![]() These builds may or may not work in Windows XP with some hacks, YMMV as it wasn't tested. It is also patched to work in Windows XP. The release package comes with a special build of ASI loader which is made without any CPU extensions required. These builds are made with SSE instructions enabled (and other extensions disabled), so it should also work on Athlon XP as well. This was tested on a Pentium 3 machine running Windows 7 and it is fully working. Visual C++ Redistributable (2019 is used by ASI Loader, 2015 is used by XtendedInput, both are included in the installation package) To use in Windows 7 (and maybe Vista & XP), you need to use the "Win7" builds. Left shoulder & Right shoulder buttons: 9 & 0īutton 1: F (used for accessing submenus) Shift up/down: Right Shift / Right Control It currently exhibits mediocre performance due to the implementation, but allows for differentiating between different keyboards. This will store all keys in a buffer and read them during ActualReadJoystickData (which starts right before eDisplayFrame). Second mode is GetKeyboardState (buffered). ![]() A key's status is being read as it's being scanned in this mode. The first used keyboard will be assigned to the first player (and subsequently the second one to the second player)īy default it'll use GetAsyncKeyState (unbuffered) to read keys which might cause some issues with other hooks to the WndProc of this game, but will deliver the most optimal performance. You must use a controller on the second port to invoke it and use itĪlso the second player can be controlled with another keyboard (raw input mode only). Left shoulder & Right shoulder buttons: mapped to their respective equivalentsīutton 1: X (used for accessing submenus) Please note that some menus may not advertise their functions properly, but they should be fully functional and controllable like in the console versions. ![]() Shift up/down: Right Stick Y axis up/downĬar honk (missing playback code): Left Stick (元)Ĭar Hydraulics activate: Left Stick click (元)Ĭar Bounce activate: Right Stick click (R3) If you wish to bind it, you must edit the configuration file manually.Īny changes made in this menu will be saved to the configuration file.ĭefault controller button mappings are: Ingame As F5 is the "unbind" button, it is not bindable via the game unto itself. To unbind any button: activate an action for rebinding and then press F5. Primary maps for those actions are exclusively analog, so they will only map to analog axis. Secondary maps for those actions are their digital counterparts exclusively, so they will only respond to buttons. This is subject to change in the future when secondary maps become possible.įor controllers: you may also bind only Primary maps, except for: Steering, Throttle and Brake. It does NOT block duplicate mappings, so you can bind multiple actions to 1 button.įor keyboards: only the Primary map is bindable and supported. Keep in mind that you'll only be able to remap the buttons visible in that menu (you will not be able to remap FE events). You can also remap the buttons via the in-game settings menu. About in-game controller settings menu (UG1 only) Refer to the EventReference.txt file to see what's available. You may remap the buttons in the configuration file (NFSU_XtendedInput.ini), however as of now there is 1 limitation: you may only assign 1 button to an event. (UG2 only) Re-done mouse input - also using Win32 for mouse input (with auto hiding after 5 seconds) Now talks directly over Win32 (GetAsyncKeyState, GetKeyboardState or raw input) Re-done keyboard input code - not using DInput8 anymore. This is a plugin for NFS Underground & Underground 2 which brings XInput support to the games!Ĭurrently a work in progress, but fully usable and playable!įor the newer NFS titles by Black Box, check out NFS_XtendedInput FeaturesĪutomatic texture and text swapping for button icons - dynamically detects when you use either a keyboard or a controller (Disable Widescreen Fix's button icons to see the effect)Ĭhoice between Xbox and PS4 icons (from WS Fix)Ĭonsole control feature parity (except rumble): restored debug camera analog controlĪccess to some leftover features from Hot Pursuit 2 This subreddit is for the discussion of using WINE to play video games.Need for Speed Underground & Underground 2 - Xtended Input Instead of simulating internal Windows logic like a virtual machine or emulator, Wine translates Windows API calls into POSIX calls on-the-fly, eliminating the performance and memory penalties of other methods and allowing you to cleanly integrate Windows applications into your desktop. Wine (originally an acronym for "Wine Is Not an Emulator") is a compatibility layer capable of running Windows applications on several POSIX-compliant operating systems, such as Linux, Mac OSX, & BSD.
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