View Full Version : xinput support finally but....
wildsprite
11-15-2015, 07:07 PM
okay so they finally added xinput controller support but it seems to ignore the button configuration. this would be fine if the configuration it uses was just like the xbox 360 configuration. has anybody else noticed this?
all the buttons work but button A and B are reversed and I cant figure a way to swap them.
if anyone has a configuration solution that doesnt envolve switching to directinput drivers that would be cool
note: nevermind this seems to be a known issue already.
http://forum.square-enix.com/ffxi/threads/49120-Game-pad-and-FFXiPadConfig-not-working-correctly
Alhanelem
11-16-2015, 09:35 AM
Yeah. I've heard some people can configure the buttons just fine and others can't get it to work.
wildsprite
11-17-2015, 09:34 AM
Yeah. I've heard some people can configure the buttons just fine and others can't get it to work.
I can still use my directinput setup without any issues. I would rather not have to swap drivers though ~sighs~ them finally adding xinput support had me excited too :/
I really do not understand the logic of hard coding their xinputdll.dll files.
Atomic_Skull
11-19-2015, 08:41 AM
I can still use my directinput setup without any issues. I would rather not have to swap drivers though ~sighs~ them finally adding xinput support had me excited too :/
I really do not understand the logic of hard coding their xinputdll.dll files.
I think they just copypasted the Xbox 360 code. Remember that the Xbox 360 uses a stripped down version of DirectX 9 with all of the backwards comparability and bug checking removed.
Oh snap I just thought of something. If the 360 is using DirectX 9 and doesn't have previous versions of D3D that means it must be using D3D9. They should transfer that code and finally ditch D3D8 on the PC client.
wildsprite
11-24-2015, 01:58 AM
I think they just copypasted the Xbox 360 code.
okay that explains the hard coding of the file but not why we didnt get the US layout since the US XB360 controller layout mimics the US PS2 layout. which should have A as confirm and B as cancel
Oh snap I just thought of something. If the 360 is using DirectX 9 and doesn't have previous versions of D3D that means it must be using D3D9. They should transfer that code and finally ditch D3D8 on the PC client.
would certainly solve a lot of graphics issues
wildsprite
12-11-2015, 06:57 AM
sorry to necrobump my thread.
okay so they closed the post linked in the OP, can anbody confirm if the issue is actually fixed or not?
I cannot because my sub isnt active at the moment, though me and a friend are considering resubbing next month.
to clerify I'm asking is the xinput controller config now at NA/EU config? can we configure it ourselves if we want? can anybody confirm these points please?
Talraen
12-11-2015, 11:30 PM
The button config is now correct, but I haven't tried actually changing buttons from the default setup so I can't confirm that that works.
Atomic_Skull
12-17-2015, 06:24 AM
The button config is now correct, but I haven't tried actually changing buttons from the default setup so I can't confirm that that works.
It always worked the problem was that you couldn't reconfigure the buttons.
wildsprite
12-22-2015, 04:02 PM
The button config is now correct, but I haven't tried actually changing buttons from the default setup so I can't confirm that that works.
glad to hear this, I hope they can be reconfigured now because my friend who has limited movement had his controller configured just for him.
It always worked the problem was that you couldn't reconfigure the buttons.
it wasn't whether it worked or not it was the fact that it was the incorrect layout and you could not reconfigure