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Miscellaneous Forums => Troubleshooting => Topic started by: Mkilbride2599 on 2014-10-16 18:23:32
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Original CD version. Using DS4Wrapper. It works, everything is configure alright, except:
D-pad does not work, Square is OK, X does nothing, O is back(That's normal at least), Triangle is Menu. I mainly want to switch X to be "OK", but I didn't see any controller mapping stuff?
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.
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Those are not options.
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Use the config in the game menu and reorder the button layout.
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ff7 will only work with buttons 0-9 and an axis (x/y)
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I can't find a config in the game menu.
And why doesn't the D-Pad work? It works best for menu based games like this. I first played this back in 2006 with a Keyboard, I have a controller now, so was hoping full functionality. Ah well.
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I can't find a config in the game menu.
And why doesn't the D-Pad work? It works best for menu based games like this. I first played this back in 2006 with a Keyboard, I have a controller now, so was hoping full functionality. Ah well.
if the dpad is being shown to the game as button (and not an axis ) you will have over 10 buttons and the game will not reconize buttons over 10 . when the game came out having a controller with 10 buttons was not very popular. you can change controls in game from the menu (while playing) its in the same place you would change the background colors or text speed.
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I can't find a config in the game menu.
1. In the first menu:
(http://i.imgur.com/uC8qmyc.jpg)
Go to "Config".
2. From there:
(http://i.imgur.com/WWKMeSZ.png)
Go to "Controller" tap right to select "Customize" and press the OK button.
And why doesn't the D-Pad work? It works best for menu based games like this.
Short version: Because this game was coded in a time when multiple sets of directional inputs weren't standard, and relies on an outdated gamepad spec (DirectInput) that never properly adapted to this.
Long version/Story Time!!: Back when DirectInput was young, it had support for all kinds of buttons and sliders and whatnot—especially racing wheels and flight sticks; gamepads were treated as second-class because at the time that was almost exclusively console turf. They tried to include everything they could think of. They even tossed in analog support for the main directional input, in spite of most gamepads at the time using D-Pads. Mostly only flight sticks ever treated it as analog.
But then, the input industry started to shift. Controllers were coming out with both a D-Pad and an analog stick on the same controller, or even multiple analog sticks. These usually had some sort of analog button (much like the DualShock and DualShock 2) to change between two modes. Digital mode disabled the analog sticks, and made the D-Pad act as the main directional input. DirectInput was fine with this. Analog mode would make the left analog stick the main directional input, assign the D-Pad to the "POV hat" input (which was only ever digital anyway for DirectInput), and the right analog stick would be given two generic slider axes. It wasn't perfect, but it worked and became standard, rather than introducing an updated DirectInput spec like they should have. This worked great for newer games, or for using the analog stick in older games even if they didn't support it, and you could always switch modes to use the D-Pad in older games like FF7 which never implemented POV hat support.
Where things started to get tricky was when newer controllers didn't have an "analog" button or switch to change modes anymore. See, by around 2006, it was pretty rare for games not to fully support any arbitrary input that DirectInput could throw at them. Microsoft had been really pushy about that (until they ditched it for XInput, but that's another story). If every game was going to support every input anyway, there was no reason to put extra hardware into the controller that nobody would use. This was especially true of console gamepads; the Xbox and 360 had always had the same inputs so they never needed it, and the PS3 just locked that feature away in software. The environments were nice and closed, so they didn't have to worry about problems supporting fringe software that might not have had the features they wanted.
So now here we are, living with the consequences of nasty workarounds from over a decade ago becoming accepted standards. Any DirectInput compatible application these days will support anything that DirectInput itself supports, which is pretty much any input at all. But software from before analog sticks were standard, from before devs were implementing gamepad support properly? They assume people are using 1998 hardware, and while they may work with more recent stuff, they won't work as well as they should. Short of even further workaround solutions, such as the aforementioned Pinnacle Game Profiler and Joy2Key (the former is really good, the latter is free and good enough), there's really not much that can be done about it sadly.
Story over!!
That said, does DS4 wrapper have any re-mapping features? I haven't really looked into it that much so I don't know if it can do anything like this, but if you want to get your D-Pad working without even more additional software, that'd be the first place to look.