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Can't make Force Feedback work with Xbox 360 wired pad - tried everything to my knowledge.

5.2K views 18 replies 3 participants last post by  Jake3  
#1 ·
Can't make it work. If I have to be specific I'm using Razer Onza TE controller, however I'm pretty sure it's identical to the Xbox 360 wired controller in regards to being recognized by Windows and any other software/hardware - so I think you should treat it equally to a standard MS Xbox 360 wired pad.

I tried installing "xi.win7.x64.en.msi" and also tried many different options in the "Config Gamepad" menu in ePSXe (Type, Big Motor, Small Motor). I have switched it to DualShock and haven't forgotten to enable Force Feedback/Vibration in-game. I'm testing using Tekken 3 and when I switch Rumble Type (in ePSXe) to Visual the screen shakes when it should vibrate - which is a proof the game (and also version/region of game) supports Force Feedback.

Any help would be greatly appreciated.
 
#3 ·
Yep. I've tried both analog on and off (F5) and it's set on DX Joy1. Tekken 3 was shaking the screen (Visual Rumble) even with analog off (so I guess it's not necessary to hit F5 for Vibration to work - just enable it in-game). And because it wasn't working on DX Joy1 I tried all the other options, too (one of the things I've tried so far) but it isn't working on any of them. Also, what is Burutter?
 
#8 ·
You have to use pokopom pad plugin for 360pad rumble from my knowing. The prob is you need to use shark tool to patch it, but the latest epsxe doesnt have shark support yeT.
That will probably solve his problem. A quick Google search reveals that many have tried connecting Onza to ePSXe without issues.

There are two options from here. Use dinput, or if it doesn't work, xinput would be your best bet.
 
#10 · (Edited)
Online sources indicate using another driver, rather than Microsoft's default. I attached a file for xbcd, but it requires you to load unsigned drivers in Windows 7 before using it.

EDIT: Squall Leonhart made a post in the vba forums lol. You may want to follow this link instead or rather in NGemu itself.
 
#11 ·
I read the posts you provided links to in your reply and also some other posts (linked in the very posts you linked) and what I found out is they mainly focus on how to install and how to use the software mentioned. But my problem is I don't know what is best for my case. After I decide that, I can read them again to see precisely how to install everything I need. Now, I'd be very glad if you could help me decide what's best for my scenario. From my understanding:

1. XBCD is an alternative driver to the default MS driver for wired Xbox 360 (and also original Xbox) controllers. It aims to allow the Xbox 360 pad "expanded support for DirectInput". But then it needs x360ce (an XInput wrapper/emulator) in order to bring back XInput support for "XInput-only" games.

2. I don't understand this: What's so "expanded" about the support for DInput so it's worth it to remove the default MS driver, then replace it with XBCD and finally use x360ce to provide support for each (XInput) game individually?

3. Here, it says "Xbox 360 controller and XInput support only very basic control of vibration motors[7][8] in contrast with great palette of various effects supported by DirectInput.[9]" Does this mean I've been playing modern XInput games on PC (using the default MS driver) with less nuanced force feedback effects than on the Xbox 360 console (or anything else for example)? If so, how to get more (fully/as much as possible) nuanced force feedback effects in those games (and as well as in ePSXe)?

Could you please tell me if I have correctly understood the overall concept of XBCD and x360ce described in my supposition (numbered 1.) and also answer my questions (2. and 3.)? I feel like I'll have more questions but I'll have to wait for you to reply to these first.
 
#12 · (Edited)
Could you please tell me if I have correctly understood the overall concept of XBCD and x360ce described in my supposition (numbered 1.) and also answer my questions (2. and 3.)?
1. Yes. XBCD is an alternative driver to the older Xbox1 controllers for force feedback/rumble support.

XInput does not require x360ce to bring back support for XInput games. (It's DirectInput/DInput!) XInput is an API (used by game programmers) that allows applications to receive input from the Xbox 360 Controller for Windows.

2. x360ce contains a wrapper library that translates the XInput calls to DirectInput calls, for support non-XInput devices in new application (mostly games).

As stated: "Xbox 360 Controller Emulator" allows your controller (gamepad, joystick, wheel, ...), function as "Xbox 360 Controller". For example, lets you play games such as "Grand Theft Auto" (GTA) or "Mafia II" using Logitech Wheel.

ePSXe uses DirectInput for its controllers.

DirectInput has some limitations:
  • The left and right trigger buttons will act as a single button, not independently
  • The vibration effects will not be available
  • Querying for headset devices will not be available
Never use Wikipedia as a source. It's a bad place for information. Refer to the MSDN libraries for confirmation.

3. Yes. Simply install x360ce and hook it up to ePSXe.

EDIT: An older thread exists regarding the Razer Onza and ePSXe here.

You have to use pokopom pad plugin for 360pad rumble from my knowing. The prob is you need to use shark tool to patch it, but the latest epsxe doesnt have shark support yet.
Don't forget to try this method as well.
 
#13 ·
Thank you for your help and time so far. I'll try to be as concise as I can. When I started this thread I had only one problem - there wasn't any force feedback (otherwise it was working fine, no wrong button mappings for example) when I played games using ePSXe with my Onza (i.e., Xbox 360 wired controller). Now, I have another question/problem - I'd like to know if I've been playing *XInput* (I understand DInput games + Xbox 360 controller = no force feedback at all) PC games with some kind of "rudimentary/simple" force feedback effects and if so, how to fix that. Did your answer (3.) mean "Yes." - you've been playing games with the "simple" kind of force feedback and in order to fix that, you have to "Simply install x360ce and hook it up to ePSXe." (that's for ePSXe force feedback of course, and for any other modern XInput game you wish, too).

I understand what's the purpose of XBCD and the purpose of x360ce separately of each other - but what's the benefit of using them together and also with a wired Xbox 360 controller?

I had already found that older thread about Onza and ePSXe but it wasn't much help to me.

I'd try natr0n's method as well, however, it solves only the ePSXe problem and doesn't solve the other one I have with the "simple" kind of force feedback in PC games.
 
#14 ·
I understand what's the purpose of XBCD and the purpose of x360ce separately of each other - but what's the benefit of using them together and also with a wired Xbox 360 controller?
Xbcd existed since Windows XP and offered a solution to Xbox 1 controllers without force feedback. That's all.
 
#17 ·
OK, but what about that

Using a wired XBox 360 controller, you can use a custom driver such as the dated XBCD to overcome many of these limitations and provide for further customization for the XBox 360 controller under DirectInput.

Doesn't it mean exactly the opposite? And is there any difference between the so called "default" driver and the one that's called "Xbox 360 Accessories Software"?
 
#18 ·