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This is on Linux/Wine using a x360/xbone controller with the xpad.ko driver, but might be useful on Windows too.

I like to play third person games with a controller. This game supports one, but the configuration tool does not offer all that much choice and there are a few oddities that can be overcome by tweaking the configuration by hand. I would attach mine, but it is a long file and the forum software isn't well suited for that, so I'll describe my edits instead.

I should first warn that many of the minigames actually play better with a keyboard, so this may not be worth the trouble to you. But if you think it is, be smart. Backup the configuration file before edits so you can restore it in case it doesn't work.

First, you'll need to run the configuration tool from the launcher to create the initial configuration file. Enable the controller and configure the controls. For the buttons, you will most certainly want Activate=A, Examine=B, Pose=Y, Alt Action=X. Other buttons that I set here were Black Book=Start, Show HUD=LB, hot spots=RB, photo mode=TR, 1st/3rd view toggle=TL. Map the pitch/yaw controls to the right stick for now. Save and quit.

This creates the file Data/Control/PC/PCMap.anm. Open it in the text editor of your choice - it should be one that is fine with the windows-style line endings - and have a look around. If you're a programmer it should speak to you. Otherwise, well, it is just defining AbstractMappers, named collections of mappings from "physical" identifiers (actual controls) to "abstract" identifiers (game functions), confusingly both using the the same symbols as values. Sometimes there are additional parameters, and each section begins with a indication of how many mappings there will be in total. We are interested in AbstractMappers "GPGameP0" (basic gameplay with controller) and "GPMenu0" (menus with controller).

Let us edit the AbstractMapper "GPGameP0" first. Its ButtonMap is basically fine as we configured it, I just like the back button to bring up the menu like pressing Esc does. For this, change AbstractID to JoystickButton0 where PhysicalID is JoystickButton6.

The GPGameP0 AxisMap needs some work with the right stick. It's a big headache because the axes it controls are inverted in the 3rd person view and not in the camera or the 1st person views. The only fix that I came up with was to change the stick to adjust those abstract axes that are normally controlled by the mouse instead. For this, look for AbstractIDs "AxisLz" and "AxisRx" and change them to "AxisLx" and "AxisLy" respectively. In addition, once in the game, you may need to adjust mouse sensitivity all the way up, but it will play consistently in all the modes then.

Gameplay should be fine now, move on to AbstractMapper "GPMenu0" and its ButtonMap. On the PC and the xboxen, one expects to navigate menus using A for accept and B for cancel. Now it's canceling with Y instead. To fix this, just switch PhysicalIDs JoystickButton1 and JoystickButton3.

The character viewer has by default no controls to switch characters on a controller. We can map this to the LB/RB, but it's a bit more complex than the edits before. Still under GPMenu0, in the beginning of the ButtonMap definition, increase ButtonMap [9] to [10] to make space for one extra control. Then erase the mapping that has PhysicalID JoystickButton4, and add these two in its stead. I'm afraid the forum software is going to mess them up a bit, so try and do your best:

ButtonMap
{
PhysicalID JoystickButton4
AbstractID AxisZ
AbstractAxisState AxisNegative
}
ButtonMap
{
PhysicalID JoystickButton5
AbstractID AxisZ
AbstractAxisState AxisPositive
}

There, controller support much improved. :)
Post edited March 20, 2016 by Rixasha
avatar
Rixasha: This is on Linux/Wine using a x360/xbone controller with the xpad.ko driver, but might be useful on Windows too.

I like to play third person games with a controller. This game supports one, but the configuration tool does not offer all that much choice and there are a few oddities that can be overcome by tweaking the configuration by hand. I would attach mine, but it is a long file and the forum software isn't well suited for that, so I'll describe my edits instead.

I should first warn that many of the minigames actually play better with a keyboard, so this may not be worth the trouble to you. But if you think it is, be smart. Backup the configuration file before edits so you can restore it in case it doesn't work.

First, you'll need to run the configuration tool from the launcher to create the initial configuration file. Enable the controller and configure the controls. For the buttons, you will most certainly want Activate=A, Examine=B, Pose=Y, Alt Action=X. Other buttons that I set here were Black Book=Start, Show HUD=LB, hot spots=RB, photo mode=TR, 1st/3rd view toggle=TL. Map the pitch/yaw controls to the right stick for now. Save and quit.

This creates the file Data/Control/PC/PCMap.anm. Open it in the text editor of your choice - it should be one that is fine with the windows-style line endings - and have a look around. If you're a programmer it should speak to you. Otherwise, well, it is just defining AbstractMappers, named collections of mappings from "physical" identifiers (actual controls) to "abstract" identifiers (game functions), confusingly both using the the same symbols as values. Sometimes there are additional parameters, and each section begins with a indication of how many mappings there will be in total. We are interested in AbstractMappers "GPGameP0" (basic gameplay with controller) and "GPMenu0" (menus with controller).

Let us edit the AbstractMapper "GPGameP0" first. Its ButtonMap is basically fine as we configured it, I just like the back button to bring up the menu like pressing Esc does. For this, change AbstractID to JoystickButton0 where PhysicalID is JoystickButton6.

The GPGameP0 AxisMap needs some work with the right stick. It's a big headache because the axes it controls are inverted in the 3rd person view and not in the camera or the 1st person views. The only fix that I came up with was to change the stick to adjust those abstract axes that are normally controlled by the mouse instead. For this, look for AbstractIDs "AxisLz" and "AxisRx" and change them to "AxisLx" and "AxisLy" respectively. In addition, once in the game, you may need to adjust mouse sensitivity all the way up, but it will play consistently in all the modes then.

Gameplay should be fine now, move on to AbstractMapper "GPMenu0" and its ButtonMap. On the PC and the xboxen, one expects to navigate menus using A for accept and B for cancel. Now it's canceling with Y instead. To fix this, just switch PhysicalIDs JoystickButton1 and JoystickButton3.

The character viewer has by default no controls to switch characters on a controller. We can map this to the LB/RB, but it's a bit more complex than the edits before. Still under GPMenu0, in the beginning of the ButtonMap definition, increase ButtonMap [9] to [10] to make space for one extra control. Then erase the mapping that has PhysicalID JoystickButton4, and add these two in its stead. I'm afraid the forum software is going to mess them up a bit, so try and do your best:

ButtonMap
{
PhysicalID JoystickButton4
AbstractID AxisZ
AbstractAxisState AxisNegative
}
ButtonMap
{
PhysicalID JoystickButton5
AbstractID AxisZ
AbstractAxisState AxisPositive
}

There, controller support much improved. :)
Hello Rixasha! I wanted to see if I could fix the controls of Magna Cum Laude and I found this, and have done everything up to a certain point because I am quite confused when it comes to your instructions.
For the section on the character viewer controls, I am quite perplexed by your instructions when it comes to making space for an extra control. In my files, as per the default, GPMenu0 has the definition for it's ButtonMap as 8, and not 9 as you say to increase it from 9 to 10... so what do you recommend I do? Also, another detail I would like explained is when it comes to adding the two extra controls. Do you mean to increase 8 to 10, as there are two controls to add? Please inform me the way it should be done because I am tentative to continue! Thanks again.
avatar
IAmTheJakeBITW: GPMenu0 has the definition for it's ButtonMap as 8, and not 9 as you say to increase it from 9 to 10... so what do you recommend I do? Also, another detail I would like explained is when it comes to adding the two extra controls. Do you mean to increase 8 to 10, as there are two controls to add? Please inform me the way it should be done because I am tentative to continue! Thanks again.
It's been a while since I wrote all that and I don't recall the fine details, but basically you are removing one ButtonMap section and and adding two, so in the end there will be one more total than there used to be. You will need to account for this by adding 1 to the number in the beginning. So if it says ButtonMap [ 8 ], you need to change it to ButtonMap [ 9 ].

Do the other parts work?
avatar
IAmTheJakeBITW: GPMenu0 has the definition for it's ButtonMap as 8, and not 9 as you say to increase it from 9 to 10... so what do you recommend I do? Also, another detail I would like explained is when it comes to adding the two extra controls. Do you mean to increase 8 to 10, as there are two controls to add? Please inform me the way it should be done because I am tentative to continue! Thanks again.
avatar
Rixasha: It's been a while since I wrote all that and I don't recall the fine details, but basically you are removing one ButtonMap section and and adding two, so in the end there will be one more total than there used to be. You will need to account for this by adding 1 to the number in the beginning. So if it says ButtonMap [ 8 ], you need to change it to ButtonMap [ 9 ].

Do the other parts work?
Thanks for the relatively quick reply!
Now that I understand more of what to do, I will be working on that soon, but yes, everything else you've posted to fix works perfectly, so thanks again for this relatively easy fixes for controller config.

EDIT: I said what I said earlier because I didn't think about this issue: Assigning Photo Mode and 1st/3rd person toggle to RT and LT, respectively.
In the game's configuration utility, it does not allow to to assign those to the triggers, as it says "Invalid axis or POV move for button/key input". So again I am not sure of what to do for assigning them as your instructions say to do, but I believe I can work around it.
Post edited December 18, 2017 by IAmTheJakeBITW
avatar
IAmTheJakeBITW: In the game's configuration utility, it does not allow to to assign those to the triggers, as it says "Invalid axis or POV move for button/key input". So again I am not sure of what to do for assigning them as your instructions say to do, but I believe I can work around it.
The configuration utility isn't good for much. You'll need to run it once to create the configuration file and set the few controls that it's good for, like I explained. After that you'll need to edit the configuration file by hand, with a text editor.

The pasted configurations map "JoystickButton4" and "JoystickButton5" (hopefully the LB/RT on your controller) to the states of "AxisNegative" and "AxisPositive" (basically directions) on "AxisZ" (which in game rotates the character). But you'll have to write them in, and into the right spot.
Hello,

Is there any way you could send "PCMap.anm" to me, or even better, host it on dropbox for everyone to enjoy? I followed your instructions and was really careful, but it ended up breaking the game (even after deleting the modified file and putting back the original one). Also, the config utility's window is too small for its content, so I cannot access the right part of button mapping, even after tinkering with my Windows resolution, etc.

By the way, there is now a VorpX profile for the game, so you can now enjoy Larry in VR!