Rivals of Aether
 This topic has been pinned, so it's probably important
Etalus  [developer] Feb 13, 2017 @ 1:11pm
SOLUTION: Controller Support
We're continuing to implement controller support for RoA and we need your help. We've tested a few tons of different controllers at this point, but we still want to support as many as possible. If your controller isn't working please read on to see how you can help us fix that.

To help us add support for your controller please make a post in this thread using the application and details below:

https://www.dropbox.com/s/pvgt6eifn41kz2z/ControllerTest.exe?dl=0
Here are the details we need from the application:
  • Controller name (EXACTLY as it appears in the application)
  • Button/axis mappings

You should be able to get all of this information by pressing buttons and pulling triggers while the application is running. After you have all the information, please make a diagram like this[imgur.com] and post it here with as many details about the controller as possible.

Also, if you have an adapter that considers empty slots as active controllers (like the WiiU adapter), please post a screenshot of the application like this one where we only have an Xbox360 and PS4 controller plugged in, but it detects 4 gamecube controllers[imgur.com]. Also, if the values for the nonexistent controllers are different when the adapter is plugged in vs. when it's not plugged in (like the WiiU adapter...), send a screenshot of both.

You don't need x360ce for gamecube controllers with Rivals. The game natively recognizes Dinput controllers now as long as your PC recognizes them. You shouldn't need any external software aside from whatever is needed for your computer to recognize the controller.
Last edited by Etalus; Feb 28, 2017 @ 5:21pm
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Showing 16-30 of 78 comments
Tek Sep 9, 2017 @ 7:31am 
It keeps controlling player 1 and 2 at the same time this is a Xinput controller it does not really work on D input
Here are the details

Controller: ZD Game For Windows (Model is ZD T408 BTW)
D PAD: PadX and PadY
Left and Right Triggers: Z
Right Stick: R and U
Left Stick: X and Y
A: 0
B: 1
X: 2
Y: 3
LB and RB: 4(LB) and 5(RB)
Back: 6
Start: 7
Left Stick Button: 8
Right Stick Button: 9
Last edited by Tek; Sep 9, 2017 @ 7:32am
MJH Oct 4, 2017 @ 4:47pm 
I'm letting you guys know that the latest version of RaphNet's GCN/N64 to USB adapter rearranged the buttons since the first version. Most of these buttons are the same whether a GameCube or N64 controller is connected to the adapter, but exceptions will be noted.

CONTROLLER NAME: GC/N64 to USB v3.4

X/Y: Control Stick X/Y
V/U: C-Stick X/Y (GameCube only)
Z (0 to 1): Analog R Button (GameCube only)
R (0 to 1): Analog L Button (GameCube only)

ANALOG TRIGGER INFO: RaphNet has a manager application for the adapter, with two checkboxes: "GC Full range sliders (non-centered)" and "GC Inverted triggers".
Default (no boxes checked): (0 to 1)
Full range sliders: (-1 to 1)
Inverted triggers: (0 to -1)
Full-range sliders and Inverted triggers: (1 to -1)
I personally recommend setting up support for this controller with the default setting in mind.

0: A Button
1: B Button
2: Z Button
3: Start Button
4: Digital L Button
5: Digital R Button
6: Top C Button (N64 only)
7: X Button (GameCube) or Bottom C Button (N64)
8: Y Button (GameCube) or Left C Button (N64)
9: Right C Button (N64 only)
10: D-Pad Up
11: D-Pad Down
12: D-Pad Left
13: D-Pad Right

Also, an in-game option to adjust analog trigger sensitivity would be nice.

EDIT: Just clarifying that, as of the latest update on December 2, 2017, I still cannot use this controller properly. Earlier versions of Raphnet's Gamecube-to-USB adapter (which have been implemented in Rivals of Aether already) assumed that Button 0 was START. However, with the 3.4 version of the adapter, Button 0 is now the A button, meaning I can't assign anything to the A button because the game still thinks that the A button is actually START. I would appreciate having this fixed in a future update.

And an actual image of the controller and buttons:
https://imgur.com/a/3er26

NOTE: Replaced with a more accurate image, fixing an error.
Last edited by MJH; Jan 11, 2018 @ 6:19pm
Hey, kind of a weird bug, but whenever I land an opponent there's a chance my controller swaps ports. It happens with all kinds of moves, including all jabs, aerials, strongs, specials, and even parrying . There are essentially 3 outcomes every time I land an attack - usually nothing happens, and things go on as normal, ~70% of the time. The second option is pretty tame, as the controller gets confused and reassigns the control to player one, causing dropped inputs for less than half a second, which isn't usually too bad. It happens about 5% of the time. Finally, the title bug. The rest of the time the controller will swap ports, requiring it to be unplugged and replugged back in.

The controller is a wired 3rd party xbox 360 controller. I have no idea what brand.

I tried it on other games to see if it was a controller based issue, and even on completely random games it worked. It's just this game where things go wrong.

Any ideas?
Etalus  [developer] Oct 25, 2017 @ 2:28pm 
Originally posted by Genuine_Angus_B33F:
Hey, kind of a weird bug, but whenever I land an opponent there's a chance my controller swaps ports. It happens with all kinds of moves, including all jabs, aerials, strongs, specials, and even parrying . There are essentially 3 outcomes every time I land an attack - usually nothing happens, and things go on as normal, ~70% of the time. The second option is pretty tame, as the controller gets confused and reassigns the control to player one, causing dropped inputs for less than half a second, which isn't usually too bad. It happens about 5% of the time. Finally, the title bug. The rest of the time the controller will swap ports, requiring it to be unplugged and replugged back in.

The controller is a wired 3rd party xbox 360 controller. I have no idea what brand.

I tried it on other games to see if it was a controller based issue, and even on completely random games it worked. It's just this game where things go wrong.

Any ideas?
Controller dev recommends using Xinput (you can set it in the options menu). That should clear up the issue.
Originally posted by Etalus:
Controller dev recommends using Xinput (you can set it in the options menu). That should clear up the issue.

hey, sorry for the late reply, but I'd been using Xinput the whole time. I'm startring to think it's a problem with the controller, not the game, because it's been really inconsistent. I went a few days without any issue, and then today I got a few crashes. I lost track of the exact crashlogs, but they were each 2 lines of code, and mentioned player 2 and player 17 which seemed really odd. Sometimes it would even fail to switch, and windows would fail to install it's driver when it plugged in. Then suddenly it just stopped changing. It settled into player 1 again like nothing was ever wrong. This makes me think it isn't on the game's side, so much as it is just my controller. Incase anyone comes across anything in the future, and because I spent so much time trying to figure it out and didn't want to leave that completely wasted, I'm gonna post more of what I found.

It's weirder than I thought. In practice mode, with one controller and one button, I could keep switching the port the controller counted from. . I used the control options shown in practice mode, ie those to add a cpu or quit, to measure what was happening. When it was changing ports and my inputs had no affect, each slot displayed the options which would align with the controller. Then one of them would confirm it's a part of the controller, and the others would show keyboard options.

I found myself controlling each of the slots in various intervals. I got player 4 to come up once, but it never happened again. Player 3 came up rarely, got it less than a dozen times in more than a thousand swaps. Player 2 happened every couple hits, and Player 1 was what it went back to most often, even changing from player 1 to player 1 with a short delay as it changed ports.

Not even sure how applicable any of this is, but here's to hoping it helps with someone's problem.
Eziel Nov 24, 2017 @ 12:50am 
Originally posted by Etalus:
@Gingersnap are there any stick mappings?
Do you still need the stick mappings? Tried using Joycons and the stick is mapped to the d-pad at the moment. Can only taunt at the moment.
MJH Dec 5, 2017 @ 2:43pm 
I'd like to ask about the status of the issue I posted with the newer RaphNet controller adapter ("GC/N64 to USB v3.4") I posted about on October 4 in Post #17, since after a few updates, the controller implementation still hasn't been updated.

I recently edited the post in question to include both the requested image of button mappings, and an explanation of what my problem with the current implementation is.

To summarize, with the newer version of the adapter, when I press the A button on the Gamecube controller, Rivals thinks I'm pressing START/PAUSE, as if I'm using an older version of the adapter. (Button 0 was moved from START/PAUSE in the older version of the adapter to the A button in the latest version.)

I could set the controller input to Xinput and use x360ce, but I would rather not do so if possible. Thanks for your time.
Etalus  [developer] Dec 5, 2017 @ 4:31pm 
Originally posted by MJH:
I'd like to ask about the status of the issue I posted with the newer RaphNet controller adapter ("GC/N64 to USB v3.4") I posted about on October 4 in Post #17, since after a few updates, the controller implementation still hasn't been updated.

I recently edited the post in question to include both the requested image of button mappings, and an explanation of what my problem with the current implementation is.

To summarize, with the newer version of the adapter, when I press the A button on the Gamecube controller, Rivals thinks I'm pressing START/PAUSE, as if I'm using an older version of the adapter. (Button 0 was moved from START/PAUSE in the older version of the adapter to the A button in the latest version.)

I could set the controller input to Xinput and use x360ce, but I would rather not do so if possible. Thanks for your time.
Hey there sorry the slow reply on this. I just checked with our programmer and since the adapter has a specific version we'll actually be able to do this. We plan to add it in the next patch.
MJH Dec 5, 2017 @ 4:58pm 
Thanks for your response. I'll let you know how it works out after the next patch.

EDIT: I just noticed the controller driver had an update to a 3.5 version.
CONTROLLER NAME: GC/N64 to USB v3.5
The button arrangements are identical to the 3.4 version, just make sure that the game correctly handles versions higher than 3.4.
Last edited by MJH; Dec 11, 2017 @ 10:40am
MJH Dec 14, 2017 @ 4:39pm 
I tried the controller with the latest Rivals update today (12/14/2017). For the most part, it works as expected, for all three versions whose firmware I can access (3.3, 3.4 and 3.5). However, the L and R buttons seem to be reversed. It seems I accidentally reversed the L and R buttons on the image I provided. (This was my fault - I apologize for not noticing this mistake earlier.) The text summary in my initial post (L button = R-axis and Button 4, R button = Z-axis and Button 5) is still correct. However, the discrepancy isn't anywhere near as much of a problem as the issue resolved in the latest patch, so I can live with it.

Since it seems the image was given precedence over the text (in terms of resolving the information conflict), here's the corrected image.
https://imgur.com/a/3er26

Once again, thank you for your time and assistance.
Selda25 Dec 15, 2017 @ 10:25am 
razer sabertoth elite bla the 360 razer scuf bla bla bla ... thing is i have one problem well that is the ... bla bla its workng exept one thing in the vs i can use the pause but then i cant use the controller then i can go out of my controller ... unplug it and use keyboard to go through the menur and then use it again couse the pause menue sucks couse what tha and i selected the xbox setting of controller and the other and sometiems the stage to noise bla in online the quiet if i hover over it i allways select it like pressing auto buttons like switches between boht settings but now it works fine i dont use that section and ingame it works so who cares if all important things work but why is the damb testering menue on my super advanced i7whatever high end bla with overkill graphics card gettng slow downs in tutorial and testering and nowwhere else ... what tha who cares i dont ned that i just play and wreck some players
works all like fine
MJH Mar 7, 2018 @ 6:31pm 
I previously posted about this separate issue about my RaphNet Gamecube/N64-to-USB adapter (as discussed in my previous posts in this thread) in the Bugs and Support forum, but since this issue has not been addressed as of today, and I can only reproduce it by plugging in the RaphNet adapter, I figure it is also relevant to post here.

The other thread I made in Bugs and Support is here:
http://steamcommunity.com/app/383980/discussions/2/1621724915775422232/

To summarize, if I try to join an Exhibition Match while I have only the RaphNet adapter connected, or even start the game with both the RaphNet adapter and an Xbox 360 controller connected, the game will crash, citing an out-of-bounds error. That said, I know it may be difficult for the RoA team to reproduce the crashes without the adapter in question.

RaphNet adapter only, entering Exhibition Match:
___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object mainMenu_obj: first index out of bounds request 16 maximum size is 16 ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Script_create_default_profile (line 11) called from - gml_Script_set_player_profile (line 11) called from - gml_Script_NetworkDisconnect (line 63) called from - gml_Script_steam_ranked_scr (line 1) called from - gml_Script_main_menu_accept_scr (line 48) called from - gml_Object_mainMenu_obj_Step_0 (line 58)

RaphNet and Xbox 360 controllers, starting the game:
___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object NetworkManager: first index out of bounds request 16 maximum size is 16 ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Object_NetworkManager_Step_0 (line 120)

To me, it looks like both the NetworkManager and mainMenu_obj objects are trying to access an array somewhere in their Step events that has something to do with controllers. (If I had to guess, probably controller settings associated with profiles.) Of course, the RaphNet controller seems to be causing the code to access element 16 in an array (or group or related arrays) which is only prepared for values ranging from 0 to 15.

In any case, I would appreciate this being fixed, since I can't go online with the RaphNet adapter otherwise.

Thanks again for your assistance.
Hey, I'm trying with a different controller than before, that turned out to be entirely busted. This one is a wired switch pro controller. Came to this thread because the c-stick isn't working even when everything else is. Not sure the inputs will help, because they seem pretty standard. I

Name - Faceoff Wired Pro Controller for Nintendo Switch

x/y - left stick
z/r - right stick
padx/pady - dpad
0: Y
1: B
2: A
3: X
4: LB
5: RB
6: LT
7: RT
8: minus
9: plus
MJH Apr 3, 2018 @ 10:47pm 
I noticed today that the size-16 array was expanded to 18 in the latest update, so that does address a problem I was having with my RaphNet adapter (as mentioned in my previous posts in this thread), but after the update, the game crashed right when it started up. At the time I got this error, I only had the RaphNet adapter connected. This crash does not occur when the adapter in question is not connected.

___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object NetworkManager: second index out of bounds request 16,4 maximum size is 18 ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Script_create_default_profile (line 11) called from - gml_Script_set_player_profile (line 11) called from - gml_Object_NetworkManager_Step_0 (line 38)
defdani Apr 4, 2018 @ 5:07am 
Controller name and type: Trust GM-1520 14801
Image: https://icdn.hu/GalleryMod/2014-07/249391/414947_trust_14801_gm_1520_fekete___zold_szinben.jpg

JOYSTICK DATA: 1 connected
1 - USB Gamepad
x: [-1;1] left stick horizontal (-1 full left, 1 full right)
y: [1;-1] left stick vertical (-1 full up, 1 full down)
z: [1;-1] right stick vertical (-1 full up, 1 full down)
r: [-1;1] right stick horizontal (-1 full left, 1 full right)
u:
v:
padx: -1 left, 1 right
pady: -1 up, 1 down
0: triangle
1: circle
2: X
3: square
4: left trigger
5: right trigger
6: left bumper
7: right bumper
8: select
9: start

Right now, X and dpad down buttons completely restarts the game, and all the controlls are messed up. I couldnt find any button for u and v, and nothing happened when i pressed the analog sticks in the controller test program.

I hope it helps, i really want to play this game with controller, and its impossible to make it work right now, it recognizes a 2nd player with x360ce, and the player 1 and 2 controllers are the same, but i think player 2 controlls are working fine, just player 1 controlls mess it up. Keyboard gets recoginzed as 3rd player.

(i know i shouldnt need x360ce, i just wanted to try it)
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