Game Development Community

Xbox 360 controller binds?

by Matt Vitelli · in Torque Game Engine · 11/15/2005 (3:49 pm) · 9 replies

Hello everyone. As some of you may know, Xbox 360 controllers are out now and can be used with Windows. Well, I've tried it in Torque and I can get just about everything to work except for the analog sticks and the trigger buttons. Any idea what the binding keys for those are called? Ive tried xaxis and yaxis, but Im having trouble getting them to work. Anyone here done some 360 development who can tell me? Thanks

-Matt

#1
11/15/2005 (3:54 pm)
Did you look at the little booklet that came with it?
#2
11/15/2005 (4:09 pm)
If you mean a little fold-up instructions packet, then yes. It said nothing about key bindings though.
#3
11/15/2005 (9:49 pm)
I think there is a driver you can dnld here.
www.microsoft.com/hardware/gaming/ProductDetails.aspx
#4
11/15/2005 (10:22 pm)
The analog triggers are borked - they show up as bound to the same axis for some reason. Works fine with the 360 (seperate analog axes).

Also, the 360 platform layer (and DirectX APIs) expose the controller completely differently. ;)

But one thing you might try is putting a breakpoint or printf in the input event processing code so you can see what events get sent when you diddle certain axes/buttons. This'll give you the clues you need to know what bindings are what. You can also try the autobind interface in the options screen.
#5
11/16/2005 (2:17 am)
Pat recently got the 360 controller working on the PC for Marble Blast Ultra but I believe that it did require a few changes to the input code. I believe that the analog triggers show up as zaxis inputs. You might need to make sure that enableJoystick(true); is called after the engine loads in order to get the other sticks working (xaxis, yaxis). I will put it on my "after MBU" list to see about creating a resource/patch for this but it will be a few weeks.
#6
11/16/2005 (4:06 am)
I'm curious about picking up one of these controllers too. Hopefully everything with the input will be solved by the time i do.
#7
11/16/2005 (4:28 pm)
The only way that these controlers will work "right" is by using the API calls provided by the SDK for them. The Z-axis mapping is doomed to failure.
#8
11/16/2005 (5:31 pm)
Unless you use the SDK from Microsoft, yes.
#9
11/16/2005 (6:32 pm)
That's a bummer, I was hoping to beable to support the XBox 360 controller as a game pad in my games.