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Author Topic: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)  (Read 190318 times)

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DeLuSioNal29

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Hello all.  I just thought I’d share some great news!  A member of Capcom-unity forums has posted a patch that allows 2 player keyboard control in SFIV, MKK, SFxTekken, Etc).  PPJOY no longer required!  (Thanks to lingpanda for the link)   It is based on forum user RacerS’ X360 emulator which was later modded by user Viirus.  Capcom-unity forum user pkt has based his SFIV patch on these previous works.  See here for more info:  http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/18347559/SFIV_PC__2_players_on_keyboard&post_num=98#318969416

However, I have made a quick tutorial on how to get it working (for those using PPJOY, please make sure it is not running):

1)   Download the patch linked to this post SF4 Keyboard Patch.zip (it includes these instructions listed on this forum topic) .  It contains both the dll and ini files that you need.  The source files are also included for your convenience.
2)   Unzip the file and copy the two files located in the “dll” folder (x360kb.ini and xinput1_3.dll) into your Street Fighter IV directory next to the executable for the game.
3)   Edit the x360kb.ini file to match your keyboard layout (see readme.txt for usage) (sample listed below for default  ipac and X-Arcade configs).
3a)  IMPORTANT:  When editing the x360kb.ini file, the SF layout follows the following sequence:
       X=(light punch)
       Y=(medium punch)
       Right Shoulder=(heavy punch)       
       A=(light kick)
       B=(medium kick)
       Right Trigger=(heavy kick)


4)   Run Street Fighter IV (no need to configure joysticks in the first option screen)
5)   Make sure your Options for the “Button Config” and “Keyboard Settings” match exactly to the following.  IMPORTANT!:  Keyboard setting MUST be set to “none”



Sample x360kb.ini (for ipac MAME defaults)
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
A=Left Shift
B=Z
X=Left Control
Y=Left Alt
Right Shoulder=Space
Right Trigger=X
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=5
Start=1

[PAD2]
D-Pad Up=R
D-Pad Down=F
D-Pad Left=D
D-Pad Right=G
A=W
B=I
X=A
Y=S
Right Shoulder=Q
Right Trigger=K
Back=6
Start=2

Sample x360kb.ini (for X-Arcade Mode 1 MAME defaults)
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
A=Left Shift
B=Z
X=Left Control
Y=Left Alt
Right Shoulder=Space
Right Trigger=X
D-Pad Up=num8
D-Pad Down=num2
D-Pad Left=num4
D-Pad Right=num6
Back=5
Start=1

[PAD2]
D-Pad Up=R
D-Pad Down=F
D-Pad Left=D
D-Pad Right=G
A=W
B=E
X=A
Y=S
Right Shoulder=Q
Right Trigger=left bracket
Back=6
Start=2


Sample x360kb.ini (for Hotrod SE MAME defaults)
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
A=Left Shift
B=z
X=Left Control
Y=Left Alt
Right Trigger=x
Right Shoulder=Space
D-Pad Up=num8
D-Pad Down=num2
D-Pad Left=num4
D-Pad Right=num6
Back=3
Start=1

[PAD2]
D-Pad Up=r
D-Pad Down=f
D-Pad Left=d
D-Pad Right=g
A=w
B=e
X=a
Y=s
Right Shoulder=q
Right Trigger=Left Bracket
Back=4
Start=2

Known bugs: The default setting for the ipac has Player 2 button 1 as the letter A.  As such, during the menus, the letter A is hard coded to Player 1’s select button in the menus (A = select B = Back).  So both players can press the letter A during menus.  No biggie in my opinion.

Hope you guys found this tutorial easy.  A lot simpler than using PPJOY (which only worked in a 32 bit OS).

All the info here was used with permission from Capcom-unity forum member pkt.  Thanks again!  I have simply compiled it into an easy to understand, "one-stop" document.

Although this workaround is great, I still encourage everyone to send Capcom a note.  I'm sure if they receive enough requests, they cannot ignore re-examining the possibility of a patch.
  http://www.xgaming.com/support/questions/107/Street+Fighter+IV+-+PC+Setup

Enjoy!

DeLuSioNaL29

** DOWNLOAD IT HERE:
SF4 Keyboard Patch.zip
or here at X-Arcade's website:
http://www.xgaming.com/service/ServiceFiles/X-SF4.zip
« Last Edit: September 22, 2015, 04:47:02 pm by DeLuSioNal29 »
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lingpanda

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #1 on: September 18, 2009, 12:06:36 am »
One more minor bug/quirk using the defualt mame keys. Pressing both med punch and kick for player one makes a weird windows sound. I'm not sure if it effects this special move or not. Just a FYI

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #2 on: September 18, 2009, 12:25:25 am »
Yeah, I noticed that too.  I turned all of my sounds in windows off so that it's silent.  It does not affect game play though.

What's happening is that button 2 is "ALT" which triggers a windows command when pressed with another key.  So buttons 5  and 6 are set to Z and X respectively.  ie. ALT + Z or ALT + X is being pressed when playing.  SFIV does not recognize these commands, so you hear the windows error "ding" in the background.

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #3 on: September 19, 2009, 12:32:29 am »
Have been using this for a bit and it seems to work very well with my JPAC, but I noticed a problem last night. When I mash buttons on the player 2 side and try to do a full focus attack with player 1 it comes out right away, doesn't charge or anything.

Funny thing though is the focus attack on player 2 works fine when mashing buttons on the player 1 side.

Has anybody run into this problem too?

EDIT: Fixed it, had the button 2 = M in the JPAC config instead of L ALT and all seems okay now.
« Last Edit: September 19, 2009, 12:41:20 am by Sky Zero »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #4 on: September 20, 2009, 08:28:21 am »
Thank you for this !!!!

For myself i cannot get my U360's to work?
The buttons of my ipac 2 work great.

I have set the ini file to analog but same result as d-pad :(

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #5 on: September 29, 2009, 01:01:44 pm »
Wow, this is awesome.  Never thought I could get my joystick fully working, but you proved me wrong!  Many thanks  :cheers:
Here is my layout for the "hotrod se"
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
A=Left Shift
B=z
X=Left Control
Y=Left Alt
Right Trigger=x
Right Shoulder=Space
D-Pad Up=num8
D-Pad Down=num2
D-Pad Left=num4
D-Pad Right=num6
Back=num3
Start=num1

[PAD2]
D-Pad Up=r
D-Pad Down=f
D-Pad Left=d
D-Pad Right=g
A=w
B=e
X=a
Y=s
Right Shoulder=q
Right Trigger=left bracket
Back=num0
Start=right bracket

DeLuSioNal29

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #6 on: September 29, 2009, 01:08:45 pm »
Mrslippery,

Is that the default layout for the Hotrod se?  If so, I can add it to my original post.  Can you confirm?

Thanks in advance!

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #7 on: October 14, 2009, 12:35:36 pm »
God bless all of you kind souls for stepping in where Capcom failed us!  I thought us x64 users were screwed!  Using a SlikStik so going to try this out and see how it goes.  Thanks again!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #8 on: October 14, 2009, 01:03:38 pm »
The Slikstik uses an I-pac, so be sure to use that configuration from the notes above.  It should work just fine.

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #9 on: October 14, 2009, 02:21:17 pm »
Ok, had a few little mistakes on the first ini I posted for the hotrod se.
Here is the fully functional ini for a default HotRod SE joystick.
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
A=Left Shift
B=z
X=Left Control
Y=Left Alt
Right Trigger=x
Right Shoulder=Space
D-Pad Up=num8
D-Pad Down=num2
D-Pad Left=num4
D-Pad Right=num6
Back=3
Start=1

[PAD2]
D-Pad Up=r
D-Pad Down=f
D-Pad Left=d
D-Pad Right=g
A=w
B=e
X=a
Y=s
Right Shoulder=q
Right Trigger=Left Bracket
Back=4
Start=2

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #10 on: October 14, 2009, 03:37:57 pm »
Updated for Hotrod SE.  I also updated the general key configs when assigning the X, Y, A, B, etc buttons.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #11 on: October 20, 2009, 03:06:00 pm »
Working on the SlikStik Classic here under Vista x64 perfectly!  Only thing I had to do was alter the config for player 1 since some of the button mappings were wrong.  All the other buttons were correct.  This might be because I have a Classic I'm not sure.  Here is my config and below that, a picture of the SlikStik Classic's default layout for reference which will also explain my alterations.  Thanks again to everyone involved!   :cheers:

[PAD1]
A=0
B=Z
X=7
Y=H
Right Shoulder=9
Right Trigger=X
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=5
Start=1

[PAD2]
D-Pad Up=R
D-Pad Down=F
D-Pad Left=D
D-Pad Right=G
A=W
B=I
X=A
Y=S
Right Shoulder=Q
Right Trigger=K
Back=6
Start=2


DeLuSioNal29

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #12 on: October 20, 2009, 03:24:12 pm »
Yes, the Slikstik Classic's default layout differs slightly for Player 1.

Glad you got it working!

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #13 on: December 11, 2009, 12:20:47 am »
The Jab and Medium Punch buttons when depressed on player two, trigger both player one and player two to perform those actions.
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #14 on: December 11, 2009, 01:51:34 am »
The Jab and Medium Punch buttons when depressed on player two, trigger both player one and player two to perform those actions.

In actuality, I fail at following simple instructions
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #15 on: December 11, 2009, 03:51:05 am »
You need to clear the keyboard assignments under options (see pic)

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #16 on: January 26, 2010, 02:47:27 pm »
Hi guys. I've spent days trying to get this to work on my minipac and it just isnt. I've done everything as instructed but it isnt working. Also, as soon as I exit the game, everything resets itself (the keyboard and button configs).

Any help much appreciated.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #17 on: January 26, 2010, 03:13:30 pm »
Can you post the contents of your x360kb.ini file?

I'll be glad to help.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #18 on: January 27, 2010, 12:36:40 pm »
I'd be happy to  ;D

[Options]
UseInitBeep=1
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
A=T
B=Y
X=Q
Y=E
Right Shoulder=R
Right Trigger=U
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=3
Start=1

[PAD2]
D-Pad Up=W
D-Pad Down=S
D-Pad Left=A
D-Pad Right=D
A=V
B=B
X=Z
Y=X
Right Shoulder=C
Right Trigger=N
Back=4
Start=2

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #19 on: January 27, 2010, 01:47:33 pm »
Also, what are your buttons set to on your mini-pac?  (Include player 1 and player 2)

For example:

Player 1:
Up = Up arrow
Down = Down arrow
Left = Left arrow
Right = Right arrow
Button 1 = CTRL
Button 2 = ALT
Button 3 = Space
Button 4 = Z
Button 5 = X
Button 6 = C
Coin 1 = 5
Start 1 = 1

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #20 on: January 27, 2010, 02:30:40 pm »
D,

Player 1:
Up = Up arrow
Down = Down arrow
Left = Left arrow
Right = Right arrow
Button 1 = Q
Button 2 = E
Button 3 = R
Button 4 = T
Button 5 = Y
Button 6 = U
Coin 1 = 3
Start 1 = 1

Player 2:
Up = W
Down = S
Left = A
Right = D
Button 1 = Z
Button 2 = X
Button 3 = C
Button 4 = V
Button 5 = B
Button 6 = N
Coin 1 = 4
Start 1 = 2

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #21 on: January 27, 2010, 05:59:14 pm »
Hmm.  Not quite sure why yours isn't working.  I built the .ini file from scratch based on your settings.  I left the "BackgroundMode" at the default 0.  Try cutting and pasting the entire code below into your .ini file.

Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=0
PadCount=2

[PAD1]
A=T
B=Y
X=Q
Y=E
Right Shoulder=R
Right Trigger=U
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=3
Start=1

[PAD2]
D-Pad Up=W
D-Pad Down=S
D-Pad Left=A
D-Pad Right=D
A=V
B=B
X=Z
Y=X
Right Shoulder=C
Right Trigger=N
Back=4
Start=2

The one major change is the "BackgroundMode" is set to 0 instead of 1.  Here's what the readme.txt file says about it:  "BackgroundMode can be 0 or 1, if enabled, it allows the keyboard to be acquired by a background process as well (give this a try if DirectInput fails to initialize properly)."

Also, if that doesn't work, try this:  "Place both the DLL and the config file next to the game's executable file. Alternatively, you could place them in Windows\System32 to override the behaviour of all games intending to use an X360 pad. Backup any files that would be overwritten in this case. If the DLL cannot find the configuration file in its directory, it will look under the Windows directory as well."

Also, as soon as I exit the game, everything resets itself (the keyboard and button configs).
I'm not quite sure what you mean by this?  This patch is intended to work from within the game SFIV only.  If you want to reconfigure the mini-pac, you have to do that with the Winipac software utility (reflash the minipac).  Have you already done this?

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #22 on: January 28, 2010, 08:09:01 am »

Also, as soon as I exit the game, everything resets itself (the keyboard and button configs).

I'm not quite sure what you mean by this?  This patch is intended to work from within the game SFIV only.  If you want to reconfigure the mini-pac, you have to do that with the Winipac software utility (reflash the minipac).  Have you already done this?

DeLuSioNaL29

I am referring to Step 5.) Make sure your Options for the “Button Config” and “Keyboard Settings” match exactly to the following.  IMPORTANT!:  Keyboard setting MUST be set to “none”

When I set the button config and keyboard settings as instructed, whenever I exit the game and then load up again, those settings have disappeared / reverted to default, and so I have to go through the whole process again. Hope that makes sense.

Also, what is the folder named 'src'? And inside that a folder name 'x360ce'?
« Last Edit: January 28, 2010, 12:27:47 pm by clair »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #23 on: January 28, 2010, 12:32:04 pm »
OK so tried everything you recommended D and it hasn't worked  :banghead: :banghead: :banghead: :banghead:

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #24 on: January 28, 2010, 01:28:16 pm »
So I'm clear:  Does the game work when you set everything up but then when you exit the settings are lost?

Do you by any chance have the, let's say, "FREE" version?  Mine is store bought (got it on sale at Capcom).

One can not save if the following conditions are true:

1)  You are not connected to the internet or the Windows LIVE server.
2)  The pirated version will not let you connect to Windows LIVE (thus no saving).

One of the things it does not save is keyboard settings, along with characters and videos.

D

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #25 on: January 28, 2010, 01:33:28 pm »
So I'm clear:  Does the game work when you set everything up but then when you exit the settings are lost?

Do you by any chance have the, let's say, "FREE" version?  Mine is store bought (got it on sale at Capcom).

One can not save if the following conditions are true:

1)  You are not connected to the internet or the Windows LIVE server.
2)  The pirated version will not let you connect to Windows LIVE (thus no saving).

One of the things it does not save is keyboard settings, along with characters and videos.

D


Hi D, I have an offical bought version. The thing is, my arcade cab is a pure cab - no internet. I could possibly connect to the net if I had to but it will be a complete pain in the butt. Also, if I have to keep logging onto the net each time I wanna play, that won't be possible. It would be a one time thing only, and I would even rather avoid having to connect at all.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #26 on: January 28, 2010, 02:01:44 pm »
Yeah, I had a similar issue a while back.  But I eventually connected it to the internet with a wireless card (so that my itunes will work on my wifi network as a jukebox).

I really can't stand games that require you to connect to the internet.  Daphne is another one that requires it during setup.

But I wonder if I could simply e-mail you my save file (I have all characters unlocked and saved).  It's worth a shot no?  I'll have to look into it.

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #27 on: January 28, 2010, 02:20:23 pm »
Yeah, I had a similar issue a while back.  But I eventually connected it to the internet with a wireless card (so that my itunes will work on my wifi network as a jukebox).

I really can't stand games that require you to connect to the internet.  Daphne is another one that requires it during setup.

But I wonder if I could simply e-mail you my save file (I have all characters unlocked and saved).  It's worth a shot no?  I'll have to look into it.

D

Oooh that would be great! Will it have those annoying windows messages switched off?

Once I get it, where do I put it?

BTW my email is clair_peel@hotmail.com. Ta hun x

Also, that ini file works a treat now. The only issue I have is when I press left for player 2 (which is keystroke A), it thinks player 1 is selecting a character. And when I press my 5th player 2 button (keystroke B), it thinks I want to exit to the menu. I've found a workaround tho. Player 1 selects his character etc first, and then Player 2. Seems to work OK. May find problems later tho as I haven't given it 100% yet.
« Last Edit: January 28, 2010, 02:27:23 pm by clair »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #28 on: January 28, 2010, 02:28:26 pm »
I didn't realize you could turn them off.  I'll have to look into that.

I believe the save file is located in the My Documents folder under Capcom or something similar.

Just to verify, you CAN get the patch above to work correct?  It just doesn't save when you exit and you have to do it all over again?

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #29 on: January 28, 2010, 04:04:37 pm »

Just to verify, you CAN get the patch above to work correct?  It just doesn't save when you exit and you have to do it all over again?

D

Yes, I can get that ini file to work  ;D But it all resets (won't save) whenever I exit the game  :badmood:

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #30 on: January 30, 2010, 04:55:08 am »
Did you forget about me?  :dunno

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #31 on: February 01, 2010, 05:26:40 pm »
Try this:

Just create a new games for windows live account, and tag it as an offline account.
In the main menu hit:  Home (the key which opens the games for windows live) -> create new profile -> offline profile

Let me know if this works.

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #32 on: February 02, 2010, 04:46:02 pm »
worked. Thanks!!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #33 on: February 16, 2010, 11:14:11 pm »
I figured I'd add this as well... I found a Youtube tutorial on how to unlock EVERYTHING in SF4.  Saves you the pain of sitting there unlocking stuff manually.  All characters, taunts, movies, galleries, icons, costumes (10 per character), etc.  What's cool about this cheat is that the "offline account" doesn't let you unlock anything in SF4.  However, this cheat allows it.  FANTASTIC!

Code: [Select]
http://www.youtube.com/watch?v=6km8-Vt59lc
You'll need a free program called "Cheat Engine:  Cheat Engine: http://www.cheatengine.org/

Unlock codes: http://www.megaupload.com/?d=X5WY1SM5
mirror: http://www.zshare.net/download/633397...

Don't forget to change something at the end in options (something simple like sound volume) so that it saves the changes to the offline account.

I tried it and it works like a champ!  NICE!

DeLuSioNaL29
« Last Edit: February 16, 2010, 11:15:54 pm by DeLuSioNal29 »
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #34 on: February 22, 2010, 06:11:31 pm »
I figured I'd add this as well... I found a Youtube tutorial on how to unlock EVERYTHING in SF4.  Saves you the pain of sitting there unlocking stuff manually.  All characters, taunts, movies, galleries, icons, costumes (10 per character), etc.  What's cool about this cheat is that the "offline account" doesn't let you unlock anything in SF4.  However, this cheat allows it.  FANTASTIC!

Code: [Select]
http://www.youtube.com/watch?v=6km8-Vt59lc
You'll need a free program called "Cheat Engine:  Cheat Engine: http://www.cheatengine.org/

Unlock codes: http://www.megaupload.com/?d=X5WY1SM5
mirror: http://www.zshare.net/download/633397...

Don't forget to change something at the end in options (something simple like sound volume) so that it saves the changes to the offline account.

I tried it and it works like a champ!  NICE!

DeLuSioNaL29


Hey Delusional29. Thanks for all your help man but that link to the cheat engine gave my computer a really nasty virus which eventually crashed my system leaving it totally EFFED UP. The only thing that really pissed me off about the whole thing is that the machine that it infected was my arcade machine. I had everything set up just the way I want it and now I have to start all over again. :angry:

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #35 on: February 22, 2010, 06:56:04 pm »
Rest assured, it wasn't the files I pointed you to.  It must have been something else, just coincidence.  I scrubbed the files on 3 machines (including mine at work which is really strict with their AV and spam filters).

And all of those machines are working fine.

Sorry to hear about your machine though.

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #36 on: February 23, 2010, 09:56:01 pm »
From the Cheat Engine website (just below the download link)..

Quote
Note: Some anti-virus programs mistakenly pick up parts of Cheat Engine as a trojan/virus. It's best to disable your anti-virus before installing or running Cheat Engine(More info on this particular problem can be found here)

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #37 on: February 24, 2010, 11:19:29 am »
Rest assured, it wasn't the files I pointed you to.  It must have been something else, just coincidence.  I scrubbed the files on 3 machines (including mine at work which is really strict with their AV and spam filters).

And all of those machines are working fine.

Sorry to hear about your machine though.

D


I just tried accessing the link from my work computer and the filter immediately blocked the page from loading stating "Spyware.Exploit.Misc.MU.cheatengine.org".

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #38 on: February 28, 2010, 04:29:14 pm »
I've just installed this hack for my x-arcade and everything seems to be working perfectly, except I'm also having problems with the first player's focus attack. Whenever 1P holds down focus it only stays held down until 2P starts to hit buttons. I copied the x-arcade configuration file directly from this post and it's still doing it. Can any other x-arcade users help me find a workaround for this?

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #39 on: August 03, 2010, 04:57:47 am »
Thank you for this !!!!

For myself i cannot get my U360's to work?
The buttons of my ipac 2 work great. :cheers:
สุดยอดกีฬาออนไลน์,,gclubที่ชื่นคุณชอบและHoliday Palaceของคนรักบาคาร่าและเกมส์บาคาร่าออนไลน์

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #40 on: August 08, 2010, 06:51:36 am »
Is it possible to assign the home,delete,end and page down key as the d-pad for player 2, because the numpad seems does not sensitive enough (lack of input display) whenever I try to pull the ultra.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #41 on: October 06, 2010, 09:17:48 am »
Hi everyone.

I'm usually figure out things pretty quick, however I've be trying to make this patch work for almost two weeks now, with no degree of success.  I feel so frustrated right now.

I've created an offline account and all my setting get saved, I've change all the values in the x360kb.ini file, I've done the setup just like it's mentioned (all player 1 setting are set to none), and yet the game doesn't recognize the mappings in the x360kb.ini file, which is identical to DeLuSioNal's file (ipac MAME defaults).

I've even used the XInputTest program that comes inside the zip file, and supposedly everything works correctly when tested. 

What am I doing wrong?  Is there something I'm missing?

Congui.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #42 on: October 07, 2010, 10:55:19 pm »
Finally got it to work.

For some reason both thexinput1_3.dll and x360kb.ini file need to be in an upper level folder.

To explain it better, my SF4Launcher.exe file is located as:
C:\games\pc games\SF4\SF4Launcher.exe
While the xinput1_3.dll and x360kb.ini files are:
C:\games\pc games\x360kb.ini
C:\games\pc games\xinput1_3.dll

In other words, if the xinput1_3.dll and x360kb.ini file are located in the same folder as my SF4Launcher.exe file, then SF4 doesn't recognize the patch.  Does this makes sense?

I just hope this may help others.

Cheers,
Congui.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #43 on: November 16, 2010, 01:53:23 pm »
I'm having a weird variant problem too.  Purchased SFIV over Steam, set it to offline mode (although it still asks me if I want to stay offline whenever I start up.  Any advice here?)  I also set up an offline Windows Live name (I get lame popups here too). But this enabled me to save the none, none, none settings under keyboard settings.  (My Button Config and Keyboard Settings look identical to those in this thread) and I used the mame version of the .ini posted.

Player 2 works great!  Player 1 not so much.  I get joystick functionality and 2 kick buttons, and thats it.  I accidentally clicked into the P1 Device menu and tried to get out without setting anything, but the 'B' for 'back' didn't seem to work. Hope I didn't screw myself there accidentally.

Any advice? I'm slowly chiseling away with the free hour or 2 a day I have!

Also, Delusional, can you demonstrate how to setup the Auto Hot Key?  Thanks everyone!

Congui

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #44 on: November 22, 2010, 12:37:45 pm »
I'm no expert in configuring this game, but I'll try to help.  Could you post both the "Button Config" and "Keyboard Settings" screens, and the x360kb.ini file.  This way, I'll compare your config to mine, and we will see what happens.

Jefferson

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #45 on: January 23, 2011, 08:44:23 pm »
I'm launching SF4 from:

C:\Program Files\Steam\steamapps\common\street fighter iv
(I have both specified files from the zip in here, and in the parent folder per Congui's suggestion.

but I also have another identical-ish filetree setup at:
C:\Program Files\CAPCOM\street fighter iv
(I think this is from when I ran the benchmark before purchasing thru steam)
-When I try to launch from here I get this: Steam Error.  5:0000065434
-but I put the ini and dll here juuuust incase. no dice.
-I may have copied all the installed SF4 files here in attempt to 'get them out' of Steam and forgot about it.

I also put the ini and dll in C:\windows\system32 per the advice of the readme.  no dice there either.

My .inis look exactly like those here. (ipac MAME style)
My button config and keyboard settings look like those here.  They're always the same when I start it up too, so I think that means my steam offline account setup is working alright (I can run an ethernet cord to the cab if need be but it wasnt intended for the net)

As far as I can tell in-game (menus at least):
p1 joystick works fine for up down left and right
p2 button 1 works as 'select' or 'start' or 'go'. It gets me through the menus.
p1, button 5 acts as 'back'
everything else doesnt work or works weird.  I dont know where the missing link is!

By now I've copied the ini and dll all over my damn comp, I'm trying to retrace my steps, nothing's worked yet.  Any help would be appreciated!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #46 on: February 22, 2011, 01:28:05 pm »

Hi,

I've been trying to get this to work for weeks now, but still no luck. I've searched everywhere for answers, but couldn't find any that suited for 2 keyboards.I don't have a joypad, or joystick.
Can someone please help me create a file that will be easy for me to use. I sincerely thank you!

I want these keys for player 1.

START/TAUNT = F1
UP= W
DOWN = S
LEFT = A
RIGHT = D
LIGHT PUNCH = 1
MEDIUM PUNCH = Z
FIERCE PUNCH = X
LOW KICK = 2
MEDIUM KICK = C
ROUNDHOUSE KICK = V
FOCUS PUNCH = SPACE
LP + MP + HP = B
LK + MK + HK = N

I want these keys for player 2.

START/TAUNT = NUMSTAR
UP = NUM8
DOWN = NUM2
LEFT = NUM4
RIGHT = NUM6
LIGHT PUNCH = INSERT
MEDIUM PUNCH = HOME
FIERCE PUNCH = PGUP
LOW KICK = DELETE
MEDIUM KICK = END
ROUNDHOUSE KICK = PGDN
FOCUS PUNCH = NUMPERIOD
LP + MP + HP = NUMMINUS
LK + MK + HK = NUMPLUS

This may be a buit much to ask for but please I want someone to help me to find a way to get this to work thank you again.

Please attach your file so it's easy for me to use. :)

I have a Windows 7, 64 bit. I've played Blur using two keyboards before so there is no interference or key being locked. If this can be the same for street fighter 4 on PC it would be awesome!

Jefferson

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #47 on: March 13, 2011, 01:45:59 pm »
I had a very strange problem, but its working now!  At some point, I must have changed my keyboard assignments, as P1 B(1-4) were off.  Everything was consistent across emulators though so I must have just forgotten about it (which I guess happens when these little pet projects take months and months of whittling away).  I just went into the .ini and made the appropriate changes.  Wish I hadnt uninstalled and reinstalled SF4 a number of times to figure it out, but Steam made it easy.  I take back all the bad stuff I said about you, Steam.

ALSO-- it seems I had to put the .dll file in WINDOWS/system32, while keeping the .ini next to the SF4 executable.  Weird.  Maybe that'll work for some of you guys.
THEN-- I discovered that for both players, select and back (or 'a' and 'b') were buttons 4 and 5, which makes sense, I was just expecting to select my character with MAME-like P1B1 (and when I could select P1 character with P2B1, I was a bit confounded.  But that's a documented 'bug' per the initial post).

But whatever, its working!  Took me since Xmas to put a wrench on it!  All characters unlocked thru Cheat Engine!

Here's hoping Marvel VS Capcom 3 makes it to PC!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #48 on: March 13, 2011, 06:09:05 pm »
Cheers for the heads up about Cheat Engine, just unlocked everything - nice one ;)

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #49 on: March 18, 2011, 01:21:28 am »
Is this fix possible if I'm running the GPWiz?

http://groovygamegear.com/webstore/index.php?main_page=product_info&cPath=76_81&products_id=235

I can't seem to get results =(

Can anyone lend a hand?

Thanks,

-Pete

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #50 on: March 21, 2011, 06:00:19 pm »
If you tell me what your default keys are, I can see what I can do.  Press TAB in MAME...  They should be listed there.

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #51 on: March 21, 2011, 08:53:47 pm »
If you tell me what your default keys are, I can see what I can do.  Press TAB in MAME...  They should be listed there.

D

Both Player 1 and Player 2 screenshots are attached.... Thanks for your help on this!

-Pete

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #52 on: March 28, 2011, 01:38:49 pm »
Actually, now that I look, you have the GP-Wiz40 MAX which is an HID device (joystick).  I had thought it was the KeyWiz40-St (which is a keyboard encoder).  This SF4 workaround is only for keyboard encoders.

That said, there is still hope.  You should be able to use SF4 without applying this patch, at all, since IIRC SF4 works with 2 joysticks simultaneously. Since you have an HID compliant device (joystick encoder) it should be easily configured from within the SF4 menus.   I believe you can set the joysticks initially in the Loader screen under the configuration button.  (see pic)  Then run the game and play with the config options there.  It's only the keyboard portion that creates problems when trying to run 2 keyboard controls at one time.  So kill the 2 files you originally copied over to the directory and try setting up your buttons as if you had normal joysticks.

Hope this helped.

DeLuSioNaL29
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DeLuSioNal29

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #53 on: March 28, 2011, 01:40:29 pm »
Also, for help running it without having to click on the Launch button, see this topic on how to use autohotkey to get it to automate the click.

http://www.hyperspin-fe.com/forum/showthread.php?t=3793

D
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #54 on: June 02, 2011, 07:57:59 am »
hi guys i have just recently got street fighter 4 and i'm tryin to get it to play two players on 1 keyboard. I have downloaded the patch and changed the ini file to match my ipac4 but it doesnt seem to work i cant get player 2 to start. can anyone please help me???????????????????????

these are my settings on the x360kb, can someone tell me if i have done anything wrong.

[Options]
UseInitBeep=1
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
A=Left Shift
B=c
X=Left Control
Y=7
Right Shoulder=Space
Right Trigger=X
D-Pad Up=Left
D-Pad Down=Right
D-Pad Left=Down
D-Pad Right=Up
Back=5
Start=1

[PAD2]
D-Pad Up=d
D-Pad Down=g
D-Pad Left=f
D-Pad Right=r
A=w
B=i
X=a
Y=s
Right Shoulder=q
Right Trigger=k
Back=6
Start=2

delusional29 ive read everything u've written about this,u seem to be the man :) and tried other ways but cant get anything goin please help if u can thanks heaps.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #55 on: June 02, 2011, 10:38:31 am »
This patch worked for me, but I tried copying it to my system32 folder, and I heard the beep on startup telling me it was loaded, but wouldn't respond. Then I copied the files to the install directory and it worked great after that, so whatever I guess!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #56 on: June 27, 2011, 10:55:39 pm »
Hey guys still stuck on this problem and really wanna get this goin with 2 players. Any help would be much appreciated.

headkaze

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #57 on: June 28, 2011, 12:09:23 am »
If all else fails you could always use VJoy
« Last Edit: July 08, 2011, 01:55:55 pm by headkaze »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #58 on: July 01, 2011, 10:37:44 am »
Has there been any info on whether we'll need a similar patch for SF4:AE? It's on pre-sale now on Steam.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #59 on: September 12, 2011, 11:56:24 am »
I've been using this hack on the old SFIV PC version and it works great.
A few days ago I received SSFIV AE from Amazon (let's support Capcom's fighters on PC!) and installed it. The hack worked right away but as soon as the game installed, it forced me to do an update (the one that removes the DRM 15 character restriction, allows two keyboards, etc.).  After this update, now the hack doesn't work. The game simply does not recognize the existence of the emulated x360 pad. The game now allows me to map keyboard keys to both players, so it's not critical, but I do prefer the x360 pad hack.

Has anybody run into this?
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #60 on: September 13, 2011, 08:59:46 am »
I found the issue.  The dll has to be renamed to a newer version of the xinput dll that it replaces.  I am not home right now but it is something like xinput9_1_3.dll or some other combination of numbers.  You can find it within Windows/System32; just look for xinput.
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #61 on: March 28, 2012, 02:48:51 pm »
Thanks a bunch for the great tutorial, Delusional!  It worked great for me with my Steam copy of SFIV.  I hesitate to try the new Arcade Edition because this patch works so well.

Thanks again!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #62 on: March 28, 2012, 02:56:49 pm »
Thanks a bunch for the great tutorial, Delusional!  It worked great for me with my Steam copy of SFIV.  I hesitate to try the new Arcade Edition because this patch works so well.

Thanks again!
Do try it.  It has more characters and is very cab friendly.
You don't even need the keyboard dll anymore, although I sill use it.  Also, it loads incredibly fast and doesn't need to have the DVD on the drive (or emulated that way).  You just need to be online.
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #63 on: March 28, 2012, 05:51:18 pm »
I saw that you said you can map both players to the keyboard, but why did you say you prefer the x360 pad hack?

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #64 on: September 01, 2012, 08:02:48 pm »
This is perhaps a novice question, and perhaps I'm overlooking something simple here.......but........
does this work with the PC version of Super Street Fighter IV ? I have Super SFIV Arcade installed in my MAME cabinet and I'll be using an iPac for the controls.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #65 on: September 02, 2012, 12:07:37 am »
Awesome tute got it all working....almost

 I'm having a few Minor issues

I am unable to unmap keyboard keys (can't change to none) even tried to go in and remove prior to dll copying

Unable to assign a key to the select buttons

(I added start=1, etc in the ini to map start, select however wont work....meh solved... should be Back..not Select.

Using ipac 4

(sf doesn't pick up my wifi keyboard, needs USB plugged in)

Ill leave this here in case someone else has issues..but im sorted now. (apart from unmapping keyboard)

cheers
V
« Last Edit: September 02, 2012, 01:40:26 am by Venomouse »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #66 on: November 03, 2012, 06:21:26 pm »
Is there a list of acceptable key names? eg what would I use for /, ` etc...


Sorted the three hard ones were:

grave is for the tilde key

slash for /

backslash for \
« Last Edit: November 05, 2012, 12:20:37 am by Venomouse »

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Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #67 on: November 05, 2012, 12:46:44 am »
/ = SLASH
\ = BACKSLASH

IIRC there should be a detailed list of commands in the README file included in the archive.
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #68 on: November 07, 2012, 05:21:37 pm »
Not sure if this is one and the same, so I apologize if this is a novice question.
Has anyone tried this with Super Street Fighter IV Arcade PC version ?

Also, can one not copy the iPac default info listed in the thread and add it to the ini as is ?
Or do you have to paste the info in the order listed in red ?

I'd love to find a solution for SSFIV Arcade (PC) so that I can play on my arcade cabinet.
I'm using the standard SFII layout, 6 buttons, 3 over 3.

Thanks

« Last Edit: November 08, 2012, 07:40:50 am by mike boss »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #69 on: November 08, 2012, 02:58:57 pm »
does this work with the PC version of Super Street Fighter IV ? I have Super SFIV Arcade installed in my MAME cabinet and I'll be using an iPac for the controls.
http://forum.arcadecontrols.com/index.php/topic,96377.msg1214295.html#msg1214295
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #70 on: November 08, 2012, 03:01:12 pm »
Is there a list of acceptable key names? eg what would I use for /, ` etc...
From the Readme.txt file:
List of recognized keys: <Keypress>

A-Z, 0-9, Num0-9, F1-12, NumLock, NumEnter, NumMinus, NumPeriod, NumPlus, NumSlash, NumStar, Up, Down, Left, Right, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, Esc, Grave, Minus, Equals, Backspace, Tab, Left Bracket, Right Bracket, CapsLock, Semicolon, Apostrophe, Backslash, Return, Left Shift, Right Shift, Comma, Period, Slash, Left Control, Right Control, Left Alt, Right Alt, Insert, Delete, Home, End, PgUp, PgDn, Space, SysRq, Scroll Lock, Pause
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #71 on: November 08, 2012, 04:48:57 pm »
Thanks DeLuSioNal29

I read and re-read this thread a few times now.
Simple for some I'm sure..............I'm lacking on PC know how.
None the less I think I can get this up and running.
Going to give it a shot on the weekend.

I wonder if this would work for STREET FIGHTER VS TEKKEN, or does that game not have this issue ?

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #72 on: November 17, 2012, 02:14:42 am »
I have been searching for hours and I haven’t found such awesome work.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #73 on: November 22, 2012, 07:32:53 am »
Tried this with SSFIV AE.
I used the iPac defaults for my ini and dropped the 2 files into my SSFIV folder.
Booted up the game thru MaLa and checked the options.
The screen is different from the one pictured on page one (SFIV menu) , I'll need to look a lil more in depth. I know the screen has a button config scree and a joystick/keyboard config.
The menu in SSFIV seems to be both in one.
None the less, got this all installed and looked it over. All the buttons were assigned correct.
Started the game, pressed 1 and 2 player start.
Checked the buttons, all work, all work correct, from LP to HP, LK to HK.
LK (light kick) was equal to A and used for A and to select.

I never did create a save profile for Windows, but this worked none the less.
I know above or somewhere I read about needing a save profile ?
I havent taken the time to boot it all up again and make sure it saved, but all was good upon inital test.



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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #74 on: December 21, 2012, 11:05:50 pm »
Only reason is when using the 360 controller the game crashes when trying to re-assign buttons..

Fixed (You need to have a wired kb plugged in to stop the button config crash)
« Last Edit: January 06, 2013, 03:42:24 am by Venomouse »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #75 on: March 28, 2013, 01:53:54 pm »
I'd like to update the original post based on the feedback below.

Can anyone confirm that this patch works on the following?
Street Fighter IV - confirmed.
Super Street Fighter IV Arcade Edition- unconfirmed.
Street Fighter x Tekken - unconfirmed.

Thanks!

DeLuSioNaL29
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #76 on: May 13, 2013, 11:04:58 am »
I'd like to update the original post based on the feedback below.

Can anyone confirm that this patch works on the following?
Street Fighter IV - confirmed.
Super Street Fighter IV Arcade Edition- unconfirmed.
Street Fighter x Tekken - unconfirmed.

Thanks!

DeLuSioNaL29

It definitely works on SSFIVAE, and I've been using it for more than a year (see my posts above).
The only difference is that you have to rename the xinput dll to match the ones that SSFIVAE uses.
To be honest, I've forgotten why I prefer using this hack on SSFIVAE, instead of simply assigning the inputs inside the game, considering it supports two keyboards.  I think it had something to do with increased flexibility.

Edit:  I remembered the reason why I use this for SFIVAE...
« Last Edit: May 17, 2013, 11:14:38 am by TheManuel »
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #77 on: May 24, 2013, 12:17:07 pm »
When you guys say that "A" and "B" are hard-coded to P1's controls, what buttons are they coded to? 360's Back and Start? AKA default keys 5 and 1?

I don't have my cab set up set at all and I am thinking of not going with MAME defaults. Looking in the "cool indy games" thread it looks like there are a few PC games that use non-default MAME keys that cannot be changed, so I was thinking to use non-default MAME keys as my buttons, since MAME and apparantly SF4 can be configured.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #78 on: May 24, 2013, 12:48:18 pm »
That comment was for SSFIVAE, specifically. 

Two things:

1. Using a keyboard vs. using a gamepad (or pad emulator):
For this game, the keyboard can be assigned to P1 and P2 controls, after the game does its automatic update.
However, I prefer using the xBox pad emulator hack because it gives me more flexibility in input assignments when using a gamepad than when using a keyboard (as the game sees it).  For example, to move around the menus before entering a fight, the game requires the use of a select button separate from the fighting buttons when using keyboard inputs but when using the pad emulator, I can assign it to the same buttons I use to fight.

2. Regardless of input method, once inside the character select screen, the select and back functions are hard coded to whatever buttons you assign as Hard and Medium Kick, respectively, and there is no way around that.
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #79 on: July 28, 2013, 09:23:08 pm »
It turns out this guide I created is applicable to the new Mortal Kombat Komplete edition for the PC as well (with slight differences in the options in the game).  Once again, someone ported a game and didn't think that two players needed to use the keyboard at the same time (keyboard encoders).  It's a shame because MAME arcades have grown so much in recent years.

I tested the workaround for MKK earlier today and it works perfectly.  I'm working on writing up a new topic just for the MKK game with screenshots and such.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #80 on: July 30, 2013, 09:08:32 am »
I look forward to that.
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #81 on: August 08, 2013, 12:42:55 pm »
Thanks OP for creating/sharing this!  Works great for me!
-n8

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Re: Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #82 on: August 09, 2013, 06:10:48 am »
It turns out this guide I created is applicable to the new Mortal Kombat Komplete edition for the PC as well (with slight differences in the options in the game).  Once again, someone ported a game and didn't think that two players needed to use the keyboard at the same time (keyboard encoders).  It's a shame because MAME arcades have grown so much in recent years.

I tested the workaround for MKK earlier today and it works perfectly.  I'm working on writing up a new topic just for the MKK game with screenshots and such.

DeLuSioNaL29

I will be following this guide when I finalise my hyperspin setup, I too will definitely be interested in your guide for MKKE :)

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #83 on: August 12, 2013, 02:40:23 pm »
I tried just dropping in the configs i had for SSF4AE into MKKE and things seemed to generally work ok on my xArcade.  looking forward to the MKKE guide as well!
-n8

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #84 on: August 13, 2013, 11:11:36 pm »
The keyboard patch is not working for me on MKKE but does fine on SFIV and SSFIVAE.
What could I be doing wrong?
Are the files supposed to be dropped in this folder?:
C:\Program Files (x86)\Steam\SteamApps\common\MortalKombat_KompleteEdition\DiscContentPC
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #85 on: August 19, 2013, 11:38:06 am »
I look forward to the write up for MKKE.
Has anyone confirmed if this works (or is even required) with STREET FIGHTER X TEKKEN ?
I have an ipac and would love to be able to play on my cabinet.

Any info would be great.

Awesome work BTW.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #86 on: August 21, 2013, 04:49:21 pm »
The keyboard patch is not working for me on MKKE but does fine on SFIV and SSFIVAE.
What could I be doing wrong?
Are the files supposed to be dropped in this folder?:
C:\Program Files (x86)\Steam\SteamApps\common\MortalKombat_KompleteEdition\DiscContentPC

Same here, didn't work for me.

Update

Will try this when I get chance.
http://www.xgaming.com/support/questions/137/Mortal+Kombat+Komplete+Edition+PC+Setup
« Last Edit: August 21, 2013, 04:52:50 pm by Connorsdad »
    

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #87 on: August 21, 2013, 04:53:28 pm »
I found the issue on my end.
In the x360kb.ini file, I enabled background mode and it started working without issues.

After that, remember to go in-game and assign all keyboard commands to keys that you don't use in the gamepad hack (assigned in the ini file).
I spend a lot of time setting mine up so let me know if you run into other issues.
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #88 on: August 21, 2013, 05:24:22 pm »
I have 7 buttons per player on my setup, in your opinions what would be a good pad button to assign to my extra ipac button?

The games I'll be using this for are:

SFIVAE
SFXT
MKKE

Thanks

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #89 on: August 22, 2013, 08:30:39 am »
@ Connorsdad

do you know if this even works with SFXT ?
I've used this on one of my systems with SSFIV:AE and it works.
I'm yet to instal SFIV and SFXT... but the SFXT was my concern.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #90 on: August 22, 2013, 11:01:29 am »
I have 7 buttons per player on my setup, in your opinions what would be a good pad button to assign to my extra ipac button?

The games I'll be using this for are:

SFIVAE
SFXT
MKKE

Thanks

Sent from Amstrad CPC464

My CP buttons are laid out thus:
   1  2  3
   4  5  6
7

This allows for a lot of flexibility to match original game layouts.  Clearly, SF games are covered with 1-6, including SFIV, SSFIVAE and SFxT, although I have not yet configured the latter.  For NeoGeo games I use 4-6 and 7 as the "thumb button" in the original panel.  Finally, for Mortal Kombat games the UMK3 layout can be approximated by using 7 as the run button and 5 as the block button, although in the original cab button #2 did not exist and #5 was centered among 1, 4, 3 and 6.  This is how I've used it for years and it doesn't feel much different than the original.

For MKKE, NetherRealms has release and official fighting stick that uses the exact original UMK3 layout.  You can find pictures of it all over the internet.  The game is natively compatible with that controller, as the throw function is mapped to HK+HP, tag is the old run button (#7) and stance change is LK+HK.  That is how When using gamepads you can actually map throw and change stance to individual buttons.

I hope this helps.
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Re: Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #91 on: August 24, 2013, 03:10:43 am »
@ Connorsdad

do you know if this even works with SFXT ?
I've used this on one of my systems with SSFIV:AE and it works.
I'm yet to instal SFIV and SFXT... but the SFXT was my concern.

My original post was confusing, I do not have this working with SFXT yet. Apparently there are issues using this method with that game.

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Re: Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #92 on: August 24, 2013, 08:39:51 am »
I have 7 buttons per player on my setup, in your opinions what would be a good pad button to assign to my extra ipac button?

The games I'll be using this for are:

SFIVAE
SFXT
MKKE

Thanks

Sent from Amstrad CPC464

My CP buttons are laid out thus:
   1  2  3
   4  5  6
7

This allows for a lot of flexibility to match original game layouts.  Clearly, SF games are covered with 1-6, including SFIV, SSFIVAE and SFxT, although I have not yet configured the latter.  For NeoGeo games I use 4-6 and 7 as the "thumb button" in the original panel.  Finally, for Mortal Kombat games the UMK3 layout can be approximated by using 7 as the run button and 5 as the block button, although in the original cab button #2 did not exist and #5 was centered among 1, 4, 3 and 6.  This is how I've used it for years and it doesn't feel much different than the original.

For MKKE, NetherRealms has release and official fighting stick that uses the exact original UMK3 layout.  You can find pictures of it all over the internet.  The game is natively compatible with that controller, as the throw function is mapped to HK+HP, tag is the old run button (#7) and stance change is LK+HK.  That is how When using gamepads you can actually map throw and change stance to individual buttons.

I hope this helps.

How is your x360kb.ini setup if your using 7 buttons?
« Last Edit: August 24, 2013, 08:42:07 am by Connorsdad »
    

TheManuel

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Re: Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #93 on: August 24, 2013, 09:36:05 am »
How is your x360kb.ini setup if your using 7 buttons?

Each game has a different story as to why I chose a specific button assignments but it usually has to do with the fact that I like my top left button to have the "select/accept" functionality and the top middle button, the "back" functionality.

Here are the keys  to which I mapped the cab buttons with my iPac:
   Z  X  C
   T  Y  U
V

Below is how I have set up the P1 side of the cab for each game.
P2 side follows the same logic but with different key assignments.

SSFIVAE
Unfortunately, this game maps the accept and back functionality to whatever pad buttons you assign as weak kick and middle kick and I have not found a way around this.
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=0
PadCount=2

[PAD1]
A=T
B=Y
X=Z
Y=X
Right Shoulder=C
Right Trigger=U
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=5
Start=1

SFXT
This one was very straightforward.
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=0
PadCount=2

[PAD1]
A=Z
B=X
X=T
Y=Y
Right Shoulder=U
Right Trigger=C
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=5
Start=1

MKKE
IMPORTANT: In my case, I had to set backgroundmode to 1 in this game or the hack wouldn't work (you can see it in the ini file below). 
This one took some trial and error because it has more gamepad button assignments than you have emulated buttons and it won't let you leave anything unassigned.
From my notes:
Quote
- Game does not allow keyboard keys to remain unassigned so must assign them to keys not used in the x360kb.ini
- The CP buttons were mapped to match the official MK Competition Fight Stick, which pretty much has the traditional mk3 button layout, except that the "run" button is now a tag button for team fighting mode
- The button combinations for Flip Stance (back kick + front kick) and Throw (front kick + front punch) can be assigned to specific buttons but I left them out of my setup to match the official MK stick, which doesn't use them
- The game has the "Select" and "Back" functions hard-coded to gamepad buttons A and B, so the x360kb.ini backed up in this folder was carefully configured to preserve that functionality in my control panel's top row blue and green buttons as with most other games in my cab, even though I'm not using the top green button in-game
- In order for my button config above to work, the following mappings must be made in the in-game config menu (only "Preset 1" has to be configured and it will work for both player sides):
   - joystick directions: already assigned correctly by default, no need to re-assign
   - front punch: RT
   - back punch: A
   - front kick: LB
   - back kick: X
   - flip stance: LT (do not touch this one!!!, pre-assigned to unused button, like I need it)
   - tag: back (left facing triangle)
   - block: Y
   - throw: RB (do not touch this one!!!, pre-assigned to unused function, like I need it)
   - pause: start (right facing triangle)
   - back: B
- Since the game has more functions than I have buttons in the emulated gamepad hack, the configuration in the ini file has been selected to leave the game default flip stance and throw buttons unassigned, since I'm not going to use them and the game does not allow unassign buttons.  In case of mistakes, just load the game's default config and start re-assigning again all the buttons above, except flip stance and throw
ini file:
Code: [Select]
[Options]
UseInitBeep=0
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
A=Z
B=X
Right Trigger=C
X=T
Y=Y
Left Shoulder=U
Back=V
Start=1

In all cases, you still have to go into the in-game button assignment menu and map all keyboards to unused keys to avoid conflicts and some additional re-mapping to have the punches and kicks where you want them in your cab.

I hope this helps.

"The Manuel"

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How is your x360kb.ini setup if your using 7 buttons?

Each game has a different story as to why I chose a specific button assignments but it usually has to do with the fact that I like my top left button to have the "select/accept" functionality and the top middle button, the "back" functionality.

Here are the keys  to which I mapped the cab buttons with my iPac:
   Z  X  C
   T  Y  U
V

Below is how I have set up the P1 side of the cab for each game.
P2 side follows the same logic but with different key assignments.

SSFIVAE
Unfortunately, this game maps the accept and back functionality to whatever pad buttons you assign as weak kick and middle kick and I have not found a way around this.
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=0
PadCount=2

[PAD1]
A=T
B=Y
X=Z
Y=X
Right Shoulder=C
Right Trigger=U
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=5
Start=1

SFXT
This one was very straightforward.
Code: [Select]
[Options]
UseInitBeep=1
Log=0
BackgroundMode=0
PadCount=2

[PAD1]
A=Z
B=X
X=T
Y=Y
Right Shoulder=U
Right Trigger=C
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=5
Start=1

MKKE
IMPORTANT: In my case, I had to set backgroundmode to 1 in this game or the hack wouldn't work (you can see it in the ini file below). 
This one took some trial and error because it has more gamepad button assignments than you have emulated buttons and it won't let you leave anything unassigned.
From my notes:
Quote
- Game does not allow keyboard keys to remain unassigned so must assign them to keys not used in the x360kb.ini
- The CP buttons were mapped to match the official MK Competition Fight Stick, which pretty much has the traditional mk3 button layout, except that the "run" button is now a tag button for team fighting mode
- The button combinations for Flip Stance (back kick + front kick) and Throw (front kick + front punch) can be assigned to specific buttons but I left them out of my setup to match the official MK stick, which doesn't use them
- The game has the "Select" and "Back" functions hard-coded to gamepad buttons A and B, so the x360kb.ini backed up in this folder was carefully configured to preserve that functionality in my control panel's top row blue and green buttons as with most other games in my cab, even though I'm not using the top green button in-game
- In order for my button config above to work, the following mappings must be made in the in-game config menu (only "Preset 1" has to be configured and it will work for both player sides):
- joystick directions: already assigned correctly by default, no need to re-assign
- front punch: RT
- back punch: A
- front kick: LB
- back kick: X
- flip stance: LT (do not touch this one!!!, pre-assigned to unused button, like I need it)
- tag: back (left facing triangle)
- block: Y
- throw: RB (do not touch this one!!!, pre-assigned to unused function, like I need it)
- pause: start (right facing triangle)
- back: B
- Since the game has more functions than I have buttons in the emulated gamepad hack, the configuration in the ini file has been selected to leave the game default flip stance and throw buttons unassigned, since I'm not going to use them and the game does not allow unassign buttons.  In case of mistakes, just load the game's default config and start re-assigning again all the buttons above, except flip stance and throw
ini file:
Code: [Select]
[Options]
UseInitBeep=0
Log=0
BackgroundMode=1
PadCount=2

[PAD1]
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
A=Z
B=X
Right Trigger=C
X=T
Y=Y
Left Shoulder=U
Back=V
Start=1

In all cases, you still have to go into the in-game button assignment menu and map all keyboards to unused keys to avoid conflicts and some additional re-mapping to have the punches and kicks where you want them in your cab.

I hope this helps.

How do you pull off the xray moves if you have the flip stance assigned to an unused button ?

I've read that stance + block is used for the xray moves.

Sent from Amstrad CPC464

    

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #95 on: August 25, 2013, 09:04:52 am »
Refer to my post before the previous one.  Flip stance can be done by pressing LP+LK simultaneously.  Both of those are on the bottom row.  Since block is also on that row, I just press all three together to launch the x-ray attacks.  Similarly, LP+LK is used to throw your opponent.
"The Manuel"

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #96 on: September 15, 2013, 08:02:19 pm »
This is a game I'd like to get and setup as well.  I hope I can follow all this to get it to work!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #97 on: September 28, 2013, 05:19:56 pm »
I had the patch working for SSFIVAE until letting GFWL apply newer patches.

I was running a shady exe before because my cab wasn't connected to the internet, but it wasn't saving my games.
Finally gave the cab an internet connection to play some steam games and decided to let SSFIVAE connect.
So I copied the legit files from my laptop and everything worked fine, including this patch for the controls.
After installing the last update though, this patch isn't working anymore.

Anyone else experience this or did I just mess something else up and not realize it?
Did SSFIVAE change the .dll it uses for controls?

It still works fine for SFxT and MKK.
SSFIVAE doesn't even see any controllers connected.
I've tried everything I can think of and am not getting anywhere.
This is on Vista64.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #98 on: September 28, 2013, 05:38:33 pm »
Try renaming the dll to "XInput9_1_0.dll".  It does use a different one after the patch.
"The Manuel"

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #99 on: September 28, 2013, 06:04:41 pm »
Try renaming the dll to "XInput9_1_0.dll".  It does use a different one after the patch.

That works!
 :applaud:
  Thanks!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #100 on: October 17, 2013, 08:45:36 am »
I have SFIV, SFXT, and SSFIV:AE all of which I purchased on the cheap.
However I only ever installed SSFIV:AE , and with it I tried this patch and it worked.

I'm not getting around to finishing another PC project, a project in which I fully plan on having SFIV, SFXT, and SSFIV:AE installed.

Since these are all Capcom games I would just install this patch the same way for each of the games ?
Can anyone confirm ?
No alterations needed ?

I will be using an iPac with it's default coding for my controls.

******** off memory when I used this for SSFIV:AE I installed the patch following the directions for SFIV. I had no issue (that I recall). The info regarding SFXT seems minimal and I'd love this to work **********

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #101 on: November 12, 2013, 05:30:16 pm »
An injustice has been perpetrated, starting today.

I'm hoping this one will also work with the xbox pad hack.  Seeing that this game runs on the MKEE engine, this should not be a problem.

I'll hold off a month or two for the price to come down and then snatch it.
"The Manuel"

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #102 on: November 13, 2013, 08:57:31 am »
Man, I gotta really step up my PC so I can have MK:KE and Injustice on it!
Having all these games WORKING on one cabinet would be awesome.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #103 on: November 16, 2013, 03:48:40 pm »
I'm having issues getting the xinput.dll to work with Injustice on my PC.  Am I missing something other than placing the .dll and .ini in the 
\Program Files (x86)\InjusticeGodsAmongUs_UltimateEdition\DiscContentPCG folder.

I would really like to get this to work with 2 players on the same 'keyboard' (actually a keywiz)


edit- I got this working using VJoy
« Last Edit: November 27, 2013, 04:30:51 pm by brlove »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #104 on: November 17, 2013, 12:36:24 pm »
You can have LP (top left button) as accept/select and MP (top middle button) as back in the menus if you set the two buttons to A and B. respectively. Now in game you will have to adjust the controls so A is LP and B is MK.


E.g. i have an ipac with the following layout:
Code: [Select]
A S D
Z X C

my pad1 config:
Code: [Select]
[PAD1]
A=A
B=S
X=Z
Y=X
Right Shoulder=D
Right Trigger=C
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right

In game, the buttons are mapped like this:

Code: [Select]
X LK
Y MK
A LP
B MP
RB HP
RT HK


I haven't tried yet, but you should be able to set up Player 2 similarly.


Note that I only own the original SF4 and don't know if SSF4AE handles things differently.
« Last Edit: November 17, 2013, 12:41:58 pm by WakiMiko »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #105 on: January 06, 2014, 03:31:27 pm »
thanks for this

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #106 on: May 23, 2014, 11:18:27 am »
Hi
When I change my keyboard layout to show up as "NONE" in custom setup, it works fine. But If I quit the game and go back in it I need to reset the Keyboard to "NONE" again happens each time, is this normal or am I missing something to save the keyboard settings?

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #107 on: May 23, 2014, 11:42:48 am »
Hi
When I change my keyboard layout to show up as "NONE" in custom setup, it works fine. But If I quit the game and go back in it I need to reset the Keyboard to "NONE" again happens each time, is this normal or am I missing something to save the keyboard settings?

I believe the common practice is to map everything to keys that won't be used.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #108 on: August 08, 2014, 01:21:02 pm »
Just wanted to say this fix still works with the new Ultra Street Fighter IV, you just have to rename xinput1_3.dll to xinput9_1_0.dll

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #109 on: August 08, 2014, 01:22:15 pm »
Thanks for the info.
It will come in handy when I upgrade.
"The Manuel"

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #110 on: August 13, 2014, 11:24:40 am »
I really must get my PC done and running ASAP.
I'd love to get this patch working with the entire SF serries (as made available on PC).
Not to mention SF X TEKKEN , MK KE, and INJUSTICE

Thank you all for sharing the info.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #111 on: December 21, 2014, 01:04:14 pm »
I'm confused. What's the point of this for Ultra Street Fighter 4? Two players works with my I-PAC with the unmodified game.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #112 on: June 21, 2015, 12:11:49 pm »
I have an IPAC2 in my arcade cabinet, Ultra SFIV is being weird, i have all controls, set, i can navigate all menus using the arcade sticks HOWEVER once in game, the sticks only registers the up movement.
can anyone help me please!?!

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #113 on: July 11, 2015, 02:23:53 pm »
Does anyone know what the minimal resolution is to run SF4 PC?
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #114 on: July 11, 2015, 06:24:48 pm »
640x 480
Stop by my Youtube channel and leave a comment:

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #115 on: July 12, 2015, 12:34:40 pm »
Quote
640x 480
Sweet I'm gonna give it a go. Certainly cheap enough. I have heard that you cab will need to be connected to the internet due to DRM? Is there a patch. I usually don't keep the cab connected to the internet. One less thing to worry about getting a virus or malware.
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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #116 on: September 20, 2015, 11:42:01 pm »
Guys I feel really, really dumb for mentioning this now, but I wasn't following this thread closely and thus I didn't realize. 

You guys know this is a proxy dll right?  By that I mean it is NOT a SFIV specific hack as others have discovered already, it's a dll that takes the place of the Xinput dll(s).  Quite brilliant if you ask me.  The only reason I bring this up is because the thread title says it's a street fighter iv hack and because of this I never even bothered to look at it for other games.  I probably would have never known if not for the fact that Badmouth mentioned it in another thread and I thought "huh?" and looked into it.  I'm sure many others have over-looked it as well. 

Long story short, someone needs to change the thread title. 

Also because it's a proxy dll it will potentially work with any game that supports xinput.  If it doesn't first try renaming the dll to an older or more recent version, as the others have suggested.  If THAT doesn't work you can setup a program (easiest would be an ahk script) with admin privileges to help.  All it would need to do is temporarily replace the dll in the syswow64 folder with the proxy dll, and switch them back upon exit. 

You know there aren't many functions in the xinput dll  (I think 4 tops)..... we might be able to write a better version. 

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #117 on: September 21, 2015, 06:17:54 am »
Long story short, someone needs to change the thread title. 
Any specific wording that you'd recommend?


Scott

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #118 on: September 21, 2015, 06:54:00 am »
Howard,
If you scroll through the thread you'll see a thread by TheManuel with settings for all the pc fighting games.  Before switching to hacked fightpads, I used this for most of the steam games on my cab.  The one game it won't work with is Injustice (and I assume mkx).  That requires some type of "hook" setting this old version doesn't support.  I know this because it's basically an old version of x360ce.  We've bugged the x360ce devs to add back keyboard support, but they don't seem interested.  Not sure if it's open source, but if so I'd start there if you're interested.  There is some info in the Injustice thread about which revision of x360ce this is based on.

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #119 on: September 22, 2015, 01:17:35 am »
Long story short, someone needs to change the thread title. 
Any specific wording that you'd recommend?


Scott

How about 360 gamepad 2 keyboard hack (works for street fighter iv and many other games). 

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #120 on: September 22, 2015, 01:40:14 am »
Howard,
If you scroll through the thread you'll see a thread by TheManuel with settings for all the pc fighting games.  Before switching to hacked fightpads, I used this for most of the steam games on my cab.  The one game it won't work with is Injustice (and I assume mkx).  That requires some type of "hook" setting this old version doesn't support.  I know this because it's basically an old version of x360ce.  We've bugged the x360ce devs to add back keyboard support, but they don't seem interested.  Not sure if it's open source, but if so I'd start there if you're interested.  There is some info in the Injustice thread about which revision of x360ce this is based on.

I haven't wrote a dll since college, especially a C++ dll, but there wouldn't be much to this one.... just read the ini files for settings and add a keyboard hook.  I'd probably go the 360ce route as well and add in joystick support and force-feedback. 

I'm looking at the xinput specs now:

https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xinputgetstate(v=vs.85).aspx

It looks like they've added a few since windows 8, but most are irrelevant. 

For battery level and the audio stuff I can just return a null value... keyboard state refers to the chatpad.... get capabilities could always return the default gamepad.... So all that's left is get state (read the joystick) and set state (write the rumble).  I think there are one or two hidden functions as well... like I know at a certain offset (unlabeled) you can read the guide button's status along with the joystick status. 

But yeah, I'll look into 360ce when I get a chance... if they've already done most of this it would be exceedingly trivial to add in a keyboard hook. 

I could do some cool stuff with the battery status.... my guess is on modern pc games the game pauses when the battery is low just like on the consoles (I used wired pads on my pc).  If that's the case it could be used to auto-pause any game and bring up a menu or what have you.

BadMouth

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #121 on: September 22, 2015, 07:39:51 am »
Any specific wording that you'd recommend?

How about 360 gamepad 2 keyboard hack (works for street fighter iv and many other games).
Sounds backwards.
How about:

Keyboard encoder to virtual xbox360 controller for pc games (SFIV, MKK, SFxTekken, Etc)?



« Last Edit: September 22, 2015, 12:15:21 pm by BadMouth »

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Re: Street Fighter IV: 2 keyboard patch! 64 OS support (no PPJoy needed)
« Reply #122 on: September 22, 2015, 12:35:39 pm »
Much better.  :)

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I changed it to this:
Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)

Stop by my Youtube channel and leave a comment:

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #124 on: September 23, 2015, 03:09:42 pm »
Badmouth:  If you'd link me to the thread you were talking about earlier I'd appreciate it.  I doubt I'll have time to do all the stuff I mentioned, but fixing the broken keyboard stuff.... if it's possible I can do that.  Keyboard hooking is my thing.  ;)

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #125 on: September 23, 2015, 07:45:52 pm »
Badmouth:  If you'd link me to the thread you were talking about earlier I'd appreciate it.  I doubt I'll have time to do all the stuff I mentioned, but fixing the broken keyboard stuff.... if it's possible I can do that.  Keyboard hooking is my thing.  ;)

PM sent.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #126 on: November 08, 2015, 10:34:06 am »
So was this upgraded and confirmed working with MKX?

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #127 on: November 09, 2015, 01:37:14 am »
If you are talking about me, honestly I haven't gotten a chance yet.  Since warm weather will be a thing of the past pretty soon I've been concentrating my efforts towards finishing my racing rig.  I'll get to all this software stuff when I'm stuck inside this winter. 

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #128 on: November 09, 2015, 08:41:11 am »
Nah no rush man, if just says WORKS in the the title, so i'm assuming it was good to go.

I got Vjoy working fine, but it does have a few focus problems, which are being handled with AHK scripts.  Anything to make things better im all for it, which is why i was inquiring.

 :cheers:

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #129 on: February 20, 2016, 06:35:39 pm »
Hi, di you have the same patch (2 player on keyboard) for SF5 ?
I spend 1 week searching and still not found  :banghead:


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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #130 on: February 28, 2016, 10:03:32 pm »
A person named Jimbo on the shoryuken Forums claims to have figured out Street Fighter V. I haven't gotten it running myself personally. The post is Here (bottom of the page when I posted this.)

Quote from: jimbo
I FOUND IT !!
I need to use Vjoy and x360ce. I'd tried vjoy last week but I didn't download the full package, maybe only the virtual driver or an alternate version... HUGE mistake !

What you need is =
VJoy Virtual Joystick Driver v1.2 (Includes key to joy application)
X360ce

steps =
1- install Vjoy
2- Configure 2 virtual joystick
3- Copy x360ce in steam/steamapps/common/streetfighterV/binairie/win64
4- Launch x360ce and configure 2 x360 virtal gamepad
5- Launch the game

I must do some more test, but it's a very huge step to solve this problem ! :)

By the way, x360ce fully work with SF5, I sur someone who know how to mod x360ce, can built the same patch as for SF4 so we can skip using Vjoy.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #131 on: March 05, 2016, 06:52:43 pm »
A person named Jimbo on the shoryuken Forums claims to have figured out Street Fighter V. I haven't gotten it running myself personally. The post is Here (bottom of the page when I posted this.)

Quote from: jimbo
I FOUND IT !!
I need to use Vjoy and x360ce. I'd tried vjoy last week but I didn't download the full package, maybe only the virtual driver or an alternate version... HUGE mistake !

What you need is =
VJoy Virtual Joystick Driver v1.2 (Includes key to joy application)
X360ce

steps =
1- install Vjoy
2- Configure 2 virtual joystick
3- Copy x360ce in steam/steamapps/common/streetfighterV/binairie/win64
4- Launch x360ce and configure 2 x360 virtal gamepad
5- Launch the game

I must do some more test, but it's a very huge step to solve this problem ! :)

By the way, x360ce fully work with SF5, I sur someone who know how to mod x360ce, can built the same patch as for SF4 so we can skip using Vjoy.

Yeah it's me lol
but this trick I got conflict with my other games on my arcade cabinet (MAME + SF4). The perfect way is to got a x360kb for sf5.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #132 on: March 06, 2016, 01:20:33 am »
Whoops. I didn't even realize the similar usernames.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #133 on: March 09, 2016, 04:30:05 pm »
Yeah it's me lol
but this trick I got conflict with my other games on my arcade cabinet (MAME + SF4). The perfect way is to got a x360kb for sf5.

I don't have SFV myself but when I set up Injustice GAU with vjoy, I was having a conflict with SFIV and other games.  What I did was to use an AHK script to enable the vjoy driver before launching Injustice, then disable it again upon exit.  This is done with devcon, a Windows utility and it works great, even in Windows 10.

You can see the code I used in this post.
"The Manuel"

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #134 on: May 26, 2016, 02:31:03 pm »
I don't know if it's helpful here, but here are all the options we've come across: https://support.xgaming.com/support/solutions/articles/12000003227

The XOutput is open source and you don't have to drop a file in each game directory. Maybe someone can make it keyboard directly to Xinput.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #135 on: May 26, 2016, 08:48:05 pm »
Thx Man, I'll try it later

Sent from my Nexus 7 using Tapatalk


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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #136 on: October 03, 2016, 09:11:32 am »
Someone did make a keyboard to XInput mapper directly. Go here --> http://forum.arcadecontrols.com/index.php/topic,151830.0.html

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #137 on: October 10, 2016, 09:13:56 am »
I cannot figure this out. Also, the patch is not available to download.

I have a JPAC in a KI2 cab and I have SF4 installed   (ArcadeVGA 5000). I can't map multiple button presses for things like Focus, etc. Any help would be VERY MUCH appreciated!

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #138 on: January 21, 2017, 06:43:00 pm »
Hi everyone, got this working with mkk no problems but, feeling cocky, tried to get it working with street fighter x tekken and, well, I think the DLL and config file are working ok, but I can't seem to turn off the keyboard input in the game menus which means every UP (for example) is sent twice... odd eh?

Anyone else got this game working?

Cheers
« Last Edit: January 21, 2017, 07:47:01 pm by Lamaman1971 »

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #139 on: January 23, 2017, 08:30:42 am »
Anyway, conscious I am responding to my own question I will make this brief. SFxTekken doesn't need the keyboard hack - at least the version I'm using from Steam doesn't. After a small amount of time messing with the controls it turns out that you can configure 2 player keyboard input directly from the native interface - there are lots of keys though so I'm relieved Ive got a 4 player CP to spread out some of the extra functions.

For the official record I can confirm that MKK does need the hack and works perfectly with it.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #140 on: April 30, 2017, 05:06:45 am »
Links appear to be broken atm but for anyone else:
http://www.mediafire.com/file/qoltmodim0i/x360kb.ZIP

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #141 on: December 13, 2017, 12:38:38 pm »
Injustice : Did anyone get this working 2 players, one keyboard, with an iPac? I remember it was supposed to get an update at some point?

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #142 on: December 30, 2017, 03:32:50 am »
Man... this is still awful.

At this point I'd be happy to pay someone to make an app that can we can map and wrap that can load with each custom PC game via rocketlauncher.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #143 on: January 28, 2018, 03:09:43 pm »
Yeah the makes of Xbox360ce said they would never make a program to support keyboard inputs on their emulator.  I have been searching for something to make Ultimate Marvel vs Capcom 3 and Marvel vs Capcom Infinite to work.  No one wants to play a game with one player on the IPAC and then the other player is using a xbox 360 controller.  I hope this hack works for these games as well. 

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #144 on: January 28, 2018, 07:01:44 pm »
Yeah the makes of Xbox360ce said they would never make a program to support keyboard inputs on their emulator.  I have been searching for something to make Ultimate Marvel vs Capcom 3 and Marvel vs Capcom Infinite to work.  No one wants to play a game with one player on the IPAC and then the other player is using a xbox 360 controller.  I hope this hack works for these games as well.

I tired this for Ultimate Marvel vs Capcom 3 and it did not work. I followed the direction and tried the .dll file in the Windows System 32 folder as stated in the directions and it just kept crashing the game. When I used the old .dll file it started working again. It appears to me on its face it's a .dll issue. Has anyone else had a similar issue with any other game? If so how did you fix it?
« Last Edit: January 28, 2018, 11:28:04 pm by sajazzman007 »

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #145 on: March 11, 2018, 04:57:22 pm »
I used this strategy for UMVC3 and MVCI with my jpac (same manufacturer as ipac) interface. It's kind of tricky but works well.
This has been my go-to for recent Steam games that either only do xinput for two player, or have terrible keyboard layout (needing space, enter, backspace and esc to navigate through the menu...but when using 360 pads it's accomplished with just the A and B buttons...that's frustrating on a cab with only so many buttons.)
I apologize for any word vomit, I can clarify or answer questions you might have about this approach.

It goes like this:
interface (keyboard keys) -> vJoy virtual direct input pad -> x360 virtual xinput pad.

First you want to emulate a directinput pad with keyboard keys using vJoy:
http://www.headsoft.com.au/index.php?category=vjoy
Make a profile with that and ensure that all of your buttons show up fine for both players in the Windows 'Set Up USB Game Controllers' control panel. You may have to set up/down/left/right as an analog joystick, not a POV Hat - I think diagonals didn't work for me if I did it as POV. For vJoy to work you need to have it running in the tray, I recommend saving your profile and loading vjoy with the -file command pointing to the .ini you created.

Now copy x360ce into your game folder (64bit for MVCI, forget which one for UMVC3):
https://github.com/x360ce/x360ce
Run it, it will ask to drop the xinput dll it needs in the game folder.
Let it download the recommended settings for each vjoy gamepad, just click ok.

At this point, launch x360ce from inside your game folder and map each vJoy gamepad into 360 buttons as you would like (whatever makes sense for the game). Once more make sure all buttons work and light up the xbox buttons in x360ce. You only have to map the buttons you need (I had no use for the guide button, right joystick etc)

Please ensure that 'Block Keys' is enabled in vJoy - this will prevent your usual keyboard keys from going through from your encoder while vJoy is running. This is necessary because otherwise the game may react to keyboard keys first and ignore your joystick. Be sure to click 'OK' in vjoy after you do this and not 'Close'.

So doing this UMVC3 will work.  :)



MVCI actually needs one more step to this process - if you launch through steam you need to tick the 'disable DirectInput' option.
Or a better alternative, your shortcut to the game's exe (located for me in C:\Program Files (x86)\Steam\steamapps\common\MARVEL VS. CAPCOM INFINITE\MVCI\Binaries\Win64 ) needs to have -NoDInput as an argument. (I had to process snoop to figure that out.)
Without somehow disabling directinput, MVCI will see both your vJoy directinput pads (which don't seem to work all that correctly as is) and your x360ce xinput pads at the same time leading to some wonkiness. This (along with key blocking in vJoy) ensures that the only thing MVCI sees is your emulated 360 pads.



Ok so the games should work and recognize your pads, outside of your frontend. If they don't, go through each step and check that you're seeing button inputs where you expect (USB Game Controllers in windows to check your vJoy directinput pads, and then x360ce inside your game folder to check your x360ce xinput pads.) If you're having any issues let me know. The only problem with this approach is - what about games that don't need these emulated pads or emulators that I've set up for keyboard inputs? How do I set them back?


Well, there's some things we have to account for. x360ce emulation ends as soon as the game exits, so that gets rid of your emulated 360 pads when the game ends. Great.
What we still need to do is disable vJoy and the emulated pads when we're done.

Running a vJoy command line with -exit will exit the program, but the emulated pads still exist. You need to disable the vJoy driver itself using a microsoft exe called devcon:
https://quirkyvirtualization.net/2017/09/16/download-devcon/
So procure the version of devcon you need for your os.

And run from command line:
C:\Program Files (x86)\VJoy\VJoy.exe -exit
devcon.exe disable "HID\VJoy&Col01" "HID\VJoy&Col02"

Likewise when you start a new game you can run
C:\Program Files (x86)\VJoy\VJoy.exe -file "my vjoy setup.ini"
devcon.exe enable "HID\VJoy&Col01" "HID\VJoy&Col02"

You can add these to a batchfile or autohotkey if you're familiar with that, or to your frontend if it supports arguments before/after launching games.

Thanks to TheManuel from his Mortal Kombat X thread for the idea! He has an autohotkey/rocketlauncher version of those batches here.
http://forum.arcadecontrols.com/index.php?topic=144993.80
« Last Edit: March 11, 2018, 05:04:31 pm by burn_654 »

TheManuel

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #146 on: April 26, 2018, 06:23:47 pm »
Thanks to TheManuel from his Mortal Kombat X thread for the idea! He has an autohotkey/rocketlauncher version of those batches here.
http://forum.arcadecontrols.com/index.php?topic=144993.80
:cheers:

burn_654: thanks for leading the charge on this one, my friend.  I just bought the game last night and headed here to the forums to see if somebody had tackled it, as you have.  I just quickly dropped in the old vjoy trick that has served me so well for Injustice and MKX and it worked right out of the box.  I now just need to configure the keys to my liking.  Also, the game recognizes the vjoy virtual controller as an xbox controller, or at least shows button names corresponding to an xbox controller.  This is the same behavior as MKX.  Injustice sees the virtual controller as a generic one.

I'm just posting this because I did not have to use x360ce.
What is x360ce doing for you?  Just curious.
"The Manuel"

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #147 on: January 03, 2019, 05:37:56 pm »
Thanks for this, I'm using it with Mortal Kombat Komplete Edition and it works perfectly.
I have tried to use it with some other games like Guilty Gear Xrd but it doesn't seem to work on anything else.
Perhaps I'm doing something wrong? Or are there limitations to this hack?

Nat.

getnbizzy

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #148 on: January 05, 2019, 04:28:50 am »
Thanks for this, I'm using it with Mortal Kombat Komplete Edition and it works perfectly.
I have tried to use it with some other games like Guilty Gear Xrd but it doesn't seem to work on anything else.
Perhaps I'm doing something wrong? Or are there limitations to this hack?

Nat.

Some PC Games won't work with vjoy drivers running. Other games won't work without vjoy drivers running. Need to figure out which one the game needs. Sometimes both Vjoy and xinput hack are needed. 

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #149 on: January 08, 2019, 03:53:01 am »
Thanks for this, I'm using it with Mortal Kombat Komplete Edition and it works perfectly.
I have tried to use it with some other games like Guilty Gear Xrd but it doesn't seem to work on anything else.
Perhaps I'm doing something wrong? Or are there limitations to this hack?

Nat.

Some PC Games won't work with vjoy drivers running. Other games won't work without vjoy drivers running. Need to figure out which one the game needs. Sometimes both Vjoy and xinput hack are needed.

Ah! I see.
Ive looked into VJoy, not fully up to speed on exactly how to get it running on my cabinet.
I need VJoy driver and x360ce right?
Are there any guides you know of I can follow to get this working?

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #150 on: January 08, 2019, 09:32:54 am »
Thanks for this, I'm using it with Mortal Kombat Komplete Edition and it works perfectly.
I have tried to use it with some other games like Guilty Gear Xrd but it doesn't seem to work on anything else.
Perhaps I'm doing something wrong? Or are there limitations to this hack?

Nat.

Some PC Games won't work with vjoy drivers running. Other games won't work without vjoy drivers running. Need to figure out which one the game needs. Sometimes both Vjoy and xinput hack are needed.

Ah! I see.
Ive looked into VJoy, not fully up to speed on exactly how to get it running on my cabinet.
I need VJoy driver and x360ce right?
Are there any guides you know of I can follow to get this working?

There are two vjoy programs. This is the one you need. http://headsoft.com.au/index.php?category=vjoy
This vjoy enable dinput game controllers in windows. If the program wont accept dinput then you will need the xinput hack files in the game folder too.

Here is the best tutorial on enabling and disabling the vjoy drivers. https://hyperspin-fe.com/forums/topic/14481-vjoy-issue-fix/
Keep in mind that these drivers will run in the background even if you shut down vjoys process. The devcon program should be included with the vjoy files linked above. You will need to use batch files which in turn open and close the drivers as needed. Another tip that isn't in the instructions: Use the rocketlauncher module(pclauncher) to run the enable/disable vjoy batch files. This works perfectly.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #151 on: January 08, 2019, 09:41:40 am »
Thanks for this, I'm using it with Mortal Kombat Komplete Edition and it works perfectly.
I have tried to use it with some other games like Guilty Gear Xrd but it doesn't seem to work on anything else.
Perhaps I'm doing something wrong? Or are there limitations to this hack?

Nat.

Some PC Games won't work with vjoy drivers running. Other games won't work without vjoy drivers running. Need to figure out which one the game needs. Sometimes both Vjoy and xinput hack are needed.

Ah! I see.
Ive looked into VJoy, not fully up to speed on exactly how to get it running on my cabinet.
I need VJoy driver and x360ce right?
Are there any guides you know of I can follow to get this working?

There are two vjoy programs. This is the one you need. http://headsoft.com.au/index.php?category=vjoy
This vjoy enable dinput game controllers in windows. If the program wont accept dinput then you will need the xinput hack files in the game folder too.

Here is the best tutorial on enabling and disabling the vjoy drivers. https://hyperspin-fe.com/forums/topic/14481-vjoy-issue-fix/
Keep in mind that these drivers will run in the background even if you shut down vjoys process. The devcon program should be included with the vjoy files linked above. You will need to use batch files which in turn open and close the drivers as needed. Another tip that isn't in the instructions: Use the rocketlauncher module(pclauncher) to run the enable/disable vjoy batch files. This works perfectly.

Many thanks!

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #152 on: January 08, 2019, 09:52:52 am »
Before you get too far down that path, I recommend that you try this method, if only for a quick test.  I initially set up all of my PC fighting games with either x360ce or vjoy (never needed both at the same time) but the method in that link provides a quick way to convert keyboard strokes directly to xinput and will save you a lot of headaches.  It is easy to set up, establish mappings, etc.

If I was starting from scratch now, I would use that exclusively.  In fact, I've been slowly converting my existing games to that for the sake of simplicity of maintenance.

"The Manuel"

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #153 on: January 08, 2019, 07:09:43 pm »
Before you get too far down that path, I recommend that you try this method, if only for a quick test.  I initially set up all of my PC fighting games with either x360ce or vjoy (never needed both at the same time) but the method in that link provides a quick way to convert keyboard strokes directly to xinput and will save you a lot of headaches.  It is easy to set up, establish mappings, etc.

If I was starting from scratch now, I would use that exclusively.  In fact, I've been slowly converting my existing games to that for the sake of simplicity of maintenance.
I'll be trying this new method as well. Thanks man.

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #154 on: January 27, 2019, 05:11:06 pm »
Before you get too far down that path, I recommend that you try this method, if only for a quick test.  I initially set up all of my PC fighting games with either x360ce or vjoy (never needed both at the same time) but the method in that link provides a quick way to convert keyboard strokes directly to xinput and will save you a lot of headaches.  It is easy to set up, establish mappings, etc.

If I was starting from scratch now, I would use that exclusively.  In fact, I've been slowly converting my existing games to that for the sake of simplicity of maintenance.

Hey, the link isn't working. Can you repost it please?

EDIT: never mind I found it!
« Last Edit: January 27, 2019, 05:24:26 pm by Yardley »

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Re: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
« Reply #155 on: January 06, 2022, 05:28:26 am »
Before you get too far down that path, I recommend that you try this method, if only for a quick test.  I initially set up all of my PC fighting games with either x360ce or vjoy (never needed both at the same time) but the method in that link provides a quick way to convert keyboard strokes directly to xinput and will save you a lot of headaches.  It is easy to set up, establish mappings, etc.

If I was starting from scratch now, I would use that exclusively.  In fact, I've been slowly converting my existing games to that for the sake of simplicity of maintenance.

I second this!