'Xbox 360 Controller Emulator' allows your controller (gamepad, joystick, wheel, etc.) to function as an Xbox 360 controller. For example, it lets you play games such as 'Grand Theft Auto' (GTA) or 'Mafia II' using a Logitech Wheel. Download Digitally Signed Application v3.3.6.0 (2018-07-06) and Libraries 3.4.1.1357 (2015-08-27) - for 32-bit games - for 64-bit games DInput.dll Plugin (required for some games): - for 32-bit games - for 64-bit games Reporting Issues!!! Denuvo protected games are not supported!!!
List of denuvo protected games is Report only crashes or other bugs, note that the Issue tracker is not a help desk! DO NOT ASK FOR HELP IN INSTALLATION OR CONFIGURATION!!! If you have questions about installation or configuration, please go to our Guides OUTDATED! Compatibility Games that work with x360ce can be found on the.
Translates the XInput calls to DirectInput calls on MAC OS X (Emulate x360 controller from PS3 one). On both DirectInput and Xinput APIs, so it'd be a great start. This driver will let your Mac talk to the Xbox 360 controller, and vice versa. Once downloaded, mount the disk image with a double click on the.dmg file and then double click on the.pkg file.
If you would like to add to that list or provide updated information place see. System Requirements. Windows Vista or newer. (included in Windows 7). (included in Windows 8 and 10).
(required regardless of OS). ( for x64 systems install both x86 and x64 redistributables). If you upgraded to Windows 10, you must Uninstall and Reinstall the Visual C Redistributable Notes:. Most game's executables are 32-bit and require x86 x360ce and also the x86 redistributable. Vista users can obtain.NET 3.5 from the above link, and Windows 8 users can enable it in.NET MUST be installed prior to the DirectX webupdate as it checks that.NET 2.0/3.0/3.5 is installed and skips the Managed DirectX framework if it is not. The full DirectX Redistributable will always install the file, however it's best to have.NET 3.5 installed anyhow as quite a few XInput titles utilize.NET for internal dependencies. Files xinput13.dll (Wrapper Library) - Translates XInput calls to DirectInput calls - supports old, non-XInput compatible GamePads.
X360ce.exe - (Application) - Allows for editing and testing of Library settings. X360ce.ini - (Configuration) - Contain Library settings (button, axis, slider maps). X360ce.gdb - (Game Database) Includes required hookmasks for various games). Dinput8.dll - (DirectInput 8 spoof/wrapping file to improve x360ce compatibility in rare cases).
Installation Run this program from the same directory as the game executable. XInput library files exist with several different names and some games require a change in its name. Known names:. xinput14.dll (Windows 8 / metro apps only).
xinput13.dll. xinput12.dll. xinput11.dll. xinput910.dll Game Database (GDB) and Configuration (INI) files can be copied to%ALLUSERSPROFILE% X360CE on NT6 (Vista/7/8) or%ALLUSERSPROFILE% Application Data X360CE on NT5.1 (XP), or be left in the same directory as the game's executable (.EXE) Note:.
In most cases games based on the Source engine have the DLL placed inside the /Bin/ sub folder, as it is loaded by inputsystem.dll instead of the game executable. The DLL is not currently fully supported by the App, recent versions incorporate HookMasks and fully remove HookModes, and requires placing Version=1 under options in the x360ce.ini to quieten a warning about incorrect version. Uninstallation Delete x360ce.exe, x360ce.ini and all XInput DLLs from the game's executable directory. Troubleshooting Some games have control issues when Dead Zone is reduced to 0%. You may need to increase the Anti-Dead Zone value if there is gap between the moment when you start to push the axis-related button and the reaction in game. Wheel doesn't work in the game, but it works inside x360ce Application.
Some controllers will only operate in game if they are set as 'GamePad'. Try to:. Run x360ce.exe. Select the Controller # tab page corresponding to your controller.
![Driver Driver](http://xhd.sourceforge.net/controller+adapter.jpg)
Open Advanced tab page. Set 'Device Type' drop down list value to: GamePad. Click Save button. Close x360ce.exe. Run the game. Only one controller, mapped to PAD1, may work correctly in some games. Try to:.
Run x360ce.exe. Select the Controller # tab page corresponding to your controller. Open the Direct Input Device tab page (visible when the controller is connected). Set 'Map To' drop down list value to: 1.
Set 'Map To' drop down list values (repeat steps 2. To 4.) for other controllers, if you have them, to: 2, 3 or 4. Click Save button. Close x360ce.exe. Run the game. To use more than one controller in game, you may need to combine them. Try to:.
Run x360ce.exe. Select the Controller # tab page corresponding to your additional controller.
Open the Advanced tab page. Set 'Combine Into' drop down list value to: One. Select Options tab page. Check 'Enable Combining' check-box. (Note: Uncheck 'Enable Combining' check-box when you want to configure the controller.).
Click Save button. Close x360ce.exe. Run the game. Do I need to run x360ce Application during the game? The x360ce.exe application can be closed before launching the game; the game doesn't need it and it uses your computer's resources.
The x360ce.exe application is just a GUI for editing x360ce.ini and testing your controller. Warning - Configuration file version does not match x360ce version. This occurs because the current version of the application is not completely compatible with the DLL just yet.
You can resolve this by adding Version=1 under the Options section in x360ce.ini Controller tab won't turn green / Red light on Controller 1, 2 etc. This can occur for a number of reasons:. The configuration utility DOES NOT work with the 64-bit library, it will only work with the 32-bit version, This is the case regardless of whether your Windows is 32-bit or 64-bit. The DInput state of the controller might be incorrect due to an application crashing previously and not unloading the controller or some other reason. Opening up Joy.cpl (Set Up USB Game Controllers) and clicking the Advanced button, and then Okaying out of the window that appears can fix it. The controller profile loaded may match the name of the controller but not actually be for the controller you own - in this case you might see button numbers or axes mapped that do not appear in the Joy.cpl test page.
The controller profile might have PassThrough set. A growing number of profiles have been uploaded that do this, I have no idea why as it disables x360ce and just bloats the list of available profiles. There just might not be a profile for your control at all - The light should turn green at least once the 2 sticks, triggers and D-pad are assigned. Sometimes the application needs to be restarted after assigning these for the light to turn green.
I’ve been experimenting with the marvellous recently. It’s an open source project that allows us to play Nintendo Gamecube and Wii games on modern hardware. Dolphin is available for Windows, OS X and Linux. I have a wireless Xbox 360 controller for Windows at my disposal, but the only Windows hardware I have is the first generation Surface Pro. While the controller connects without issues, the Surface sadly just isn’t fast enough to run Dolphin. My more powerful hardware is Mac based, and Dolphin runs great on my Mac Mini. But I had no idea how to connect my Xbox controller to it.
Turns out it’s actually a breeze to setup: let me show you how it worked for me on OS X El Capitan. Which Xbox Controller am I referring to here Before we start, let’s clear up a small misunderstanding that may arise with Xbox controllers.
The Xbox 360 came with wireless controllers that used to hook up directly to the console. Those are great, but traditionally there was no way to connect them to anything else (they don’t use standard Bluetooth). To alleviate this, Microsoft have released two versions of this controller for PC gamers: the Xbox 360 Controller for Windows (wired, USB cable attached), and a more elegant version called the Wireless Xbox 360 Controller for Windows (same controller as the one that came with the Xbox 360, plus a wireless USB dongle). Either controller will work fine, here’s a picture of the one I’m using: Installing the Xbox 360 controller’s driver No official Mac drivers are available for the Xbox controllers, but developed one back in 2005. The project was forked and, where you can find the latest version. Head over to the Releases section and download an installable DMG archive.
After installing the driver, you’ll find a new item under System Preferences called Xbox 360 Controllers: Plug in your wireless USB dongle now and press the big X button to connect the controller to the dongle (I’m assuming it’s already been paired). Wired controllers simply plugin to the USB port and are connected immediately.
Open the preference pane to verify this: when connected, your controller should show up in the list. The driver will read the controller’s input, but it won’t map anything you do to what a game might expect (for example, press the space bar to jump in a platform game). To use the controller with anything other than Dolphin, you’ll need a small utility that will interpret controller input and translate it to keyboard and mouse movements, such as or (both available from the App Store).
However, the Dolphin Emulator has such a mapping option built in, so there’s no need for such tools. Let’s see how to map that Xbox controller so that it behaves just like an old Gamecube controller.
Configuring Dolphin for use with the Xbox 360 Controller Open Dolphin and head over to GCPad. If you don’t see this option, it will read “Controllers”. That’s an indication that Dolphin can’t see a gamepad, probably because the driver isn’t installed, or it’s disabled. If Dolphin was open while you installed the driver, restart your system. Click on GCPad and select your Xbox controller under device. By default the button mapping looks like this: I didn’t quite understand how to change this, but it’s remarkably easy and only takes 30 seconds: Take a look at the left box entitled Buttons. You’ll see a column of controller buttons (A, B, X, Y, Z, etc) that correspond to the buttons on the original Gamecube controller.
By default they’re mapped to keyboard shortcuts you can see in the right column (for example, the Gamecube controller’s A button is mapped to your Mac keyboard’s X button). To change this, simply click on the mapped shortcut. Turns out the right column in each section is made up of buttons (I didn’t get that at first). Click one and Dolphin will wait a few seconds for you to press what you’d like to map to this button instead (it shows “waiting”).
If you’re not fast enough, it’ll revert back to the previous value. So to setup our controller, simply press the button next to A, then press the corresponding button on your Xbox controller. Do this with every item on the menu, and within less than a minute, you’ll have a fully functional gamepad setup. My results look like this: You can store this setup if you like: type a suitable name in the Profile field at the top right and hit Save. Dolphin will also remember your setup even if you don’t though.
Configuring DeadZones See that my C-Stick in the screenshot above is pointing diagonally downwards? This can happen when an analogue stick is moved and then snaps back into the middle. The “middle” isn’t always exactly the same, so every time it snaps back, the controller will deliver a slightly different value. When we come to launch a game, it may happen that this is interpreted as the stick being pushed into this direction, leading to an annoying in-game experience.
If your stick is fair and square in the middle (like my left one), you have nothing to worry about. But if you see something like I have on the right, here’s how to fix it.
When connected to a console, game pads usually calibrate themselves every time you launch a game. But because we’re dealing with different software here, we may have to configure Dead Zones to alleviate such issues. Dead Zones are areas around the middle of the stick that are regarded as “the stick is now in the middle, no matter what feedback we get”.
While Dolphin supports this feature, it’s much more visible and easy to understand by opening up the Xbox Controller preference pane again. Head over to the Advanced tab and use the little slider to draw a small square around the middle of each stick’s position. Anything inside that little square is now seen as “the stick is in the middle”, even if it’s off by just a fraction. Once adjusted, head back to the Dolphin GCPad configuration and map your sticks again (if you had this issue obviously, otherwise ignore my ramblings). Enjoy Gamecube on your Mac!
That’s really all there’s to it: grab a ROM, select it and start playing. Your Xbox 360 controller will henceforth behave just as if it was a Gamecube controller, and your Mac will behave as if it was a Gamecube (or Wii – although I haven’t figured out how to connect a Wii Remote yet. Watch this space).
Not all games will run particularly well, so this isn’t a complete replacement for a games console – but it’s enough for several afternoons of retro gaming fun. To give you an idea of performance: My dual core i7 MacBook Pro only has an Intel HD3000 graphics card, and it’s struggling. But my quad core i7 MacMini with its Intel HD4000 card plays Pikmin just fine – however it’s still not enough to enjoy Super Mario Sunshine. If you hook up your Mac to a big screen TV, help your graphics card by switching the output to 720p rather than the default 1080p. It’ll mean less work for your card and a smoother gaming experience, (under System Preferences – Displays – select Scaled and pick a resolution). As always, enjoy!