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Keyboard2Xinput (Virtual X360 pads from keyboard)
Schwing:
Hi again Dainja, I just tried TeknoParrot with Initial D 7, and had no problem with k2xi: what games have you had trouble with? What version of TeknoParrot (I have apparently the latest one, 1.0.0.249)?
regis69:
I have been having an odd issue with SF5 and minipac board on my arcade rig. Prior to SF5 updating earlier this year, I was using a batch file to reconfigure the ipac board specifically for this game. Worked great. I didn't have to use vjoy and x360ce or AHK.
Since the SF5 update, my methods filed to work and configuring vjoy and x360ce did not work well. I came across keyboard2xinput and installed ViGMe bus and Visual C++ 2015 32bit. My OS is WIN 10 pro.
I'm using the default mapping.ini file and see SF5 key config displayed in lower right upon loading game. When I go into controller setup though, player 1's "Y" keybinding is not detected, same for player 2's "X" keybinding. They are set in mapping.ini as "Z" and "W" respectively and if I open a notepad doc, and press these buttons, I get Z and W. So that is the first strange thing bc all the other bindings work. The second oddity, while still in SF5 controller setup, although I press player 1's "Y" ( medium kick ) and nothing happens, if I press the "X" (low kick) on player 2, it triggers the medium kick on player 1. The opposite happens with player 2's "X" (low kick). I press it, nothing is triggered, log file says "key not detected", but if I press player 1's "Y" (medium kick), it triggers the low kick on player 2. I hope this makes sense.
The obvious solution would be to try to remap these two buttons by swapping the resultant keybindings. Nope. Same problem. Weird.
Then I tried changing one of the keybindings in on the ipac board to another letter. I changed "Z" to "Y" then made the same change in mappings.ini. This time, player 1's medium kick button not only triggered nothing for player 1's controller, it did not trigger the low kick on player 2's controller.
I'm open to suggestions at this point.
Below is the mapping.ini file I am using.
[startup]
enabled = true
[config]
Subtract = disable
Add = enable
Divide = enableToggle
Multiply = exit
[pad1]
Up = UP
Down = DOWN
Left = LEFT
Right = RIGHT
LControlKey = A
LAlt = B
LShiftKey = X
Z = Y
X = RB
Space = LB
V = RT
C = LT
D5 = START
D1 = BACK
[pad2]
R = UP
F = DOWN
D = LEFT
G = RIGHT
S = B
A = A
I = Y
W = X
K = RB
Q = LB
L = RT
J = LT
D6 = START
D2 = BACK
Thanks for your help.
angryherbalist:
hey dude.
i've got a game for steam that has the buttons all weird and i want that particular game to have different buttons. it would make most sense for me to run the exe with a separate mappings.ini, but I'm using Launchbox/BigBox and already have the KeyBoard2XInput running but disabled. bigbox launches an AHK script to enable/disable the Key2xinput for games that require xinput.
I don't want to have to unload the app before launching that one game and then load a diff mapping file.
any thoughts on how i can make this work?
kagaden:
Schwing, thank you so much for this simplified solution!
I plan on updating my 2 cabs with this over the holidays starting today, if I run across any ideas or helpful advice I'll post here.
I'd be interested donating after I'm all wrapped up too. :cheers:
kagaden:
--- Quote from: Foxhole on October 17, 2019, 08:57:25 am ---
--- Quote from: Schwing on October 17, 2019, 07:54:16 am ---
--- Quote from: Foxhole on October 14, 2019, 08:18:31 pm ---Some older games require a small delay before starting, otherwise it won't detect the second controller.
One such game is injustice.
Using rocketlauncher/ahk it's quite simple to add a 1.5 second delay.
I'm guessing that for 4 controllers you will need to add a longer delay.
--- End quote ---
Interesting; just to confirm, you run kb2xi, wait 1.5 seconds, then start Injustice?
I remember some old games that didn't detect pads if they were connected after the game had started, but I haven't encountered such a case on the games I play on my bartop setup. Maybe I should add that to the troubleshooting section. Doy you know of other games that need that delay?
--- End quote ---
Yes, that's exactly what i did. If i don't add the 1.5 second delay the game won't detect the second controller.
So far this has only happened with injustice, but i'm guessing this will happen with more older games, since this was the behavior with those old games.
I should also point out that i'm running the games from an ssd drive, so loading is almost instantaneous.
--- End quote ---
I'm running from an SSD as well and also ran into this behavior, now working on where I can add a delay to load the game. Update: Launching from RL, I put it in postlaunch & added a 1500ms delay in the wait setting. Worked like a dream.
With k2x running & launching SFV from Steam = No issues, both players work great.
Launching with Rocketlauncher with Pre/Post exit enable/disable script = Also works with both players great.
Launching from Hyperspin, which kicks off the above configuration in Rocketlauncher = Keyboard keys are not blocked. This causes: Player 1 works, Player 2's inputs are broken and cause P1 to attack as well at times because both the P2 gamepad + P1 Keyboard key is pressed on the same button. Toggling the gamepads off with - and on with + result in keys still not being blocked.
Bug Report: When HyperSpin is running keys are not blocked.
1. Launch Notepad
2. Launch K2X and Enable it
3. Attempt to type with blocked keys into Notepad
4. ---> Note that keys are blocked, no visible input
5. Launch Hyperspin
6. Alt-Tab back to Notepad while Hyperspin is loaded in the background
7. Attempt to type with blocked keys into Notepad
8. ---> Note that keys are now unblocked, all inputs are visible
9. Press "-" to toggle K2X off
10. Press "+" to toggle K2X on
11. Attempt to type with blocked keys into Notepad
12. ---> Note that keys are still unblocked, all inputs are visible
Expected Result ---> Keys should be blocked while K2X is enabled.
PC - Windows 7 latest update, Hyperspin 1.4.0
Workaround - If Hyperspin is loaded first before K2X, then K2X key blocking works properly along with toggles. If K2X is loaded (for example on system boot) first prior to Hyperspin, then the above behavior happens. Therefore, for me the safest way I found is to not use togglemode and load/unload K2X with every game that requires it, which was how it was intended to be used prior to toggling.
Bug report: When launching the .exe directly from RocketLauncher as Pre-Launch, RocketLauncher will hang.
1. Open RocketLauncherUI
2. Add K2X.exe as Pre-Launch for your PC game
3. Launch the game with the rocket icon
4. ---> The game will not load and will hang. If there's a fade screen the fade screen will persist until reboot.
5. Change K2X.exe to load as Post-Launch for your PC game
6. Launch the game with the rocket icon
7. ---> The game will load with K2X without issue.
8. Create a batch file to load K2X.exe
9. Change to load K2X.exe with a batch file instead of directly, in Pre-Launch
10. Launch the game with the rocket icon
11. ---> The game will load with K2X without issue.
Expected Results---> K2X will load without hanging the game. This may be a RocketLauncher compatibility issue but seems strange it will load from a Batch file or Post-Launch, but will hang on Pre-Launch.
Workaround - Use Post-Launch to load the exe directly. Or a batch file to load with Pre-Launch (this is what I'm doing for most games).
I hope this testing of behavior was helpful as I finished up my cab! These are the only 2 issues I ran into + workarounds that are hopefully helpful for others.
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