Difference between revisions of "Configure Controls"
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To begin, let's clear that there is no ideal way to control all games and emulators that can be executed through "HyperLaunch". Each application allows certain modes of control and does not support certain others. | To begin, let's clear that there is no ideal way to control all games and emulators that can be executed through "HyperLaunch". Each application allows certain modes of control and does not support certain others. | ||
+ | Lests make a list of the diffrent controllers systems that can be used and how to integrate them with HyperLaunch, Emulators and Games. | ||
== Joystick Input == | == Joystick Input == |
Revision as of 19:34, 8 July 2014
Contents
Introduction
To begin, let's clear that there is no ideal way to control all games and emulators that can be executed through "HyperLaunch". Each application allows certain modes of control and does not support certain others. Lests make a list of the diffrent controllers systems that can be used and how to integrate them with HyperLaunch, Emulators and Games.
Joystick Input
In Windows there is two main Input Methods: Direct Input and XInput.
Direct Input
In simple words DirectInput is the normal way you use your Joysticks and GamePads in Windows. When you open "Game Devices" in the Control Panel, you are seeing DInput devices.
DirectX included DirectInput from version 1.0 (1995). It initially offered true support only for joysticks, as the mouse and keyboard modules simply provided wrappers to the standard Win32 API. DirectX version 3.0 (1996) added support for keyboards and mice; it also improved joystick support. DirectX 5.0 (1997) included greatly improved joystick support, including adding force feedback, increasing the number of buttons, changing the underlying device-driver model and incorporating a COM-based API. Mouse support also increased the number of buttons seen from four to eight. In DirectX 7.0 (1999- ), DirectInput added a long-promised feature of seeing individual mice much like individual joysticks, but the feature didn't work with the later released Windows XP, even though as of 2010 it works with Windows 98/Me and DirectX 9. DirectX 8.0 (2000), the last version with major changes, included action mapping and broader support for different types of devices.
While Microsoft initially intended that DirectInput would handle all inputs, it hasn't turned out this way. As of 2011 Microsoft doesn't recommend using DirectInput for keyboards or mice, and has started pushing the newer XInput for Xbox 360 controllers. In Windows Vista, Windows 7 and later Windows versions, the in-built action mapping UI has been removed. 1
XInput
XInput, an API for "next generation" controllers, was introduced in December 2005 alongside the launch of the Xbox 360. This instruction set provided full support for Xbox 360 controllers in Windows XP SP1 and subsequent operating systems, and is described by Microsoft as being easier to program for and requiring less setup than DirectInput. XInput is compatible with DirectX version 9 and later. 1
DirectInput vs XInput
An Xbox 360 Controller with the default Microsoft driver with DirectInput has the following limitations compared to with XInput:
the left and right triggers will act as a single axis representing the signed difference between the triggers, not as independent analog axes vibration effects will not operate querying for headset devices will not operate According to MSDN, "the combination of the left and right triggers in DirectInput is by design. Games have always assumed that DirectInput device axes are centered when there is no user interaction with the device. However, the Xbox 360 controller was designed to register minimum value, not center, when the triggers are not being held." MSDN proffered the "solution" of combining the triggers, setting one trigger to a positive direction and the other to a negative direction, so no user interaction is indicative to DirectInput of the "control" being at center.
The above, however, ignores the fact that many DirectInput controllers, such as gamepads with dual analog sticks and racing-wheel controller sets, already map triggers and pedals independently. In addition, many DirectInput devices also have vibration effects. At least one driver, XBCD, gives the Xbox 360 controllers the vibration support, dead zones and (optionally) independent triggers through DirectInput. This suggests that Microsoft's Xbox 360 controller driver intentionally has weaker DirectInput support, rather than due to any differences between DirectInput and XInput APIs. On the other hand, Xbox 360 controller and XInput support only very basic control of vibration motors in contrast with great palette of various effects supported by DirectInput.
The XInput API also as of 2010 has limits that DirectInput does not:
XInput supports only "next generation" controllers. This limits it basically to controllers for the Xbox 360 that also have Windows drivers. Legacy Windows controllers, joysticks and generalized force-feedback devices are not supported. XInput supports a maximum of four controllers at a time. This is an Xbox limit, carried over to Windows. Although as of 2010 few PC games require more than four controllers at once, DirectInput itself has no such limitation. XInput does not support keyboards, mice, or mouse-type devices. While this mirrors Microsoft's recommendation not to use DirectInput with these devices,[8] programmers can use DirectInput with these devices. XInput supports maximum of 4 axes, 10 buttons, 2 triggers and 8-direction digital pad per controller, compared to DirectInput's support for 8 axes, 128 buttons, and full-range POV. (Incidentally, the number of axes, buttons and triggers XInput supports corresponds directly to the Xbox 360 controller.) As of 2011 XInput is for Xbox 360 controllers, while DirectInput is for any controller. In XInput 1.4 introduced with Windows 8 support of querying for headset devices was reintroduced.
Alternative Drivers
XBCD
XBCD is a driver that allows owners of an Xbox controller to use it on a Windows computer. The controller itself is a USB device with an extra wire (V-sync, usually yellow). With an appropriate adaptor, users can use the controller with a PC.
XBCD also supports wired Xbox 360 Controllers, allowing them expanded support for DirectInput.
The actual software allows users to use the vibration functions of the Xbox controller, and remap the buttons and axes of the controller. As an example, pressing X on the controller could be mapped so that it increments the X-axis in whatever game you are playing.
XBCD uses DirectInput 8, and support for Xinput is provided via the bundled xinput wrapper that users must copy into their games directory.
Current development of XBCD aims to improve wired controller compatibility. Wireless controllers for the PC are known to have issues using XBCD as they require a driver for their individual receivers, and report different values than the wired controller.
A new version of the setup utility has been developed to support both Xbox 360 and Xbox controllers, as well as improving performance when running and adding various user interface enhancements.
There is also an alternative Driver for the Wireless Xbox 360 Controller called X360WC.
Currently the support and project maintenance has been moved to another of the current project maintainer sites at VBA-M forums.
Xbox 360 コントローラー用デバイス ドライバ
This is an alternative driver for Xbox 360 Controllers by a Japanese author. There are drivers for Wired and Wireless controllers and for Windwos XP, Vista, 7 in 32 and 64 Bits Architecture. They convert the Xbox 360 controllers to DirectInput controllers, so you can't use the controllers with games that use exclusively XInput.
External Links
DirectInput in Wikipedia, The Free Encyclopedia.
XBCD in Wikipedia, The Free Encyclopedia.
Jonny's Place post about Xbox 360 コントローラー用デバイス ドライバ
1 DirectInput. (2014, March 5). In Wikipedia, The Free Encyclopedia. Retrieved 00:51, July 9, 2014, from http://en.wikipedia.org/w/index.php?title=DirectInput&oldid=598313998