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BinToss
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Some Axes are swapped in XInputNative compared to default Win10 behavior
XInputNative axes don't near-match default Win10 behavior (sans triggers)
Mar 8, 2021
It's also possible that the classic PC ports of Halo:CE were made with a very different understanding of DirectInput seeing as the Axes are unnamed and buttons start at 0 instead of 1.
I am not sure how this particular game (shown in the screenshot) is interpreting axis numbers, but my guess it gets them as the values Xidi uses internally for their array positions. Internally Xidi just numbers them in the order X, Y, Z, RotX, RotY, and RotZ.
Is there a particular reason why the specific axis number matters? As far as Xidi is concerned, making this change is just a matter of swapping the order of a few constant values.
Closing because the axes have been numbered this way for several years now and I haven't heard of any applications breaking because the internal axis numbering is different.
Solution: Dedicate Axis 5 to Left Trigger and Axis 6 to Right Trigger.
With an Xbox One controller, the controls in the following screenshot would normally be...
With Axis 5 being shared by the triggers.

Here's two examples of how Xbox 360/One controllers normally map
https://github.com/SnowyMouse/chimera/blob/master/controller_config/windows/xbox_360.txt
https://github.com/SnowyMouse/chimera/blob/master/controller_config/windows/xbox_one.txt
The text was updated successfully, but these errors were encountered: