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MK9 PC Keyboard Issues- Ideas


brian_hoffman

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Posted

Hello

I have some problems with this game. When i play a game and when i want use Steam with Shift+Tab shortcut (speaking with friends etc), after that when i back to game my movement keys isnt work (only up and down buttons) only during a fight, in menu everything works fine. I can fix this when i click Shift+Tab couple times but its annoying. I tried different keyboard settings and didnt help. I checked a pad and works good but i prefer keyboard.

Sorry for my english.

  • Replies 50
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Posted
BTW I got everything working with two players! Below is the AHK I'm using to remap the keys, see my post above for my layout/button assignments on the ipac to make sense of things.

a::rctrl

d::rshift

r::g

s::j

up::w

down::s

left::a

right::D

t::numpad4

u::numpad6

n::up

q::down

m::left

o::right

When I tried this method if I pushed up on joystick 2 both players would jump, it seems n=up=w is causing the problem. I've tried different key configs with different ahk maps and this game is still causing me grief trying to get it to work for 2 players :banghead:

sig2.png?raw=1sig.jpg?raw=1

 

Posted
It is working great for me with IPAC and the xinput1_3 hack.

It's on my to do list when I return to my Pcgames wheel to finish it up, thanks :)

Sent from Amstrad CPC464

sig2.png?raw=1sig.jpg?raw=1

 

Posted

This did not work for me. I sat the keys to the following...

[Options]

UseInitBeep=0

Log=0

BackgroundMode=1

PadCount=2

[PAD1]

A=a

B=b

X=d

Y=e

Left Shoulder=c

Left Trigger=x

Right Shoulder=f

Right Trigger=v

D-Pad Up=1

D-Pad Down=3

D-Pad Left=4

D-Pad Right=2

Back=Escape

Start=q

Do I have to change anything in the game itself?

Posted

Did you start with the files on the FTP? Did you make sure to not have any other program running that might interfere...AHK, Xpadder, VJOY, ect? I found the original readme file that came with it, maybe it could help. Make sure to get everything running outside of HS first. When the files work, it should just recognize the inputs, you shouldn't have to do anything extra ingame.

readme.txt

Posted
Did you start with the files on the FTP? Did you make sure to not have any other program running that might interfere...AHK, Xpadder, VJOY, ect? I found the original readme file that came with it, maybe it could help. Make sure to get everything running outside of HS first. When the files work, it should just recognize the inputs, you shouldn't have to do anything extra ingame.

I grabbed the three files from the your dir on the ftp.

xinput1_3.dll

x360kb.ini

I did this...

Place these two files along side your MKKE.exe file inside you "DiscContentPC" folder. Then edit the x360kb.ini file to match whatever keys you want. Just make sure you set "a" to whatever key you want to be "accept" and "b" to whatever key you want to be "back".

Xpadder is running for the following reason. I have two U360s which I use Xpadder to configure up, down, left and right of the joysticks to key presses... The buttons however for player 1 and 2 are hooked directly up to my ipac. I do not let or even have the buttons hooked up from my U360s.

I do see one mistake... My U360s are Num key presses so I will have to correct that. I'll give it a shot again tonight but if you read anything else above that I am doing wrong, please lmk.

Thanks

Posted

I cannot think of any reason why it would not work for you. Just for testing I would make sure nothing is running (Xpadder, ect) and try to just run the game directly from the MKKE.exe. See if your buttons work as they should. Have you ever messed with the xinput1_3 inside the windows folders?

Posted

This does not work when those files are in my MK9 dir. Is it possible that because I actually own a X360 controller that I use sometimes on this PC that those files need to go into the windows folder? If that is the case, will they not mess that controller up then with other games?

Posted

No they definitely do not NEED to go into the windows folder, and I recommended not putting them there as it will then affect all games. I also use a 360 controller sometimes, so that is not the issue. I really don't know why it is not working for you. The game should always check it's root directory first for the xinput1_3.dll file, and it should find the hacked one and use it. try to set "UseInitBeep" to 1 and see if it makes a noise when it loads. That will tell you if it is even loading it.

Posted
No they definitely do not NEED to go into the windows folder, and I recommended not putting them there as it will then affect all games. I also use a 360 controller sometimes, so that is not the issue. I really don't know why it is not working for you. The game should always check it's root directory first for the xinput1_3.dll file, and it should find the hacked one and use it. try to set "UseInitBeep" to 1 and see if it makes a noise when it loads. That will tell you if it is even loading it.

It does "ding", yes.

Posted

sorry it took me so long to get back to this.

OK, so we know at least it is trying to load the hacked driver. Now once in the game what happens when you navigate to the "controls" section. It should ask you to press a button on the controller you want to setup. Does it get stuck there?

One other thing you could try is to plug in a usb keyboard before starting up the game. Then set your "a" button to any keyboard key and just test that out. That should help eliminate any issues with the Ipac.

  • 3 weeks later...
Posted
Did you guys work out the SFXT issues ?

Sent from Amstrad CPC464

I never did. The hack works for me but player 1 shows up as the keyboard and a controller...

Still open for ideas

  • 4 months later...
Posted
I tried using XINPUT with Street Fighter X Tekken, because this game, like Mortal Kombat, is also pretty dependent on the keyboard. It works, but the game registers the keyboard as player 1, and my player 1 XINPUT settings as player 2! I can't figure out how to Disable the keyboard controls? Anyone else use XINPUT for this game as well? It seems when you use XINPUT with Mortal Kombat, or SSIV:AE the emulated 360 controller becomes the default input device, but SFXT is giving me problems...

I do believe I am using the XINPUT and I do believe I ran into the same issue....I remember fixing it but do not remember how. I will look into it when I have some time and report back.

Any solution to this as of yet? I know some people have gotten this to work. but I'm having the exact same issues with SFxT.. It recognizes the emulated controller, but it doesn't block regular keyboard commands for some reason and I end up getting double input. MK9, SSF:AE, among other games all work fine for me with the x360kb.ini and this xinput1_3.dll. I've gotten it playable using VJoy for now.. but can anyone remember how they fixed this?

Posted

I'm having other issues with the I-PAC encoder (or any keyboard input for that matter) and Mortal Kombat 9.

Trying to get it setup to the arcade layout:

FP BP

BL

FK BK

where:

FP: Front Punch

BP: Back Punch

BL: Block

FK: Front Kick

BK: Back Kick

But for some reason with keyboard inputs, it's extremely difficult to land simple button combos such as Throw (FP+FK). I'd press the 2 buttons together 20+ times and maybe have it Throw once or twice... This was never a problem with similar combos in games such as SFIV.

I tested it, and this is not the case when using an Xbox 360 controller (real not emulated)... just keyboard commands, with or without x360kb.ini/xinput1_3.dll. I could just add the Throw and Flip Stance shortcuts to other buttons, but I'd like to be minimal and preserve the old-school arcade layout.

If anyone has any idea of getting keyboard commands functioning correctly in MK9, please chime in

Posted

ok so with the MK9 button combo issue.. seems to be a problem with the 360 controller emulator. connected the I-PAC directly via PS/2 and mapped some keyboard commands and it works well.

just incase anyone was interested in my troubleshooting progress :P

Posted
Any solution to this as of yet? I know some people have gotten this to work. but I'm having the exact same issues with SFxT.. It recognizes the emulated controller, but it doesn't block regular keyboard commands for some reason and I end up getting double input. MK9, SSF:AE, among other games all work fine for me with the x360kb.ini and this xinput1_3.dll. I've gotten it playable using VJoy for now.. but can anyone remember how they fixed this?

Okay so I was able to fix this game without the use of xpadder or vjoy. Open SFXT and go to your control settings. What you'll need to do is assign new keyboard inputs for all players. The keys you assign cannot match any keys you are using for your IPAC. I believe I set most of the keys to the delete key or something similar. I might have been forced to use multiple keys, but I don't remember. Anyways, save the settings and restart the game with xinput. This should fix it. I guess what was happening is that xinput was working, but it also detected a keyboard as well. Many of the default keyboard controls were also keys being used by my ipac. So it would register the IPAC, and also the keyboard. As long as the games keyboard settings use unused ipac keys, it should work flawlessly.

The next game I've been trying to tackle is Injustice. I have the game working using VJOY but I usually run the game outside of hyperspin so I have to manually open and close VJOY when I'm finished. It would be nice to have xinput working.

Posted

I don't even mess with the Hyperspin frontend.. Just found this forum via a Google search for control solutions. my I-PAC isn't in a cab, just a custom arcade stick hooked up to my PC and home-theater setup.

May wanna check this thread, people were tackling the same issue. It seems the keyboard patch going around for SFIV is just an older version of x360ce. Newest as of today is r848, SFIV patch uses r444 apparently. Injustice requires some special HookMask settings only found in newer revisions of the controller emulator. Anyway, I've been using Vjoy for this game without any problems besides "move lists" being somewhat confusing. Minor grievances though... it works better for MK9 then the XINPUT emulator. combos work as they should, and I can drop all unnecessary buttons. standard arcade layout, finally :)

Still need to decide the best button mapping for Injustice.. no arcade release or anything to refer to. I think there are only five main buttons, as the others can be done via combinations:

Throw = Light + Hard

Interact = Light + Medium

Flip Stance = Medium + Hard

Super = Medium + Hard + Meter Burn

Thinking about setting it up like this:

L M H

P x MB

thanks for the SFxT tip, gonna try it now

  • 3 years later...
Posted

I'd hate to bring a thread back from the dead, but I've recently upgraded to the 2016+ Ipac Ultimate and Ipac 2 for my 4 player button setup. The Xinput hack had worked great for me in the past, but now it's not working! I'm using the Steam version of MK9, and up until recently I've been using VJoy to get MK9 working. Now I'm wanting to set up players 3 and 4 and unless I'm missing something Vjoy only handles 2 controllers.  I am on Windows 10 on the slow ring, I was on Windows 7 when I was really playing this game a lot. MKXL is great, but MK9 is better for parties. 

Anyone have any ideas? I've enabled logging, and logs show that DirectInput is initializing. I've made sure that all keys for all 4 profiles in MK9 are set to unusued Keys for my Ipacs. 

x360kb.ini

x360kb 20170325-130313.log

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