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Works perfect on my Xbox One controller
I never played the game on the PS2. Still this question prompted me to take a look at my old Xbox disc of the game (It still works!) on the 360 and on Dolphin. I hadn't thought to do that before now, since I only ever made the control config for myself, when I was playing Freedom Fighters as an added Non-Steam game.
While I can say that the PC game is beatable with my configuration (And I have. Twice.), the console version does have concessions made for the gamepad that the PC version does not. There's an auto camera leveling option for one. Secondly, when aiming, the camera is slower and takes much longer to catch up with where the crosshairs are pointing. Lastly and most importantly, the player is given a very generous amount of auto-aim when firing from the hip. As long as the player is close enough and facing in an enemy's general direction, they are guaranteed to hit the enemy. In exchange, there is no crosshair on screen when you're not looking down the sights.
Also, there's the matter of the Enter/Return and E keys. While the console versions naturally put these functions together on the same button, they are separate on PC. I could mostly get away with mapping them together for the gamepad controls, but that caused a problem when you were trying to interact with the map at the rebel base. Pressing A would cause you to enter the overview map (E) and then automatically select an individual map (Enter). You also couldn't get out of the map selection screen; pressing A to exit woulds send you out (Enter) and then immediately put you back in (E). I solved that by separating Enter and E by how long you pressed the A button.
(For anybody wondering, that's the only difference between the original Xinput configuration and the Xinput v2 configuration, besides clearer labeling of functions. The second version shortens the time it takes to register a press of the E key. I tried to clarify that but found out that the controller config descriptions had a word limit, the hard way.)
Luckily, it makes sense with the other face buttons, because they also differentiate in function depending on how long you hold them.
....Now that I'm comparing my configuration against the original gamepad layouts side by side, I can see that there are other major differences too. My motivation was to make a controller setup for the game that would make sense with modern expectations of shooter controls. While I'd want to say that I may have made different decisions had I done this before hand, the truth is that the controls vary so much between GameCube and PS2 and Xbox and there's no way that I would've been able to put out a single configuration that would've satisfied everybody.
That said, I probably would've set the command buttons after the Xbox and PS2 mappings had I thought to look them up beforehand. X/Square = Follow. Y/Triangle = Scout/Attack. B/Circle = Defend. I guess in my personal gaming bias, I thought that X/Square and B/Cricle worked better as natural Attack and Follow buttons.
(EDIT: Aaaaand that solves that. See the update to the post at the top....)
Oh well, live and learn. Thanks to everyone enjoying my configurations. Watching those played hours and votes tick upward is a real treat. :)
I remember that! I actually thought it was a clever touch, making it difficult to aim and walk at the same time. That said, you're right; I really don't miss it. A clever design decision, but ultimately a dead end.
And now I feel old for remembering when shooters didn't have standardized controls. :(