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So, I just got an X360 controller, having no previous gamepads. Soon enough, I learned that it has a problem with the triggers, being analog and sharing a single axis on DInput games (meaning they cancel each other out if pressed at the same time).

It seems that, in order to fix this, a keyboard mapper must be used (such as Xpadder or Autohotkey with the Xinput API. Also, does JoytoKey support XInput?). However, that means the analog functions are lost. I suppose that would suck on racing games and a few others.

So, are there any other options? Or will I have to choose between triggers and analog sticks on each game?
This question / problem has been solved by SirPrimalformimage
Windows supports the 360 controller natively, so everything on it should "just work" without any extra software... unless you are using it with Windows XP in which case you probably need to install the additional drivers first.
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cogadh: Windows supports the 360 controller natively, so everything on it should "just work" without any extra software... unless you are using it with Windows XP in which case you probably need to install the additional drivers first.
I'm on Windows 7. From what I've read, it should work fine on games marked with Games For Windows, but the trigger issue is there for anything else.
I own a Xbox 360 Gamepad and have had no problems with any of the triggers as far as I remember.

Not saying there isn't a problem, but I've never experienced it.
I've had issues with the X360 triggers on Windows 7, but only on older, pre-7 games like GTA:SA. I'm guessing they aren't aware of how W7 deals with the controller (perhaps a new driver model? I don't know.).

Look into xpadder to solve your issues.
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kodeen: I've had issues with the X360 triggers on Windows 7, but only on older, pre-7 games like GTA:SA. I'm guessing they aren't aware of how W7 deals with the controller (perhaps a new driver model? I don't know.).

Look into xpadder to solve your issues.
That might be a problem, because the majority of what I want to play is pre-7. And as I said in the very first post, xpadder and the like may solve this problem, but they bring another.

Maybe I should have gotten a gamepad with digital triggers?
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kodeen: I've had issues with the X360 triggers on Windows 7, but only on older, pre-7 games like GTA:SA. I'm guessing they aren't aware of how W7 deals with the controller (perhaps a new driver model? I don't know.).
The Xbox360 joypad uses Xinput (primarily built for the Xbox and Xbox360), not DirectInput (part of DirectX). If the game doesn't know of Xinput, problems may arise (same for a DirectInput joystick/pad and a newer game where the developer may have disregarded DirectInput support and instead opted to only support Xinput).

I suppose Windows has some manner of translation layer between them (possibly only in one direction, dunno), but I can bet it doesn't support all possible functions (such as sending a signal that says "this axis is turned both ways at the same time" - as the triggers seem to do per the description).
Post edited September 09, 2011 by Miaghstir
There is a difference between the normal gamepad and the wireless gamepad?
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Dragobr: So, I just got an X360 controller, having no previous gamepads. Soon enough, I learned that it has a problem with the triggers, being analog and sharing a single axis on DInput games (meaning they cancel each other out if pressed at the same time).

It seems that, in order to fix this, a keyboard mapper must be used (such as Xpadder or Autohotkey with the Xinput API. Also, does JoytoKey support XInput?). However, that means the analog functions are lost. I suppose that would suck on racing games and a few others.

So, are there any other options? Or will I have to choose between triggers and analog sticks on each game?
Just found this by googling, thought it might help.


http://vba-m.com/forum/Thread-xbcd-0-2-7-release-info-updates-will-be-posted-here
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Dragobr: So, I just got an X360 controller, having no previous gamepads. Soon enough, I learned that it has a problem with the triggers, being analog and sharing a single axis on DInput games (meaning they cancel each other out if pressed at the same time).

It seems that, in order to fix this, a keyboard mapper must be used (such as Xpadder or Autohotkey with the Xinput API. Also, does JoytoKey support XInput?). However, that means the analog functions are lost. I suppose that would suck on racing games and a few others.

So, are there any other options? Or will I have to choose between triggers and analog sticks on each game?
If you want to use a mapping program I've found that Pinnacle (http://pinnaclegameprofiler.com/) is a good choice.
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SirPrimalform: Just found this by googling, thought it might help.


http://vba-m.com/forum/Thread-xbcd-0-2-7-release-info-updates-will-be-posted-here
Thanks. I heard about this, but what I found pointed to it being dead since before Windows 7. It still looks kind of dead, but not quite.

Well, I suppose most people are only interested in the newer games and don't worry about that anymore.

I''ll favorite this for emergency cases, as it seems to be quite a hassle to install it on W7 X64.
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Dragobr: xpadder and the like may solve this problem, but they bring another.

Maybe I should have gotten a gamepad with digital triggers?
There's a very easy solution to your problem: first map everything that works within the game, then use Xpadder to assign keyboard keys for whatever inputs the game doesn't like--leave everything the game recognised unassigned (blank) in Xpadder.

This way you're using the game's own controller support to full effect while still being able to use any inputs it doesn't recognise. This works great for things like the early Wing Commander games that only supported a couple of joystick buttons and expected you to use the keyboard for everything else.
Post edited September 09, 2011 by Arkose
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Arkose: There's a very easy solution to your problem: first map everything that works within the game, then use Xpadder to assign keyboard keys for whatever inputs the game doesn't like--leave everything the game recognised unassigned (blank) in Xpadder.

This way you're using the game's own controller support to full effect while still being able to use any inputs it doesn't recognise. This works great for things like the early Wing Commander games that only supported a couple of joystick buttons and expected you to use the keyboard for everything else.
Oh, thanks for reminding me that it might be possible with many games. I'm playing Return of the King right now and it forces me to use only kb+m or the gamepad =\