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SFIV PC - 2 players on keyboard
3 years ago  ::  Aug 13, 2009 - 8:14PM #91
pkt
Posts: 2,152

Aug 13, 2009 -- 6:31PM, cajole wrote:


You'd think since there are peeps out there that can come up with Spider-man and Hulk Hogan skins someone would be able to solve thel two player on one keyboard dilemma... This is my only hope now.




Well, altering textures is always easier than altering the executable file.


Wait a tick, I just realized something. I have worked on an XInput wrapper for DirectInput, so I could get my gamepads to work properly with BC:R. What I haven't realized is that DirectInput handles keyboard input as well - so it'd be really rather simple to adjust that so it reads keyboard input instead of joystick buttons. And seeing how X360 controllers are the single thing SF4 is required to support properly, being a GFW title, that should solve compatibility problems.


I think I should be able to post a basic version of it in the next 24 hours. Keep an eye on this thread.

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3 years ago  ::  Aug 13, 2009 - 8:31PM #92
Sven
Posts: 8,847

Aug 10, 2009 -- 5:20PM, Geoff wrote:


My situation may be a little worse than others due to the trackball issue, but seriously, you think its ok to have to pay for additional hardware to overcome a shortsided software issue?




We've done what we can do to support a wide array of input devices, and 360/GFW compatibile controllers are a standard at this point (support for them is even mandated within the Games for Windows TRCs/TCRs) . That said, we can not account for every possible controller situation under the sun. I'm sorry your setup isn't able to be supported.


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3 years ago  ::  Aug 13, 2009 - 8:34PM #93
cajole
Posts: 22

Aug 13, 2009 -- 8:14PM, pkt wrote:


Aug 13, 2009 -- 6:31PM, cajole wrote:


You'd think since there are peeps out there that can come up with Spider-man and Hulk Hogan skins someone would be able to solve thel two player on one keyboard dilemma... This is my only hope now.




Well, altering textures is always easier than altering the executable file.


Wait a tick, I just realized something. I have worked on an XInput wrapper for DirectInput, so I could get my gamepads to work properly with BC:R. What I haven't realized is that DirectInput handles keyboard input as well - so it'd be really rather simple to adjust that so it reads keyboard input instead of joystick buttons. And seeing how X360 controllers are the single thing SF4 is required to support properly, being a GFW title, that should solve compatibility problems.


That's the spirit! Best of luck and look forward to your progress!


 


 


I think I should be able to post a basic version of it in the next 24 hours. Keep an eye on this thread.




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3 years ago  ::  Aug 13, 2009 - 10:02PM #94
Naxgul
Posts: 12

Aug 13, 2009 -- 8:31PM, Sven wrote:


Aug 10, 2009 -- 5:20PM, Geoff wrote:


My situation may be a little worse than others due to the trackball issue, but seriously, you think its ok to have to pay for additional hardware to overcome a shortsided software issue?




We've done what we can do to support a wide array of input devices, and 360/GFW compatibile controllers are a standard at this point (support for them is even mandated within the Games for Windows TRCs/TCRs) . That said, we can not account for every possible controller situation under the sun. I'm sorry your setup isn't able to be supported.




Come on Sven- everyone knew that alot of the hardcore SF Community were waiting for a PC release that would enable us to play SFIV on our custom arcade cabs/sticks- i'd say 99% of these utilise an IPAC or similar keyboard emulation device. Is an optional patch really too much to ask for? I waited to buy this game for PC because i cant afford to own it for 360 aswell- I figured hey better to support a PC release cos I know its not exactly the biggest earner as far as sales are concerned and I really appreciate the fact that you guys have put so much effort into its development anyway ( almost as much effort as I put into my 2player Ipac setup LOL) Please put out a patch for us!

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3 years ago  ::  Aug 13, 2009 - 10:12PM #95
LingPanda
Posts: 112

Aug 13, 2009 -- 8:31PM, Sven wrote:


Aug 10, 2009 -- 5:20PM, Geoff wrote:


My situation may be a little worse than others due to the trackball issue, but seriously, you think its ok to have to pay for additional hardware to overcome a shortsided software issue?




We've done what we can do to support a wide array of input devices, and 360/GFW compatibile controllers are a standard at this point (support for them is even mandated within the Games for Windows TRCs/TCRs) . That said, we can not account for every possible controller situation under the sun. I'm sorry your setup isn't able to be supported.




I have to call BS on this whole statement.  I quote "We've done what we can do to support a wide array of input devices". SF4 doesn't even support the PC's Main interface properly, THE KEYBOARD.  What a joke.

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3 years ago  ::  Aug 14, 2009 - 1:17AM #96
HeadKaze
Posts: 1

FIX COMING SOON!!!


I just wanted to announce that a 3rd party solution is coming soon. Unfortunately I can't give a release date yet but rest assured it will work in all 64-bit Windows (including XP, Vista and Windows 7). I will post back here with more details soon.

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3 years ago  ::  Aug 14, 2009 - 3:43AM #97
Mr Jared
Posts: 53

Hey all.


I'm running Street Fighter IV PC on my Taito Egret II, wired up via JPAC. Using BILL's method (which is great), I've managed to wire up my arcade controls perfectly for both players, with just one odd exception.


The 1P controls are mixed up during the menus and character select, yet are perfectly fine in-game.


Any clue as to what would cause this to happen? Thanks!

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3 years ago  ::  Aug 14, 2009 - 9:58AM #98
pkt
Posts: 2,152

Okay, here's the test version [link removed, see below for updated version]. Based on viirus's mod of RacerS's X360 emulator, source code included. Same as that one, this replaces the proper XInput DLL to read input from the keyboard instead. To use, place the DLL and the config file somewhere the game will access it, like in the directory of its executable, or Windows\System32, where the original DLLs reside (don't forget to make a backup in this case). You might have to rename the DLL to make it work with different games, but this is the filename most games I've tried access it as.


The config file is pretty straightforward, you can construct your own based on the example provided. Basically, you'll need to specify PadCount in the Options section to properly set then number of controllers emulated, then under the PAD1, PAD2, etc. sections configure the individual controllers. The configuration assigns some keyboard input to various buttons/thumbsticks on the X360 pad. For now, check the source code (config.cpp) for the full list, but I'll create one when it's done.

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3 years ago  ::  Aug 14, 2009 - 3:49PM #99
Geoff
Posts: 8

Aug 13, 2009 -- 8:31PM, Sven wrote:


We've done what we can do to support a wide array of input devices.  I'm sorry your setup isn't able to be supported.




 


Me too.


 


You would think if a wide array of input devices were supported, the one that every single person with a PC owns, a keyboard, would be one of them.

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3 years ago  ::  Aug 14, 2009 - 9:01PM #100
cajole
Posts: 22

Aug 14, 2009 -- 9:58AM, pkt wrote:


Okay, here's the test version [link removed, see below for updated version]. Based on viirus's mod of RacerS's X360 emulator, source code included. Same as that one, this replaces the proper XInput DLL to read input from the keyboard instead. To use, place the DLL and the config file somewhere the game will access it, like in the directory of its executable, or Windows\System32, where the original DLLs reside (don't forget to make a backup in this case). You might have to rename the DLL to make it work with different games, but this is the filename most games I've tried access it as.


The config file is pretty straightforward, you can construct your own based on the example provided. Basically, you'll need to specify PadCount in the Options section to properly set then number of controllers emulated, then under the PAD1, PAD2, etc. sections configure the individual controllers. The configuration assigns some keyboard input to various buttons/thumbsticks on the X360 pad. For now, check the source code (config.cpp) for the full list, but I'll create one when it's done.




Wow pkt, I can't wait to get home so I can try this on my cab... thanks in advance you just plain rock!

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