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Final Fantasy Forums => Other Modding => FF7 Other Mod Releases => Topic started by: ThunderPeel2001 on 2013-09-17 10:15:49

Title: [FF7PC-Steam] - XBox 360 Controller Fix (2.1)
Post by: ThunderPeel2001 on 2013-09-17 10:15:49
FINAL FANTASY 7 - XBOX 360 CONTROLLER FIX
An UNOFFICIAL Mod for Final Fantasy VII (Steam) by Johnny “ThunderPeel2001” Walker

IMPORTANT NOTE: At present this mod only works with the ENGLISH Steam version of FF7. Sorry. Also note that this is an early Beta version and may contain some bugs. Please help by testing it, thanks!

DOWNLOAD LINK:
http://www.thunderpeel2001.com/files/FF7-XBoxControllerFix-2.1.exe (http://www.thunderpeel2001.com/files/FF7-XBoxControllerFix-2.1.exe) (32Mb)

Latest version always available here: http://steamcommunity.com/sharedfiles/filedetails/?id=179295659

What does this mod do?
The 2012 re-release of Final Fantasy VII introduced some great new features: Higher quality videos, fixed script, better music, cloud saves, achievements, etc. It also featured support for the Xbox 360 controller out of the box. Unfortunately, the way the buttons were mapped for the controller was extremely bizarre.

And worse still, it retained the confusing names for each of the buttons. Which button is "ASSIST", "TARGET", "PAGEUP", "SWITCH", etc? There are mini-games where you need to know exactly which button to press at a specific time, and it doesn't help if you don't know what button is being referred to.

THE FIRST PROBLEM

Consider the original PlayStation controller mapping:

(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/ps1-config-24_zps2e93415f.png)
 
Then look at what you get with a 360 Controller by default (seriously!):

(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/xbox-config-24_zpsc4462b45.png)
 
Here's what this mod does:

(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/xbox-fixed-24_zps86e8d4bc.png)
 
Is that it? What about the button names?
NO! That's not it. Here is where this mod gets special.

First an explanation: When FFVII was being converted to the PC, they couldn’t refer to the button names, because they didn’t know what controller you would have. For example, on the original PlayStation, the game would tell you to press the “L1” button on your controller, but on the PC version it would say press “PAGEUP” – leaving you to guess which button that was.

This mod changes all references to confusing terms like “SWITCH”, “ASSIST”, “TARGET”,  “MENU”, etc. and replaces them with the names of the actual buttons on your Xbox 360 Controller.

Before mod is installed:
(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/Controls-Old_zpsc475a03c.png)
 
After mod is installed:
(http://i784.photobucket.com/albums/yy129/ThunderPeel2001/Controls-New_zps37e43d4a.png)
 
Every reference throughout the game has been changed, so you never have to get confused about what the game wants you to do!

Sounds good. Anything I should be aware of?
I’m glad you asked. There are only a few small caveats:

1.   At present this mod only works with the Steam version of the game. Sorry.
2.   If you’ve installed any previous mod that alters the game’s script, this will undo those changes until you uninstall it.
3.   The original PlayStation game used the old Japanese button configuration: “X” was CANCEL and “O” was OK – completely backwards to all Western games. If this was preserved, it would mean that “A” would be CANCEL and “B” would be OK. For the sake of everyone’s sanity, I’ve changed these two buttons to their normal Western configuration – “A” is OK and “B” is CANCEL.

Will this break my saves, stop me from getting achievements, etc.?
Nope. This won’t affect any of those things. It’s a very simple mod that only alters one game file: flevel.lgp

So what if I want to uninstall this mod?
Simply go to your Control Panel, click Add/Remove Programs, and double click on “FF7 XBox 360 Controller Fix (Steam)”. This will return your copy of FF7 to how it was before you installed the mod.

HELP!
All support questions and troubleshooting here: http://steamcommunity.com/sharedfiles/filedetails/?id=179295659

Thanks for reading!

- Johnny “ThunderPeel2001” Walker
Title: Re: FF7 - XBox 360 Controller Fix
Post by: Covarr on 2013-09-17 15:50:11
Why is this 110 MB? That's awful big for what it does.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-17 16:29:34
Why is this 110 MB? That's awful big for what it does.

*FIXED NOW*
Title: Re: FF7 - XBox 360 Controller Fix
Post by: NFITC1 on 2013-09-17 18:05:27
...changing hundreds of lines of script requires the alteration of large files (i.e. flevel.lgp). I'd love to know how you think it could be made any smaller.

Can't you just change the text that the characters for "[MENU]", "[OK]", etc point to? Starting at 0x91AD46 the text "[OK]" can be changed to be something else. The other texts are close by that too. Just change those texts rather than ALL the lines of dialog in the entire game.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-17 19:53:55
Can't you just change the text that the characters for "[MENU]", "[OK]", etc point to? Starting at 0x91AD46 the text "[OK]" can be changed to be something else. The other texts are close by that too. Just change those texts rather than ALL the lines of dialog in the entire game.

Edit: Which file are you referring to? flevel.lgp does not have [OK] anywhere -- certainly not at 0x91AD46 :(
Title: Re: FF7 - XBox 360 Controller Fix
Post by: Covarr on 2013-09-17 20:18:16
Hmm... It sounds like you've repacked the whole lgp. Unfortunately, everything you DIDN'T change is still copyrighted data from the original game, and cannot legally be redistributed.

My recommendation is to repackage this as a .iro file for 7thHeaven (http://forums.qhimm.com/index.php?topic=14490.0), which will allow you to easily distribute just the changes to the LGP.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-17 20:25:37
My recommendation is to repackage this as a .iro file for 7thHeaven (http://forums.qhimm.com/index.php?topic=14490.0), which will allow you to easily distribute just the changes to the LGP.

Thanks, I'll look into that, but I'm not entirely sure if it will work -- it's unclear if hundreds of references would slow the game down :-/
Title: Re: FF7 - XBox 360 Controller Fix
Post by: NFITC1 on 2013-09-17 21:36:24
Edit: Which file are you referring to? flevel.lgp does not have [OK] anywhere -- certainly not at 0x91AD46 :(

I meant the exe. The 1998 1.02 exe ought to be the same as the exe in the Steam version. Although, it might not run if the md5 doesn't check out. I'm not sure what to do about that. And, actually, that may just be menu text. It's written in FF7Text so it's actually ";/+=", ";#!.#%,=", etc. I think this is what the game uses to display the buttons names.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-18 14:58:16
I meant the exe. The 1998 1.02 exe ought to be the same as the exe in the Steam version. Although, it might not run if the md5 doesn't check out. I'm not sure what to do about that. And, actually, that may just be menu text. It's written in FF7Text so it's actually ";/+=", ";#!.#%,=", etc. I think this is what the game uses to display the buttons names.

Yeah, I'm 90% sure that's just the menu text. The ingame scripts (as stored in flevel.lgp) don't seem to make reference to them. In fact, there were a few instances were they referred to non-existent buttons (e.g. [SELECT]). I wish it was a simple as you think it is, but it doesn't look like it.

The bottom line is: The mod will remain at 100MB. There doesn't appear to be any other way around it (I even tried looking at diff patches, but they were 10x bigger than the original file).

It would be fantastic if anyone who installs the mod could report back with their experience. Thanks!
Title: Re: FF7 - XBox 360 Controller Fix
Post by: Kaldarasha on 2013-09-18 16:16:47
I got a virus warning after the download. Also I don't own the steam version, but the 2012.
You can use ToughScript for text editing.
http://forums.qhimm.com/index.php?topic=11944.0 (http://forums.qhimm.com/index.php?topic=11944.0)

Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-18 16:45:37
I got a virus warning after the download. Also I don't own the steam version, but the 2012.
You can use ToughScript for text editing.
http://forums.qhimm.com/index.php?topic=11944.0 (http://forums.qhimm.com/index.php?topic=11944.0)

Hmm. Thanks for the heads up re: virus warning. No idea why that would be. Since VirusTotal has a 64MB limit and I don't bother with AV software, could you tell me what you're using and what it said. Thanks.

If someone would tell me the Registry key for the location of the install, and the location of the launcher cfg files in the MyDocuments folder, for the 2012 version, I will happily extend the functionality of the program to include the SE version.

touphScript doesn't work with the 2012/Steam version, btw. Once it does, maybe I could make a smaller install.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: Kaldarasha on 2013-09-18 17:17:13
Microsoft Security Essentials.
Your mod isn't important for me, because I use a PS3 controller.
For a better visual you could use different colors for the buttons. For Y yellow as example.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-18 18:11:54
Microsoft Security Essentials.
Your mod isn't important for me, because I use a PS3 controller.
For a better visual you could use different colors for the buttons. For Y yellow as example.

Thanks. What did it say exactly? There's nothing in the .exe except binary files and .rtf documents -- the mind boggles as to what it's complaining about.

As for the colours: It'd be great if I could put images (like the original PS version), but I've no idea how I'd go about doing that.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: Rundas on 2013-09-18 21:02:19
DLPB knows how, ask him.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: Kranmer on 2013-09-19 07:56:56
Nice work, i don't have the steam version but it is nice to see a mod like this (i use a 360 controller but i use the XBCD drivers to customize the joypad so i can use both Dpad and Analog and change the keys to what i want instead of changing them inside FF7),
Anyway to keep the file-size down on this you could use a patch rather then replacing the whole file, for example if you used "Vpatch" to patch the old flevel to your new flevel it would cut the file-size down by way more then half (although this method would require the person to have the original Flevel, if they had modified it then it wouldn't work).
When "touphscript" supports the newer LGP's this mod should be able to become a lot smaller but until then patching is probably the best way to keep the file-size small (or if you are really extreme you could unpack each map since the files inside a LGP are already compressed which means you can't compress them very well, so if you unpack them first then re-compress them with a better compressor then when people install you would have to unpack the files and re-compress them with the original compression format then put them back into a LGP but that is a lot of hard work and only gets the file-size down to around 60-70mb)
Title: Re: FF7 - XBox 360 Controller Fix
Post by: luksy on 2013-09-19 08:03:52
I should have a ff7-2012 ready touphScript this weekend if everything goes to plan, does anyone know if there are DRM checks on the new exe?
Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-19 14:58:56
Nice work, i don't have the steam version but it is nice to see a mod like this (i use a 360 controller but i use the XBCD drivers to customize the joypad so i can use both Dpad and Analog and change the keys to what i want instead of changing them inside FF7),
Anyway to keep the file-size down on this you could use a patch rather then replacing the whole file, for example if you used "Vpatch" to patch the old flevel to your new flevel it would cut the file-size down by way more then half (although this method would require the person to have the original Flevel, if they had modified it then it wouldn't work).
When "touphscript" supports the newer LGP's this mod should be able to become a lot smaller but until then patching is probably the best way to keep the file-size small (or if you are really extreme you could unpack each map since the files inside a LGP are already compressed which means you can't compress them very well, so if you unpack them first then re-compress them with a better compressor then when people install you would have to unpack the files and re-compress them with the original compression format then put them back into a LGP but that is a lot of hard work and only gets the file-size down to around 60-70mb)

Thank you! I've been looking for a decent binary patcher, and I just couldn't find one that didn't generate a patch file that was 600MB+. I just tested vpatch and it created a patch.exe that was only 30MB. And it works!

I'll change the next version to this. Thanks again!
Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-19 15:10:43
I should have a ff7-2012 ready touphScript this weekend if everything goes to plan, does anyone know if there are DRM checks on the new exe?

That's also great news.

I believe there's DRM in the SE version, but I'm not sure about the Steam one.

The Steam ff7_en.exe (the English version of the new release) has an MD5 of F7EBFE82B8F7FF9E7DE587880EA02803 if that's any help (although I guess the DRM is probably external to this, if there is any?),


Posts Merged


Hmm. Here's an interesting thing: A French Steam user installed the Mod, but the language didn't change.

I asked him to list the files in data/field and he only had char and flevel. Where's the French version of flevel stored, I wonder? Could I use this knowledge to make the Mod even smaller?
Title: Re: FF7 - XBox 360 Controller Fix
Post by: Kaldarasha on 2013-09-19 15:24:42
The different languages has there own flevel.lgps. (sflevel, fflevel, gflevel).
Title: Re: FF7 - XBox 360 Controller Fix
Post by: ThunderPeel2001 on 2013-09-19 15:45:54
Ah. That would be why my alteration of flevel had no effect on his language. I'm guessing they're stored in an entirely different folder, too. Thanks.
Title: Re: FF7 - XBox 360 Controller Fix
Post by: Covarr on 2013-09-19 15:58:59
I should have a ff7-2012 ready touphScript this weekend if everything goes to plan, does anyone know if there are DRM checks on the new exe?
The 2012 exe uses securom. The 2013 exe uses Steamworks DRM. Neither checks validity of LGP files, though (and I'm not sure they even check their own validity, just license).
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: ThunderPeel2001 on 2013-10-06 22:24:18
Version 2.0 is now up! (It's "only" 34MB now.)
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: sen on 2013-10-07 00:22:23
Great mod!
Just wondering is this compatible with menu overhaul? Or only applicable on a fresh untouched flevel.lgp and what program did you use to map the buttons? and change the script with Toughscript right? Thinking of doing one for ps2/ps3 controllers which im sure a majority of us use
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: ThunderPeel2001 on 2013-10-07 12:04:08
Great mod!
Just wondering is this compatible with menu overhaul? Or only applicable on a fresh untouched flevel.lgp and what program did you use to map the buttons? and change the script with Toughscript right? Thinking of doing one for ps2/ps3 controllers which im sure a majority of us use

This only works with a fresh untouched flevel.lgp, I'm afraid :-/

The program I used to map the buttons was the 2012 launcher. I just updated the config.

I may create one for PS controllers at some point, but most people seem to use the XBox controller for PC gaming: It's the only "standard" controller that games tend to automatically work with, and it doesn't require any special adapters or software installations, either.
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: DLPB on 2013-10-07 20:35:34
I am adding the ability to have proper PS buttons for Reunion. Actual graphics.  But the easiest way to do this for any joypad (without graphics) is just use my text replacer program TextChange and change things like [SWITCH] to [Square] and so forth in batch, and then encode the text files using  ts.  It works a charm in no time.

Anyway, it will all be added as option PS joypad wise for Reunion.
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: sen on 2013-10-07 21:21:49
This only works with a fresh untouched flevel.lgp, I'm afraid :-/

The program I used to map the buttons was the 2012 launcher. I just updated the config.

I may create one for PS controllers at some point, but most people seem to use the XBox controller for PC gaming: It's the only "standard" controller that games tend to automatically work with, and it doesn't require any special adapters or software installations, either.
I see, thanks for the info!
I am adding the ability to have proper PS buttons for Reunion. Actual graphics.  But the easiest way to do this for any joypad (without graphics) is just use my text replacer program TextChange and change things like [SWITCH] to [Square] and so forth in batch, and then encode the text files using  ts.  It works a charm in no time.

Anyway, it will all be added as option PS joypad wise for Reunion.
Ah DLPB ;D Legend!
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: Covarr on 2013-10-08 16:47:36
Anyway, it will all be added as option PS joypad wise for Reunion.
1. Will this break for people using non-default controls? A lot of people like to switch X and O so that the game more closely mimics more modern US games.
2. I would be glad to make 360-pad icons, if you'll add an option to use them. It is the most popular PC gamepad after all (even if less well suited to this particular game).
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: DLPB on 2013-10-08 16:53:09
Well the actual graphic will be static and show PSX controls, but the joypad config can still be changed even if it doesnt match.  Of course you'd want the X in game to match up with its function cancel.

I am not sure how the PSX did this.  When you changed the config in PSX did it also change the graphic?  The PC version will always show the same thing regardless of what you change.  Switch is always switch (of course you assign a button to it).

Actually as far as I remember it just did "OK" "Cancel" instead of buttons?  Its funny that I cannot remember....
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: ThunderPeel2001 on 2013-10-12 12:33:56
Updated!

Now does more checks to make that it's worked correctly.
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: Reidlos on 2014-01-12 00:19:41
Can you provide just the files that need to be replaced? It wont let me install it because its not seeing my steam version, prolly cuz its on a separate hard drive location
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: Hellbringer616 on 2014-01-13 15:50:08
I asked this in general but maybe this is a better suited place..

Anyway to permanently change the default button layout of the 1998 version? because seriously this is annoying as all hell.. My button map is different than the one on the main page even..

square(or X on XB) is for okay, triangle (y) is for cancel, circle (b) is for menu. L3 is select.. It's maddening! i know that i can just change it in the menu, But even that seems to prove to have issues (like if i change Cancel to Okay then i can't do anything anymore and have to reinstall..)
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: cmh175 on 2014-01-13 16:08:01
I really suggest pinnacle. If you have a DirectInput enabled controller it wont use the default xbox controls and I made a ff7 profile that matches the psx controls exactly. 

Otherwise pinnacle is great for other games like Bioshock 2 and F.E.A.R. and it updates itself for free.
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: Hellbringer616 on 2014-01-14 14:47:11
third time that PGP has been suggested to me (once of oblivion, once for MPC-HC and now once for this :P)

guess i should just pick it up. Just wish the game would support it natively.. ya know?

Thunderpeel, What does your program modify? I'll see if there isn't the same file in the 1998 version and make a patch myself.

If hex edits.. I'll look at the reunion documentation :P
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: DLPB on 2014-01-14 21:34:57
All you need to do is replace the texture png that comes with Reunion with the Xbox controller graphics, and then use Gimp or some other program to fill the alpha channel in black.
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: Hellbringer616 on 2014-01-14 23:06:53
All you need to do is replace the texture png that comes with Reunion with the Xbox controller graphics, and then use Gimp or some other program to fill the alpha channel in black.

I'm actually using a DS3 using Scarlet.crush's xinput wrapper. So as far as my PC is concerned i'm using an xbox controller :P

The issue is that X and Square are swapped, select is R3, i can't recall if it's the shoulder buttons to flee or not, i recall it being R2 and L2 and it's the shoulder buttons.. So the mapping is all screwy is my issue
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: Covarr on 2014-01-14 23:31:13
third time that PGP has been suggested to me (once of oblivion, once for MPC-HC and now once for this :P)
Can I be the fourth? :P  PGP is a top-notch piece of software, and I guarantee that even if it doesn't solve this problem, you're sure to find a good use for it. Not to mention, it really beats the pants off competing products, such as JoyToKey and Xpadder.

I'm not sure if it can be made to force ff7 to see your controller as DirectInput... but if you can get ff7 not to see your gamepad, then PGP can make it send keyboard presses.
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: Hellbringer616 on 2014-01-14 23:48:46
Think in order to do that I'd need a xinput to direct input wrapper for my DS3 to xinput wrapper.. haha
Guess I'll change the button set up manually per game. Was just hoping to avoid this.
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: cmh175 on 2014-01-15 00:20:17
Can I be the fourth? :P  PGP is a top-notch piece of software, and I guarantee that even if it doesn't solve this problem, you're sure to find a good use for it. Not to mention, it really beats the pants off competing products, such as JoyToKey and Xpadder.

I'm not sure if it can be made to force ff7 to see your controller as DirectInput... but if you can get ff7 not to see your gamepad, then PGP can make it send keyboard presses.

It wont, that way you can map the keys to what ever you want. I have a Logitech controller that has D and X, ff7 works with the X but the controls suck so I use D and mapped the keys to match the psx controls. Works exactly the same, from what I remember.
Title: Re: FF7 - XBox 360 Controller Fix [2.1]
Post by: ThunderPeel2001 on 2014-02-08 00:28:34
Can you provide just the files that need to be replaced? It wont let me install it because its not seeing my steam version, prolly cuz its on a separate hard drive location

Sorry about the delay in noticing this message. You can get the files and manually install them here:
http://steamcommunity.com/sharedfiles/filedetails/?id=179295659

Good luck!
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: Erdrick The Hero on 2014-02-28 17:15:00
Well the actual graphic will be static and show PSX controls, but the joypad config can still be changed even if it doesnt match.  Of course you'd want the X in game to match up with its function cancel.

I am not sure how the PSX did this.  When you changed the config in PSX did it also change the graphic?  The PC version will always show the same thing regardless of what you change.  Switch is always switch (of course you assign a button to it).

Actually as far as I remember it just did "OK" "Cancel" instead of buttons?  Its funny that I cannot remember....

The PSX version would say [*button function*] (previously marked *button icon*)

I recommend glovepie. It's way more functional than any alternative I've used, and although requires scripting, it's rather simple and easy to pick up. I've been using it to supplement FF7 (1998)'s built in DInput support for my XBox controller. I would like to be able to use button icons though...
Title: Re: [FF7PC-Steam] - XBox 360 Controller Fix (2.1)
Post by: RichterB on 2014-09-21 09:36:05
Any hope to have something similar for FF VIII? Really annoying to have B1, B2, B3 and so on.
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: Mcindus on 2014-09-23 18:13:22
I am adding the ability to have proper PS buttons for Reunion. Actual graphics.  But the easiest way to do this for any joypad (without graphics) is just use my text replacer program TextChange and change things like [SWITCH] to [Square] and so forth in batch, and then encode the text files using  ts.  It works a charm in no time.

Anyway, it will all be added as option PS joypad wise for Reunion.

Hey DLPB - how did you go about doing this? I'm trying to find a way for FF8 Steam to look at the icon.tex file for the PS buttons instead of it using B1, B2, B3 etc.  The game is currently pointing to text indicators instead of looking for locations in the .TEX file
Does anyone know where this code is located? Or where I might start looking? 
I've replaced the PS buttons with high-res versions, and even have an Xbox version ready to go for SeeD Reborn if we can figure out how to get the game to look for a texture location (which it does on the PSX version) instead of the text.
Title: Re: FF7 - XBox 360 Controller Fix [2.0]
Post by: RichterB on 2014-09-27 14:45:42
I am adding the ability to have proper PS buttons for Reunion. Actual graphics.  But the easiest way to do this for any joypad (without graphics) is just use my text replacer program TextChange and change things like [SWITCH] to [Square] and so forth in batch, and then encode the text files using  ts.  It works a charm in no time.

Anyway, it will all be added as option PS joypad wise for Reunion.
Hi mate. Mcindus asked you how to avoid that the game uses B1, B2, B3.. button names.
Did you replied?
I just want to know how to do, because I hate to have these generic button names. Very annoying.
Thanks
Title: Re: [FF7PC-Steam] - XBox 360 Controller Fix (2.1)
Post by: WhiteZero on 2014-10-24 17:26:37
So you were able to change the in-game button names? I'm using a DS3 with an XInput wrapper. Any recommendation on how I could go about changing my in-game button names back to the original PlayStation ones to match my DS3?
Title: Re: [FF7PC-Steam] - XBox 360 Controller Fix (2.1)
Post by: olearyf2525 on 2014-11-05 23:02:00
I'm using pretty much the whole 7th heaven catalog, will I be able to use this game pad fix?
Title: Re: [FF7PC-Steam] - XBox 360 Controller Fix (2.1)
Post by: ThunderPeel2001 on 2017-02-05 15:09:01
Sorry to resurrect this thread, I just want to alert people to the fact that all support will be handled on the official mod page from now on. I still get messages about this, so please go here instead of pinging me elsewhere:

http://steamcommunity.com/sharedfiles/filedetails/?id=179295659

This mod has probably been superseded fancier ones now, though. (I guess Reunion, with its new script, does this automatically now?)