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Patryn: Really, give Pinnacle a try. I mean it's 20 Dollars. And, look, I've already made a Sands of Time profile you can use:

http://www.gog.com/en/forum/prince_of_persia_the_sands_of_time/prince_of_persia_sands_of_time_gamepad_profile
Sadly I don't have $20 at the moment.

On the plus side I did get JoytoKey to work for me. I just set the the up, down, left & right keys to there respective positions on my analog stick with a 50% analog threshold. It worked like a charm.
Post edited January 04, 2011 by Roberttitus
JoyToKey is OK if you have only very basic needs, but for more advanced things--most notably buttons serving multiple functions, not to mention rumble support--you will need to move up to Xpadder (even the freeware version) or Pinnacle Game Profiler.
Well... after all that, someone actually bothered to look at the license and we all realised that it is totally legal.

If the author is going around saying otherwise he's talking out of his arse and probably just regrets giving it that license. =/
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HampsterStyle: The last free version of Xpadder was version 5.3
It is a single executable (Xpadder.exe) that is 911KB in size that doesn't require an installer - run where desried. If running it on Win 7, Vista SP2 compatibility must be set on Xpadder.exe. Here are some hashes for Xpadder.exe for those concerned about security:

MD5
72782E6061D832CB977067FD5D33A65F

SHA-1
2C7F3389A21F17B63E7C7FB324E5C13AE7E38612

Also here is the licensing info from v5.3 "about" section:

Legal
The Xpadder program, name, logo, controller interface design and website (xpadder.com) are trademarks and copyright 2006-2008 Jonathan Firth

License
This program is free for personal use and must not be used as part of a public demonstration without written consent from the author. This program must not be modified prior to any distribution. This program may be freely distributed unmodified provided that no payment is received by the distributor, either for this program or for a product which includes this program in any way, unless written consent from the author has been obtained prior to distribution. For further information send an email to license@xpadder.com

Edit:
I attached a screenshot of working compatibility settings for Xpadder.exe on Win7 x64
Out of interest, as I have an Xbox 360 controller for which I'm using the MS provided drivers, being as Xpadder is a self-contained executable is it therefore not a driver itself? And does it work natively on 64-bit Windows or do you have to disable the checks for signed drivers?

Also, for any settings which you apply, does it create registry entries or does it save the settings to a file, like an .ini file or something similar?
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korell: ........
Out of interest, as I have an Xbox 360 controller for which I'm using the MS provided drivers, being as Xpadder is a self-contained executable is it therefore not a driver itself? And does it work natively on 64-bit Windows or do you have to disable the checks for signed drivers?

Also, for any settings which you apply, does it create registry entries or does it save the settings to a file, like an .ini file or something similar?
Xpadder basically just translates DirectX controller input into keyboard input. The controller still uses it's native driver. Also, profiles are created and saved as a file and not as registry entries.
It works fine under 64 bit Windows. Here are compatibility settings needed for running it under Win 7 x64.
Post edited January 04, 2011 by HampsterStyle
Well, it is starting to sound rather interesting to me, but do you know if it will split the Xbox 360 z-axis (the two triggers)? This would be my main reason for using the app as old games, particularly racing games, can't make use of both acceleration and brake being used simultaneously (for pulling tricks and slides in vehicles) as the Xbox 360 controller driver maps just one axis to both triggers, so with both fully pressed, for example, it gives the same input as both released (a centred z-axis).

New games which make use of XInput can detect the two triggers independently, but old games which use only DirectInput cannot.

Now, if Xpadder can detect the two triggers separately then they could be mapped to button presses for acceleration and brake which would allow them to be used at the same time, though you would still lose the analogue variation of the triggers as they would then just be on/off button presses.
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korell: Well, it is starting to sound rather interesting to me, but do you know if it will split the Xbox 360 z-axis (the two triggers)? This would be my main reason for using the app as old games, particularly racing games, can't make use of both acceleration and brake being used simultaneously (for pulling tricks and slides in vehicles) as the Xbox 360 controller driver maps just one axis to both triggers, so with both fully pressed, for example, it gives the same input as both released (a centred z-axis).

New games which make use of XInput can detect the two triggers independently, but old games which use only DirectInput cannot.

Now, if Xpadder can detect the two triggers separately then they could be mapped to button presses for acceleration and brake which would allow them to be used at the same time, though you would still lose the analogue variation of the triggers as they would then just be on/off button presses.
I just grabbed 5.3 and did a really fast test. It definitely detects them separately and registers both being pressed at the same time. I know for a fact they can be used as buttons (I did that in the past), and I suspect you can even treat them as two axes.
Yeah, I've been Googling since I asked the question and I think I've found that it will indeed treat the two triggers individually and as axes, not just buttons, which would be great. I think I'm going to give this a try. I have Colin McRae Rally 2005 (from GOG) installed so I can try the split z-axis with that game. At present it is fully playable but to apply the brakes you have to loose the accelerator then press the brakes else it just lessens the accelerator pedal. Now if I can get Xpadder to work it should make it even better.
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korell: Well, it is starting to sound rather interesting to me, but do you know if it will split the Xbox 360 z-axis (the two triggers)? This would be my main reason for using the app as old games, particularly racing games, can't make use of both acceleration and brake being used simultaneously (for pulling tricks and slides in vehicles) as the Xbox 360 controller driver maps just one axis to both triggers, so with both fully pressed, for example, it gives the same input as both released (a centred z-axis).

New games which make use of XInput can detect the two triggers independently, but old games which use only DirectInput cannot.

Now, if Xpadder can detect the two triggers separately then they could be mapped to button presses for acceleration and brake which would allow them to be used at the same time, though you would still lose the analogue variation of the triggers as they would then just be on/off button presses.
Here is a screenshot of the analog trigger controller settings to give you an idea of the options associated with them. Keep in mind that you can still use a game's legacy controller input while still mapping keyboard keys to the controller. It's possible to map another axis that an old game can recognize to the triggers to get analog variation functionality with them. Hope this helps.
Attachments:
Post edited January 04, 2011 by HampsterStyle
Still stuck I'm afraid. I've got my Xbox 360 controller detected and all buttons, axes and triggers defined (where did you get that image file to use, by the way?). I've set up the analog triggers so that the right trigger is full Z-axis whilst the left trigger is defined as slider 1 full axis (therefore splitting them as two analog axes).

However, when loading up CMR2005 it detects it as a keyboard and so loses analog steering and acceleration/brake. Plus it requires me to map keyboard buttons to the controller via Xpadder before I can use it in game. The game does allow me to select the Xbox 360 controller as the input device but this just uses the standard drivers alone so has a joined Z-axis across the two triggers. :(

EDIT: Oh, additionally, the program does save most of its settings in an .ini file and controller settings to its own .xpaddercontroller and .xpadderprofile filetype (and there is an .xpadderlanguage filetype too). However, because it has its own filetypes it does therefore create registry entries to assign the filetypes and their icons. Now, it did this even though I told it not to assign filetypes, the only thing it didn't do was to assign the filetype to the program, it still creates the filetype and the icons regardless. :(
Post edited January 04, 2011 by korell
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korell: Still stuck I'm afraid. I've got my Xbox 360 controller detected and all buttons, axes and triggers defined (where did you get that image file to use, by the way?). I've set up the analog triggers so that the right trigger is full Z-axis whilst the left trigger is defined as slider 1 full axis (therefore splitting them as two analog axes).

However, when loading up CMR2005 it detects it as a keyboard and so loses analog steering and acceleration/brake. Plus it requires me to map keyboard buttons to the controller via Xpadder before I can use it in game. The game does allow me to select the Xbox 360 controller as the input device but this just uses the standard drivers alone so has a joined Z-axis across the two triggers. :(

EDIT: Oh, additionally, the program does save most of its settings in an .ini file and controller settings to its own .xpaddercontroller and .xpadderprofile filetype (and there is an .xpadderlanguage filetype too). However, because it has its own filetypes it does therefore create registry entries to assign the filetypes and their icons. Now, it did this even though I told it not to assign filetypes, the only thing it didn't do was to assign the filetype to the program, it still creates the filetype and the icons regardless. :(
I attached the controller image to this post. Since the forums didn't allow .bmp extensions, i zipped it and changed the extension to .jpg.
Right click and save target on link (microsoft_xbox360.jpg) and then change extension to .zip and extract. Or you can convert this jpg to bmp (ms_xbox360.jpg) and make a "controller images" folder inside xpadder folder and drop there.

For a game that new I would think it would be best to use native controller input and map whatever keys you wanted to the joystick as well (clearing the controller key assignment in game) since most games still allow keyboard mapping with joystick. And then try some different axis assignments on triggers to see if you can achieve functionality that way
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Post edited January 04, 2011 by HampsterStyle
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Arkose: JoyToKey is OK if you have only very basic needs, but for more advanced things--most notably buttons serving multiple functions, not to mention rumble support--you will need to move up to Xpadder (even the freeware version) or Pinnacle Game Profiler.
I'm not trying to argue, I just wanted some clarity on what you meant by "buttons serving several functions." You can assign a button in JoyToKey to emulate up to three keystrokes at once and you can also assign a button to switch to another specific configuration and from that configuration you can assign a button to switch to another configuration and so on. I believe it does a good enough job with buttons having several functions, if that's what you meant. I haven't used Xpadder so I don't know what it is capable of. But yeah, JoyToKey doesn't have rumble support.
Again, I think Pinnacle Game Profiler is a vastly superior program.

Not only allows it to do almost anything you can imagine (as many keystrokes as you like, hold them, just quickly press them, continuously hit them, add mouse-movements to them, have them do sequences or do different things when you press them multiple times), it also has a very clean user interface, detects most controllers correctly.


Also, very important: A lot of people replace the XBox360-controller-driver by a third party driver that does allow more fine tuning BUT this will render the controller unusable by most modern games that natively support the XBox360-controller.
Thanks for the image file. Strangely enough, though, when I click the jpg image it is automatically detected as a zip file instead and prompts to download. Don't know how it's doing that.

The problem with CMR2005 is that it is DirectInput and not XInput. With the 360 controller if you are using DirectInput then both left and right triggers operate on the same axis with the axis centered when both triggers are released, and each trigger then moves the axis up to full, but as both use the same axis they also cancel each other out, so when both are fully pressed it also centers the axis.

I was hoping that Xpadder could allow the XInput 360 controller to be mapped as a DirectInput controller so that analogue axes map to analogue axes and thus allow me to use both triggers as independent analogue axes.
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Patryn: Also, very important: A lot of people replace the XBox360-controller-driver by a third party driver that does allow more fine tuning BUT this will render the controller unusable by most modern games that natively support the XBox360-controller.
If you have 64-bit Vista or Win7 then you can only use a third party 360 controller driver if you disable checks for signed drivers, else the driver won't get loaded.
Post edited January 05, 2011 by korell
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cogadh: Uh, no. There's plenty he can do about that since the license is simply an agreement between the user of Xpadder and him. If he no longer agrees, the license is no longer valid.
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jimthev: Uh, no. Not by default in the U.S.: Rano v. Sipa

EOL
That only implies when there is no specific expression of limitations on the license, as was in that particular case. I have yet to see a EULA that does not have a clause that allows the original rights holder to limit or cancel the terms of the license at will, I would expect that Xpadder used the normal generic EULA that practically all software uses, which includes the right to terminate the license.