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First post, by mr_bigmouth_502

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Whenever I try mapping the controls for it in certain emulators, it thinks that I'm holding down one of the axises so I can't properly map my controls. The funny thing is, it varies from program to program, as I have this problem in Project64, Xebra, and NullDC, but not in VisualBoy Advance, Higan, or PCSX-R/PCSX2. I made a short video so that you can see what's happening: http://youtu.be/zvyo5OaQFX0

Does anyone know the cause of this problem or how I could fix it? I'm using the 64-bit XP drivers available here, http://lavendy.net/special/driver/x360c/index.html though I've also had a similar issue with these drivers back when I was on XP 32bit. http://vba-m.com/forum/Thread-xbcd-0-2-7-rele … -be-posted-here Granted, back then the only times I had issues were with Xebra, and occasionally with Dolphin.

EDIT: Holy crap, I actually found working drivers. 😁 It turns out there is a 64-bit XBCD driver, I just had to look for it. I found mine here: https://www.youtube.com/watch?v=e-CqvgnAV80 Basically, what you have to do is install the XBCD 0.2.7 drivers normally, then replace the driver files it provides with the ones in the 64bit zip file.

Reply 1 of 2, by Gemini000

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You might be interested to know that the triggers on a 360 controller are treated as a single axis when not using Windows' XInput support to read their states, and that by default, one trigger rests at -1.0 and the other at 1.0, which naturally cancels out to 0.0.

...seriously. x_x;

When you're programming for 360 controllers you're pretty much stuck using XInput to do so, which means if you want to support legacy devices you need to write routines to handle both DirectInput AND XInput.

Thankfully, neither are that hard to work with, but it's still a bit redundant and annoying. :P

--- Kris Asick (Gemini)
--- Pixelmusement Website: www.pixelships.com
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Reply 2 of 2, by mr_bigmouth_502

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Gemini000 wrote:
You might be interested to know that the triggers on a 360 controller are treated as a single axis when not using Windows' XInpu […]
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You might be interested to know that the triggers on a 360 controller are treated as a single axis when not using Windows' XInput support to read their states, and that by default, one trigger rests at -1.0 and the other at 1.0, which naturally cancels out to 0.0.

...seriously. x_x;

When you're programming for 360 controllers you're pretty much stuck using XInput to do so, which means if you want to support legacy devices you need to write routines to handle both DirectInput AND XInput.

Thankfully, neither are that hard to work with, but it's still a bit redundant and annoying. 😜

That's the whole reason why I use third-party drivers instead of the Microsoft ones. It wouldn't be such an issue if the triggers were treated as separate axises, but since they're treated as two halves of one axis, you can't use both of them at the same time. Thankfully, the third party drivers allow you to map them as buttons, which work well enough for most things, though I do kind of miss having analog triggers for Gamecube emulation. From my experience, none of the drivers out there are perfect, and it just kind of varies from machine to machine as to which ones work the best. On my Alienware laptop for instance, I found that the x360c drivers worked better than the XBCD drivers, whereas on my desktop the XBCD drivers are pretty much my only option.