VOGONS


First post, by Queen K Juul

User metadata
Rank Newbie
Rank
Newbie

I've found that my USB racing wheel's pedals are interpreted backwards in certain games. I'm trying to find a way to invert the axis for games that don't have this option built-in.

The only option I can see so far is to use Joy2Key to map the axis to the mouse, then use PPJoy to map the mouse to a virtual joystick, but I'm not yet sure if that will actually work. My Logitech Wingman profiler software has the feature, but of course only works with the WingMan, not generic Dinput devices.

I've been scouring the net with no results, so figured I'd ask here.

Reply 1 of 4, by Queen K Juul

User metadata
Rank Newbie
Rank
Newbie

Aha, finally, at long last: GlovePIE can do what I need, and v0.28 runs on 98SE

https://github.com/GlovePIEPreservation/GlovePIE

This thread gave me the info I needed to remap the axes - the official docs were a little less than clear on how to do this, specifically, as it's not really what it's designed for. The "Use with MAME" guide is what I used, replacing the Wiimote with my racing wheel

http://forum.arcadecontrols.com/index.php?topic=122143.0

Reply 2 of 4, by tauro

User metadata
Rank Member
Rank
Member

Nice!

I'm looking to remap the D-pad of a DS4 to be the up/down/left/right instead of the thumbstick.

Could you please post your config file?

Reply 3 of 4, by Queen K Juul

User metadata
Rank Newbie
Rank
Newbie
tauro wrote on 2024-12-30, 17:52:

Nice!

I'm looking to remap the D-pad of a DS4 to be the up/down/left/right instead of the thumbstick.

Could you please post your config file?

Here ya go. The GlovePIE GUI might work, but it was more trouble than it was worth for me. There is one button that refuses to map, no matter what I do, and I can't figure out why. You'll need to change the IDs, probably - my wheel is Joystick2, so if you set your DS4 to ID 2 in Control Panel, it might mostly work (you'll have to trial-and-error to figure out which axes map to the right joystick though - that's what I was using the "debug" output at the bottom to do)

// Type your program here, or click the GUI tab to autogenerate it!
// Wheel
// for some reason the - 0.1 is necessary because CMR2.0 thinks dead center is slightly right even after calibration
PPJoy1.Analog0 = Joystick2.x - 0.1
// Clutch
PPJoy1.Analog3 = MapRange(Joystick2.y, 1,0, -1,1)
// Gas
PPJoy1.Analog1 = MapRange(Joystick2.z, -1,1, 1,-1)
// Brake
PPJoy1.Analog2 = MapRange(Joystick2.roll, -1,1, 1,-1)
// Buttons
PPJoy1.Button1 = Joystick2.Button1
PPJoy1.Button2 = Joystick2.Button2
PPJoy1.Button3 = Joystick2.Button3
PPJoy1.Button4 = Joystick2.Button4
PPJoy1.Button5 = Joystick2.Button5
PPJoy1.Button6 = Joystick2.Button6
PPJoy1.Button7 = Joystick2.Button7
PPJoy1.Button8 = Joystick2.Button8
PPJoy1.Button9 = Joystick2.Button9
PPJoy1.Button10 = Joystick2.Button10
PPJoy1.Button11 = Joystick2.Button11
PPJoy1.Button12 = Joystick2.Button12
PPJoy1.Button13 = Joystick2.Button13
PPJoy1.Button14 = Joystick2.Button14
PPJoy1.Button15 = Joystick2.Button15
PPJoy1.Button16 = Joystick2.Button16
// POV
PPJoy1.Button17 = Joystick2.Pov1Up
PPJoy1.Button18 = Joystick2.Pov1Right
PPJoy1.Button19 = Joystick2.Pov1Left
PPJoy1.Button20 = Joystick2.Pov1Down
// debug
Display(PPJoy1.Analog0)
//Display(Joystick2.Button1)


Reply 4 of 4, by tauro

User metadata
Rank Member
Rank
Member

Thank you very much for posting it!
I'll have to give it a try.