Ah, nm, I didn't read it right, sorry about that.
Ah, nm, I didn't read it right, sorry about that.
Last edited by Anarchy_Balsac; 07-26-2015 at 09:29 PM.
I have an XBox one that does the same thing.
I'm sure I could do some mapping with Joy2Key or something... But I also have two iBuffalo controllers that are a mock of the SNES pads.
Use XP. That's a solution to blocking all of Microsoft's changes.
Really though, there is probably a patch for the way the controller input API works, like a replacement dll.
I had forgotten tat U/D/L/R can't be mapped (for controllers, unlike keyboards), like the other buttons. If you add the ability to map those, it may fix it, for everyone.
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It's possible I no longer use a Xbox controller upgraded to PS4 controller which imho is the best damn controller ever 2nd to the wii controller. That thing was just fun as hell to use.
Here's why we don't support it:
https://msdn.microsoft.com/en-us/lib...=vs.85%29.aspx
(Note: Scroll down to Platform Requirements)
Microsoft decided to not make it backwards compatible with DirectInput. No idea why.
Now there's no way in hell the new minimum requirements for ZC is going to be windows 8 (or whatever), but, there is a way to load system dlls on windows without having to link, or even have, them at all. This is not actually that difficult to do, and maybe something someone wants to possibly add at some point in the future. By someone I mean someone with a new windows OS, and whom can actually test it.
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Now that I think about it the xinput stuff is pretty simple and wouldn't be hard to do at all. I just need to know what version of "xinput*.dll" is on everyones computer. (Should be in Win32 or System32 folders)
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Well if M$ would quit with their careless attitude towards backwards compatibility, it wouldn't even be an issue. That and people wouldn't still be emulating windows 98
I guess no even has it... Oh well. I made an XInput wrapper which I'll add to ZC some point. Hopefully before next release.
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