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Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)
TheManuel:
--- Quote from: Connorsdad 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
Sent from Amstrad CPC464
--- End quote ---
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.
Connorsdad:
--- Quote from: mike boss 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.
--- End quote ---
My original post was confusing, I do not have this working with SFXT yet. Apparently there are issues using this method with that game.
Sent from Amstrad CPC464
Connorsdad:
--- Quote from: TheManuel on August 22, 2013, 11:01:29 am ---
--- Quote from: Connorsdad 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
Sent from Amstrad CPC464
--- End quote ---
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.
--- End quote ---
How is your x360kb.ini setup if your using 7 buttons?
TheManuel:
--- Quote from: Connorsdad on August 24, 2013, 08:39:51 am ---How is your x360kb.ini setup if your using 7 buttons?
--- End quote ---
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: ---[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
--- End code ---
SFXT
This one was very straightforward.
--- Code: ---[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
--- End code ---
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
--- End quote ---
ini file:
--- Code: ---[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
--- End code ---
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.
Connorsdad:
--- Quote from: TheManuel on August 24, 2013, 09:36:05 am ---
--- Quote from: Connorsdad on August 24, 2013, 08:39:51 am ---How is your x360kb.ini setup if your using 7 buttons?
--- End quote ---
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: ---[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
--- End code ---
SFXT
This one was very straightforward.
--- Code: ---[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
--- End code ---
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
--- End quote ---
ini file:
--- Code: ---[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
--- End code ---
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.
--- End quote ---
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