================================================================================ About: ================================================================================ XPowerRemap (or XPRemap) is a DLL plugin that allows user to configure and remap input buttons. In addition to remapping the buttons, the user can also adjust the deadzone thresholds of the analog switches, invert analog stick directions, and set the rate of presses.
This latest version adds support for kernel 12611. Priority to applying deadzones before button remaps have also been added. In addition to the minor fix, this plugin now also allows rapid fire feature (see notes for details and additional info) and analog stick inversions.
================================================================================ Agreement: ================================================================================ This work is presented as is. I, the2000, do not guarantee anything will work smoothly and flawlessly. Using this work means you agree that anything can and will happen that is not in everyone's favor. You agree to not blame anyone if such situation arises. You will also take FULL AND COMPLETE responsibility for your usage of this work. I, nor any other person who worked with me on this, will not offer any support unless we deem it necessary.
================================================================================ Requirements: ================================================================================ -fbBuild 0.1 (for 12611) / FreeBOOT 0.032 by Ikari (for 9199) -DashLaunch 2.xx by [cOz] (make sure to follow the readme he included).
================================================================================ Notes: ================================================================================ -The original work of this tool came from [cOz], so be sure to thank him as much as you would thank me.
-To use the plugin, extract the zip package and put the contents of "put_contents_to_usb_root" to the root of your USB drive. The root of the USB drive must contain the launch.ini file + plugins directory, and not the "put_contents_to_usb_root" folder.
-Modify the [QuickLaunchButtons] section of launch.ini if necessary. You can modify the [plugins] section but make sure to follow the notes below regarding paths.
-Modify the /plugins/xpremap/xpremap.ini file to suit your needs. It important to follow the instructions/notes/comments added in the .ini file or the plugin will not work properly.
-IMPORTANT ABOUT STICK DIRECTION INVERTS: The labels on the .ini pertain to the user input and not the output (if remapped from the p[1/2/3/4]config section). I.E.: If LYTHUMB is mapped to output RYTHUMB, to invert the directions, set LYTHUMB's invert to 1 in the .ini file. (This is explained again in the .ini).
-IMPORTANT ABOUT RAPIDFIRE: this whole plugin is hooked to xam.xex's export for the input driver read function. As such, all features apply on lower level (excluding kernel, HAL, & hardware). What this means is that the rapid fire feature may and will not work in many games that perform prelude or postlude code before and after reading input from the driver. One of which is the XInput2 API. This API is used mostly in games that require special/unique controllers. Rhythm games (Guitar Hero, Rock Band, etc.), driving games that use the steering wheel, fighting games that use arcade type joysticks (Street Fighter), etc, are among the games where XPRemap's rapidfire feature may not work.
There is, however, a workaround for this. It involves modifying the XInput2Sample function within the executable. Make it so that it returns the pChanged parameter as TRUE.
You can also set the deadzones of the analog sticks to the max. By doing so, when you hold the button which rapidfire is set, you can just tilt the analog sticks back & forth. This will still trigger the XInput2Sample function to return pChanged as TRUE while not having an effect in the game (because of being in deadzone). This may be an easier solution instead of tapping a digital button. Though this method is still not guaranteed to be reliable.
If all else fails, then hardware mod is the most trusted and effective solution for rapid fire. Additionally, code is public, so you can write your own rapid fire feature! Lots of solutions there so please do not complain about it!
-It is important the paths are modified or changed accordingly. The package is already organized so that the XPRemap plugin is in /plugins/xpremap/ directory of the loading device. The xpremap.ini found in /plugins/xpremap/ should not be moved or the configuration will not be loaded by the DLL. The xpremap.xex, on the other hand, can be moved else where (so long as launch.xex can find it). But I suggest and strongly recommend to just use the default placements.
-If the plugin does not work, check your devices. The pre-compiled XEX uses USB device by default, so if you are using that build, make sure to only insert the device that hosts the plugin.
-This plugin uses the base address of 0x91F30000. Make sure you have no plugins or applications using that address or the DLL will not work properly. As an early friendly warning, future dash/kernel updates may, and will, render this plugin unusable.
-This plugin modifies the input on a general level. In other words, all applications (including the dashboard) will have their buttons remapped.
-It is NOW POSSIBLE to install/put the plugin in HDD, MMU, Flash, DVD drive, or USB FATX (XTAF) format devices. To do this, you will need to compile the source after changing the preprocessor code for USE_DEV.
-All other versions of Kernel/Dash Launch are theoretically supported, but not directly. You may have to modify certain pieces of the code to achieve this.
================================================================================ Changelog: ================================================================================ 2.0: - Now supports kernel 12611 - All changes made in version 1.5 - Source code now made public
1.5: (not released) - Prioritized deadzones over remap so that the deadzone setting is applied on the input - Added analog stick direction inversions - Added a simple rapidfire solution - Cleaned up the reading of config from .ini
1.0: - Initial public release - Allows remapping digital pads and swapping analogs - User configurable deadzone settings
0.x: (not released) - [cOz]'s initial version for deadzone adjustments
No en todos los juegos te deja remapear. Por ejemplo yo lo he usado para remapear los botones en IL2 Sturmovick porque estaba muy acostumbrado a la configuracion del BF1943 y era la unica manera de hacerlo.
Va a ser legendario
5.574 mensajes desde dic 2006 en 11000010011 Xtag: JaRaBcN
Gracias JaRaBcN, anoche estube ensayando el adaptador de una guitarra generica 6 en 1 a ver si me funcionaba en vez de la guitarra un control de ps2, y si funciona pero los botones quedan en desorden, voy a echarle un vistazo a ver si los logro configurar, cabe destacar que este adaptador para que funcione nesecita tener conectado un control alambrico de 360...
...eso es que me confundí yo tengo el ultimo dash pero no me remapea ningun boton y lo puse en el launch.ini en la raiz del disco pero no funciona ... intento ejecutar el default.xex y se reinicia la consola que podra ser ...
soldatderdunkelheit escribió:...eso es que me confundí yo tengo el ultimo dash pero no me remapea ningun boton y lo puse en el launch.ini en la raiz del disco pero no funciona ... intento ejecutar el default.xex y se reinicia la consola que podra ser ...