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Author Topic: Xbox 360 XInput keyboard hack (works for SFIV, MKK, SFxTekken, Etc)  (Read 189989 times)

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Howard_Casto

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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 »

Howard_Casto

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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:

Howard_Casto

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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.  ;)

BadMouth

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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.

rablack97

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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?

Howard_Casto

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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. 

rablack97

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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:

jimbo19

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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:


romshark

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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.

jimbo19

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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.

romshark

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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.

TheManuel

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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"

MiahXGaming

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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.

fablog

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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


ArcadeBliss

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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

epic

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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!

Lamaman1971

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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 »

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

Lamaman1971

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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?

kagaden

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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.

sajazzman007

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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 »

burn_654

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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. 

Traffik

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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?

getnbizzy

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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"

getnbizzy

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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!