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Disabling Dinput on FF7

 
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aerosolsupa
How do I cheat?
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Joined: 08 Dec 2015
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PostPosted: Tue Dec 08, 2015 4:41 am    Post subject: Disabling Dinput on FF7 Reply with quote

Hello. My name is to the left and I'm here for a little help, or a finger pointing in the right direction.

I don't expect there to actually be an easy(ish) answer to this question as, if there were, I'd expect that the problem would be solved already. Still, I didn't think it'd hurt to ask you guys anyway.

The game in question is Final Fantasy 7's Steam release and all I want to do is trick the game into thinking a controller isn't connected so that it doesn't try to use Dinput for everything. I use a PS3 controller with an Xinput wrapper and as you guys know, Xinput and Dinput don't translate one-to-one. I can map the controller to keyboard presses, but FF7 doesn't care. It sees a Dinput controller, so that's the input it's paying attention to. If I press the corresponding button on the keyboard itself, it works fine. But going from Xinput -> JoyToKey -> FF7 acts just like it's an Xinput controller masquerading as a Dinput one and that's no good.

So, simply, I want to make FF7 that there is no Dinput controller to think of and to be a good boy and listen to the "keyboard" (which is really JoyToKey. Don't tell FF7).

Thanks for your time folks.
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atom0s
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PostPosted: Tue Dec 08, 2015 6:29 am    Post subject: Reply with quote

You can hook the DirectInput8Create function and wrap the return object to gain access to the CreateDevice call. (Or just hook the vtable pointer.)

From there you will want to look at the incoming REFGUID of the device being created. You will be looking for controllers.

GUID_SysKeyboard and GUID_SysMouse are other GUIDs you will see pass through this function. In most cases controllers will be GUID_Joystick.

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