First post, by Gagster
- Rank
- Newbie
As many of you know, older games made before the xinput API became the new standard often used the old directinput API instead. Even though the Xbox 360/One gamepads uses xinput, they have to some extent backwards compatibility with the older directinput API. That means playing older games with an Xbox 360/One gamepad without the option of mapping both the Left- and Right Trigger.
Playing 2, 3 or 4 player games that uses the directinput API can to some extend become a hazzle. The reason being that if you like me use wireless Xbox One gamepads, the button mapping becomes messy as soon as a second, third or fourth player connects their gamepad. Playing a 2 player game, the player two gamepad suddenly gets player one's controller mappings, and they have to switch controllers. If you then re-map the controls in a way that the first Xbox One gamepad gets player 1 mappings while in 2 player mode, and the second Xbox One gamepad gets player 2 mappings, it's all well until the game is closed down and only one person is going to play the very same game. Then the Xbox One gamepad suddenly has the player 2 mappings, and thereby can't move the character unless he re-maps the controller in the options menu again.
If only there were some kind of xinput to directinput wrapper I could use, maybe in the very same way as the dgvoodoo 2 wrapper (copying some files to the specific game-folder, and the game then translates the directinput calls into xinput in realtime). That way, this would not be an issue in older games.
Do any of you know of any wrappers/software that can do just that? There are many ways of going the other way around, using a directinput controller as a xinput device.
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