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Author Topic: Street Fighter IV Keyboard Configuration?  (Read 38217 times)

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Warborg

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Street Fighter IV Keyboard Configuration?
« on: July 08, 2009, 10:54:34 pm »
Ok, so I know you have to have one "gamepad" type device and can also have 1 player use the keyboard...  No problem, my P1 stick is an Ultrastik so it's a USB Gamepad, works fine for P1.  Then I was able to get into the menu and set the directional controls and the kick/punch buttons for P2 through my keyboard encoder (Keywiz).  NOW, the one question I have, and perhaps I'm just being thick (which would be unsuprising), is there somewhere to configure the P2 "Start" button to the keyboard??  I can't start a VS match because, even though all controls are configured, I can't come up with a P2 Start button!  Please help me before I do something self-destructive like tinkering endlessly on my cab again...!  o_O

kagaden

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Re: Street Fighter IV Keyboard Configuration?
« Reply #1 on: July 09, 2009, 01:26:41 am »
Sorry, I don't have much helpful information for ya, as I canceled my PC order on SFIV because of the ---smurf-poop--- controls Capcom (mis)coded in.

I was under the impression that P1 had to be the keyboard, and P2 the joystick. That's pretty incredible, but not surprising if they forgot to allow the start button to be mapped for the PC version... considering it's a straight Xbox360 port. I've lost so much respect for Capcom over this release, it's actually rather humorous.


Trebeck

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Re: Street Fighter IV Keyboard Configuration?
« Reply #2 on: July 09, 2009, 02:16:31 am »
I'm fighting with this right now.
Just discovered the pad_default.ini in the config folder.

Anyone else figured this one out?

Dazz

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Re: Street Fighter IV Keyboard Configuration?
« Reply #3 on: July 12, 2009, 12:53:35 am »
You CAN'T have 2 players mapped to keyboard in this game...  This is a fault of the game.



Space Fractal

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Re: Street Fighter IV Keyboard Configuration?
« Reply #4 on: July 12, 2009, 03:41:08 am »
This is normal on most PC arcade ports anyway and Im not surpricly on this game, which use many buttons. I guess the reason is the many ghost key that was, so they designed in this way (like Sega games).

So mightbeen software like XPAdder or such can help to remap the missing button and if can works that way?
« Last Edit: July 12, 2009, 03:42:46 am by Space Fractal »
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Re: Street Fighter IV Keyboard Configuration?
« Reply #5 on: July 14, 2009, 02:30:46 pm »
This is normal on most PC arcade ports anyway and Im not surpricly on this game, which use many buttons. I guess the reason is the many ghost key that was, so they designed in this way (like Sega games).

IMO, it's due more to how microsoft set up directInput & XInput, its recommendations on its website, and for easier UIs. 

It's way earier to set a one to one, controller to player, relationship in both coding and designing a GUI, than a one to many (IOW, one keyboard to 2 players) or other possiblities.  FWIW, mame has a many to many relationship, much harder to code and for users to use (or even understand).
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Re: Street Fighter IV Keyboard Configuration?
« Reply #6 on: July 14, 2009, 04:24:56 pm »
Please go to the X-Arcade site and click on this link to submit a patch request to Capcom. I have done this and I am sure it wouldn't hurt if a few hundred more of us did this:

http://www.xgaming.com/support/questions/107/Street+Fighter+IV+-+PC+Setup

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Trebeck

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Re: Street Fighter IV Keyboard Configuration?
« Reply #7 on: July 14, 2009, 11:10:19 pm »
Complaint sent  :angry:

ViciousXUSMC

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Re: Street Fighter IV Keyboard Configuration?
« Reply #8 on: July 15, 2009, 08:22:25 am »
same problem here, had ipac, since no 2 player keyboard went through all the trouble to change my encoder to 2 gamepads and now still cant do 2 player because cant get start button to work.

gamepad works for 1 player if I set it as 1player device with the game options but no start button.

The place you can bind it is the controller settings from the launcher before you start the game, but doesnt work for me, anything I set in there always reverts back to default when I close it.  Plus the default start button is 8, button 8 is my FK button and it wont work for start anyways.

metahacker

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Re: Street Fighter IV Keyboard Configuration?
« Reply #9 on: August 03, 2009, 04:43:35 pm »
if you use this
http://www.jayceooi.com/2009/01/19/download-xbox-360-controller-emulator-for-pc-games/

and input based on gamepad should work
some people are using ppjoy+and/or this app

here is my .ini

Code: [Select]
[Options]
UseInitBeep=1 #use 0 to 1; default 1; beep on init
Log=0

[PAD1]
Index=0 #controller index in game controllers list; 0 is first; -1 to ignore this pad
Left Analog X=1 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
Left Analog Y=-2 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
Right Analog X=3 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
Right Analog Y=-6 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
Left Analog X Linear=0 #-100 to +100  raise this number to increase sensitivity near center
Left Analog Y Linear=0 #-100 to +100  raise this number to increase sensitivity near center
Right Analog X Linear=0 #-100 to +100  raise this number to increase sensitivity near center
Right Analog Y Linear=0 #-100 to +100  raise this number to increase sensitivity near center
Left Analog X+ Button=0 #button id; 0 to disable
Left Analog X- Button=0 #button id; 0 to disable
Left Analog Y+ Button=0 #button id; 0 to disable
Left Analog Y- Button=0 #button id; 0 to disable
Right Analog X+ Button=0 #button id; 0 to disable
Right Analog X- Button=0 #button id; 0 to disable
Right Analog Y+ Button=0 #button id; 0 to disable
Right Analog Y- Button=0 #button id; 0 to disable
D-pad POV=1 #POV index; 0 to disable
D-pad Up=0 #button id; 0 to disable
D-pad Down=0 #button id; 0 to disable
D-pad Left=0 #button id; 0 to disable
D-pad Right=0 #button id; 0 to disable
A=2 #button id; 0 to disable
B=3 #button id; 0 to disable
X=1 #button id; 0 to disable
Y=4 #button id; 0 to disable
Left Shoulder=0 #button id; 0 to disable
Right Shoulder=0 #button id; 0 to disable
Back=0 #button id; 0 to disable
Start=7 #button id; 0 to disable
Left Thumb=0 #button id; 0 to disable
Right Thumb=0 #button id; 0 to disable
TriggerDeadzone=3 #use 0 to 255; default 3; add deadzone to trigger
Left Trigger=5 #button id; precede with 'a' for an axis; 's' for a slider;
Right Trigger=6 #button id; precede with 'a' for an axis; 's' for a slider;
UseForceFeedback=0 #use 0 to 1; default 0
ForceLargeGain=10000 #use 0 to 10000; default 10000; effect intensity
ForceLargePeriod=120000 #use 0 to 200000; default 120000; effect frequency; wheel only
ForceLargeFadeTime=0 #use 0 to 100; default 10
ForceLargeFadeIn=0 #use 0 to 1; default 1
ForceLargeFadeOut=0 #use 0 to 1; default 1
ForceLargeStartMag=0 #use 0 to 10000; default 2000; effect will begin with this value
ForceSmallGain=10000 #use 0 to 10000; default 10000; effect intensity
ForceSmallPeriod=30000 #use 0 to 200000; default 30000; effect frequency; wheel only
ForceSmallFadeTime=0 #use 0 to 100 default 10
ForceSmallFadeIn=0 #use 0 to 1; default 1
ForceSmallFadeOut=0 #use 0 to 1; default 1
ForceSmallStartMag=0 #use 0 to 10000; default 2000; effect will begin with this value
WheelInertiaGain=2500 #use 0 to 10000; default 2500; effect intensity; wheel only
WheelSpringGain=5000 #use 0 to 10000; default 5000; effect intensity; wheel only
SteeringWheel=0 #use 0 to 1; enable for all wheel effects; trun this on fixes some vibration probems

[PAD2]
Index=1 #controller index in game controllers list; 0 is first; -1 to ignore this pad
Left Analog X=1 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
Left Analog Y=-2 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
Right Analog X=3 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
Right Analog Y=-6 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
Left Analog X Linear=0 #-100 to +100  raise this number to increase sensitivity near center
Left Analog Y Linear=0 #-100 to +100  raise this number to increase sensitivity near center
Right Analog X Linear=0 #-100 to +100  raise this number to increase sensitivity near center
Right Analog Y Linear=0 #-100 to +100  raise this number to increase sensitivity near center
Left Analog X+ Button=0 #button id; 0 to disable
Left Analog X- Button=0 #button id; 0 to disable
Left Analog Y+ Button=0 #button id; 0 to disable
Left Analog Y- Button=0 #button id; 0 to disable
Right Analog X+ Button=0 #button id; 0 to disable
Right Analog X- Button=0 #button id; 0 to disable
Right Analog Y+ Button=0 #button id; 0 to disable
Right Analog Y- Button=0 #button id; 0 to disable
D-pad POV=1 #POV index; 0 to disable
D-pad Up=0 #button id; 0 to disable
D-pad Down=0 #button id; 0 to disable
D-pad Left=0 #button id; 0 to disable
D-pad Right=0 #button id; 0 to disable
A=2 #button id; 0 to disable
B=3 #button id; 0 to disable
X=1 #button id; 0 to disable
Y=4 #button id; 0 to disable
Left Shoulder=0 #button id; 0 to disable
Right Shoulder=0 #button id; 0 to disable
Back=0 #button id; 0 to disable
Start=7 #button id; 0 to disable
Left Thumb=0 #button id; 0 to disable
Right Thumb=0 #button id; 0 to disable
TriggerDeadzone=3 #use 0 to 255; default 3; add deadzone to trigger
Left Trigger=5 #button id; precede with 'a' for an axis; 's' for a slider;
Right Trigger=6 #button id; precede with 'a' for an axis; 's' for a slider;
UseForceFeedback=0 #use 0 to 1; default 0
ForceLargeGain=10000 #use 0 to 10000; default 10000; effect intensity
ForceLargePeriod=120000 #use 0 to 200000; default 120000; effect frequency; wheel only
ForceLargeFadeTime=0 #use 0 to 100; default 10
ForceLargeFadeIn=0 #use 0 to 1; default 1
ForceLargeFadeOut=0 #use 0 to 1; default 1
ForceLargeStartMag=0 #use 0 to 10000; default 2000; effect will begin with this value
ForceSmallGain=10000 #use 0 to 10000; default 10000; effect intensity
ForceSmallPeriod=30000 #use 0 to 200000; default 30000; effect frequency; wheel only
ForceSmallFadeTime=0 #use 0 to 100 default 10
ForceSmallFadeIn=0 #use 0 to 1; default 1
ForceSmallFadeOut=0 #use 0 to 1; default 1
ForceSmallStartMag=0 #use 0 to 10000; default 2000; effect will begin with this value
WheelInertiaGain=2500 #use 0 to 10000; default 2500; effect intensity; wheel only
WheelSpringGain=5000 #use 0 to 10000; default 5000; effect intensity; wheel only
SteeringWheel=0 #use 0 to 1; enable for all wheel effects; trun this on fixes some vibration probems

(im using 2 of the 4 U360s, and set those to "joy8wayeasy" mode, its working ok at the moment...  but i still have yet tweak the button order to my liking...i would like the stock SF4 button profile settings to match the arcade button layout for LP-MP-HP/LK-MK-HK/start on a neogeo 7 btn layout)

and basically you just use that controller emulator app's DLL and put it in the SF4 folder as xinputXXXX.dll (i called mine DINPUT9_1_0.DLL and DINPUT1_3.DLL, im sure only one is needed but i didnt check which, doesnt really matter)

you use that XInputTest.exe in there to check your mapping against a GUI drawing of a xb360 controller

it is not so bad.  also it helps to put the No CD patched SF4Launcher.exe in there. 

there will have to be some way to automate hitting 'ENTER' as well. i.e. autohotkey script. after its launched etc...

so far works nicely on a cab i like when ppl jump in and start a 2P game on me via Xbox Live...pretty wild playing ppl over the internet while standing in front of a real cab with a big crt and nice arcade buttons/sticks.

i was expecting/hoping for a bit more cab friendly game...kind of disappointed in that regard.  but it can be made to work in a cab-friendly-2-player manner as long as u have some way to generate gamepad input (ie gp encode, gp, ppjoy, etc). 

metahacker

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Re: Street Fighter IV Keyboard Configuration?
« Reply #10 on: August 03, 2009, 04:53:10 pm »
I'm fighting with this right now.
Just discovered the pad_default.ini in the config folder.

Anyone else figured this one out?

i have a feeling this might provide the ideal setup if this lets you add your GP based encoder directly to some natively supported set of device IDs that have button mappings loaded from that file

i have not tried editing it but it looks promising

Trebeck

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Re: Street Fighter IV Keyboard Configuration?
« Reply #11 on: August 04, 2009, 12:17:15 pm »
I'm going to have to tackle this one on the weekend.  I have about 4 loose ends on my new cab PC and I've been procrastinating.
 :angry:

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Re: Street Fighter IV Keyboard Configuration?
« Reply #12 on: August 07, 2009, 01:49:42 am »
Anyone know if this workaround creates any lag with the controls?
Stop by my Youtube channel and leave a comment:

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Re: Street Fighter IV Keyboard Configuration?
« Reply #13 on: August 07, 2009, 12:56:17 pm »
 :dizzy:

Ok, I'm trying to tackle this SF4 problem with the x-Arcade stick.
I got the PPjoy, GlovePIE, and now the 360 Emulator.... How many apps do I need to get SF4 to work???

Just with PPJoy I couldn't get the keys configured. I then got GlovePIE to help with that. After I got GlovePIE it seemed that the SF4 configuration only would allow 16 digital inputs. I apparently need more
http://forum.arcadecontrols.com/index.php?topic=93957.0
looks like sqwirral was using 19 digital inputs that he configured in GlovePIE. He says it worked but never went much further....

Here I see I may need a 360 controller emulator to emulate the 360 controller...

Ok, can someone explain what is needed and how to pull it off?
I just want SF4 to work with both players....

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Re: Street Fighter IV Keyboard Configuration?
« Reply #14 on: August 15, 2009, 02:52:47 pm »
Fix for WinXp64 and Vista users here

http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/18347559/SFIV_PC__2_players_on_keyboard&post_num=106#319146278

See thread by PKT on page 10 and 11. Works on my IPAC and WinXp64