IV & Super Street Fighter IV: AE - PC Setup

Also, with over 17,000 downloads for the Street Fighter IV workaround I'd say that really is a feature that people would use:http://files.arcadecontrols.com/details.php?image_id=3610

Either way, it seems that this problem does actually have a solution...for now. Hope anyone that stumbles across this finds all of the included information helpful! Cheers! :)
Whether or not people would use it is not up for debate, we have no intent on adding keyboard support to a gamepad emulator.

SF works fine with e keyboard when remapped appropriate.
 
Discussion starter · #10 ·
Whether or not people would use it is not up for debate, we have no intent on adding keyboard support to a gamepad emulator.

SF works fine with e keyboard when remapped appropriate.
I've stated already that it's whatever. I've pretty much given up on requesting features from you guys on this project. No need to continue being a prick about it.
 
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