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Also I hope joy2key works with analog.
I'll call the gamepad buttons by numbers and the in-game controls as an xbox 360 controller...
Lemme see...
The numbers will be as following:
Button 1 = Triangle
Button 2 = O
Button 3 = X
Button 4 = Square
Button 5 = L2
Button 6 = R2
Button 7 = L1
Button 8 = R1
Button 9 = Select
Button 10 = Start
Button 11 = L3
Button 12 = R3
And let's say you have a keyboard configuration in Sonic Generations like this:
up arrow = up
left arrow = left
down arrow = down
right arrow = right
S = A
D = B
W = Y
A = X
Enter/Return = Start
Backspace = Select
Q = LB
E = RB
F = LT
G = RT
So, on J2K you need to configure the keys accordingly, in this example, it would be like this:
Button 1 = W
Button 2 = D
Button 3 = S
Button 4 = A
Button 5 = F
Button 6 = G
Button 7 = Q
Button 8 = E
Button 9 = Backspace
Button 10 = Enter/Return
Understood?
About the R3... J2K won't make the comp stop recognizing your gamepad, think of it as using the gamepad's buttons to press the keys on the keyboard. On the example above, when you hit Button 1 (triangle), the computer will detect it like if you were pressing "W" key.
So, Sonic Generations WILL recognize your controller, but the game can detect only one device at a time. To change the device in use, the player must press the correspondent in-game start button for that device. By default, on my gamepad, it was button 10. Let's ignore the j2k configuration and assume the keyboard configuration from the example above again. In that case, the in-game start button for the keyboard is Enter/Return, so, if you want to use that keyboard, just hit Enter/Return and the game will enter "keyboard input mode", acceptinig input only from that one. If you press button 10 on my gamepad, the game will change the device and enter "gamepad input mode", and will stop accepting input from the keyboard.
But, if we consider the J2K configuration we just did and then press button 10 on my gamepad, the game will recognize as if both start buttons from both the gamepad and the keyboard were pressed at the same time and may or may not change devices. If it changes to "gamepad input mode", Sonic will go crazy, but if it's in "keyboard input mode", Sonic will act normally. To avoid getting devices changed when pausing the game with your gamepad, for example, go to Sonic Generations's configuration window, go to the controllers tab, pick the gamepad profile from the dropdown and then click on the button that corresponds to the start button and then press any button on the gamepad that you won't use, like R3. I chose R3 because I'm REALLY sure I won't hit it by accident, so, for me, the game will only change to "gamepad input mode" if I press R3, because that's the button I chose to be the in-game start button for the gamepad.
I hope I could explain it better now... sorry for the really long post D:
In your case though, with the game closed, look at the back of your controller, change the switch from D to X. Once you set it to X, Generations should have no more controller problems.
Doesn't steam replace the file with its own at start-up or is that only if you save the file to steam's folder and not the specific game's?
Depends on how you look at it. DirectInput is the old, "obsolete" "standard" (yes, the quotes in both cases are intentional), while XInput is the new one--it's kind of expected that the old standard gets kicked to the wayside, especially if it pushes people to buy new gamepads that support the newer standard. Mind you, I don't like it either (I ended up having to pick up a new pad as a result, when my Dual Action worked just fine), but I can understand it.