First and foremost, thanks Smashbro89 for responding.
@ WydD - i’ll like your thoughts on my query. from what you have described, will using your product have benefits over the using the Madcatz provided driver for Windows? I was thinking, since there is no longer a “virtual device” created by the Madcatz driver, replacing it with SF5Dinput make it more efficient since its now a direct call to direct input ?
First and foremost, thanks Smashbro89 for responding.
I was thinking, since there is no longer a “virtual device” created by the Madcatz driver, replacing it with SF5Dinput make it more efficient since its now a direct call to direct input ?
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You answered your own question. Put the latest SF5Dinput dll folder in the Win4 in sf5. If it does not work for you, just delete the file.
Has anyone here recently had a problem with key recognition using SF5Dinput? I was online last night and everything was working fine with my hori ps3 fightstick. When I started the game up today, the L1 and L2 buttons were not recognised. Those buttons still work in ultra street fighter 4 so it’s not a controller issue. I was able to remap to L3 and R3 however those button locations are not very accessible. Did capcom sneak in an update between last night and today? This just plain sucks. I wish capcom would finish this miserable beta program and release a fully functional game with direct input support.Oh well, I guess it’s back to joy2key.
That’s weird I dont have any issue here. And if everything is working fine in the “Game controller” panel in windows I dont know where it’s coming from. Could you test this program https://petitl.fr/dl/dinput-tester.exe ?
Little off topic but I think you could really go beyond sf5, once you really polish it up I wouldn’t be surprised if you could make something more generic that worked in every game.
I’m just in love with hotplugging and port switching now.
It’s not weird, it’s crapcom. What do you expect from a company that deliberately programmed Chun Li’s exaggerated breast physics claiming it was a “glitch”. They think we’re all stupid. They may be right. Seriously, who else would pay $60 for an unfinished prebeta program loaded with bugs and other problems. WydD, all of the buttons are recognized by windows in the game controller section in the control panel. Also, like I said earlier, all of the buttons are recognized by ultra street fighter 4.
@AnTiLooP I dont know how the madcatz driver behave because I dont have a madcatz device here. But if it is badly implemented (e.g. if it calls direct input with its own loop instead of directly calling the device) then sf5dinput will be faster but I doubt it. I would suggest using sf5dinput though because having another driver for a fightstick is just stupid (but you need it for KI and other stuff).
About the generalisation, well basically it works, we have reports of people using it to use dinput devices for rocket league. As long as you can override dlls and dinput is available you can use it (basically if x360ce works there’s a good chance it will for us as well).
First off, thank you for the link to the dinput tester. I ran it and L1 showed LS and L2 was RS…different from 4K and 4P that you said it should read. Noticing that, I then checked the windows game controller properties and found out that the buttons had changed from 5 and 7 to 11 and 12, which would be R3 and L3 on the hori. I’m sure you already know what happened. If not, you’re gonna love this. The little slider in the recessed section of the upper left of the controller that switches L1 and L2 to R3 and L3 was moved. Now, I only live with my wife and 3 cats and my wife never goes near my pc components. The only thing I can think of is the cats got into a scuffle and somehow slid the slider with their claws. Weird. My Hori may have been suffering from a Mad Cats problem ;). The reason I never checked the switch is you have to deliberately manipulate that function because it is so small and out of the way. Anyway, thank you again for that program as it helped me solve the problem quicker than I would have without it. Your .dll is still the best dinput solution for this game. Oh WydD, stop trying to hack my computer (JK) ;).
WydD, I’m sure you know that I didn’t think SF5dinput was the problem. Based on my past experiences with capcom updates screwing with previously working mods, it’s understandable why a capcom update would be blamed. Now that steam has announced a soon to be attempt at direct input compatibility, whether it be a wrapper or a .dll like yours, there is a probability of conflict. Either way, I would love to keep your solution.
Oh, and BTW, why are all my program files now ending in exe.WydD?
SFDinput doesn’t mess with 360 controllers at all. In fact, even if you have a 360 pad I’d recommend it because now hotplugging and port switching are a thing for you.
So you could use Steam’s wrapper and keep functionality or just not use Steam’s wrapper.
Worked awesome for me on both a PS4 black VLX & PS3 red VLX (mine) and dualshock 3 (friend’s setup - i’ve even given him a good arcade stick for free but he prefers the controller and is good with it!)
[quote="Smashbro29;11023179"
So you could use Steam’s wrapper and keep functionality or just not use Steam’s wrapper.[/quote]
Hopefully steam will not screw this up and make their direct input attempt optional. Steam, just like capcom automatically updates when you run their program as you already know. Long gone are the days you had control over what was installed on your pc. I guess we’ll have to wait and see.