If the driver listed is not the right version or operating system, search our driver archive for the correct version. Enter Sony PS2 PC USB Shocks Game Joystick Adapter into the search box above and then submit. In the results, choose the best match for your PC and operating system.
Twin Usb Ps2 Controller Driver
DOWNLOAD: https://tinourl.com/2vJXG4
Once you have downloaded your new driver, you'll need to install it. In Windows, use a built-in utility called Device Manager, which allows you to see all of the devices recognized by your system, and the drivers associated with them.
We received and tested a Chinese USB Dual Gamepad controllers, at first it feels not as strong as an original playstation controller, it isnt heavier because his poor materials, but by the way, it can give you hours of fun with a friend.
Researching on Device Manager we found that every generic dual gamepad no matter the brand, has an Hardware Identifier "VID_0810&PID_0001". so every product with that GUID uses and works with the same generic driver.
You can play almost every game older and newer that uses DirectInput, it will detect every button, but what happen when you need and specific controller like the Xbox 360 Controller, Well, there are emulators for the support, Xbox x360ce(also known as TocaEdit 360 Controller Emulation), when configured, it will simulate a real Xbox 360 gamepad, for the newer games that only supports xbox 360 gamepads.
You need to load a module for your gameport (ns558, emu10k1-gp, cs461x, etc...), a module for your joystick (analog, sidewinder, adi, etc...), and finally the kernel joystick device driver (joydev). You can load the module at boot, or simply modprobe it. The gameport module should load automatically, as this is a dependency of the other modules.
You need to get USB working, and then modprobe your gamepad driver, which is usbhid, as well as joydev. If you use a usb mouse or keyboard, usbhid will be loaded already and you just have to load the joydev module.
The new 'evdev' API can be tested using the SDL2 joystick test application or using evtest from evtest or evtest-qt from evtest-qt-gitAUR. Install sdl2-jstest-gitAUR and then run sdl2-jstest --test 0. Use sdl2-jstest --list to get IDs of other controllers if you have multiple ones connected.
If the commands above give you an empty output, it could be because your controller is connected via Bluetooth, making these unique attributes only visible on the parent device(s). To mitigate this, you could try finding other unique attributes by running:
Gamepads can be remapped for SDL2 applications using the SDL_GAMECONTROLLERCONFIG environment variable. For each line, it includes the gamepad's GUID, a name, button / axis mappings and a platform. The controller's GUID can be retreived by installing sdl2-jstest-gitAUR and then running sdl2-jstest --list.
While most gamepads, especially USB based ones should just work, some may require (or give better results) if you use alternative drivers. If it does not work the first time, do not give up, and read the following sections thoroughly!
Dolphin Emulator has a page on their wiki that explains how to use the official Nintendo USB adapter with a Gamecube controller. This configuration also works with the Mayflash Controller Adapter if the switch is set to "Wii U".
The hid-nintendo kernel HID driver was mainlined in kernel 5.16. If you are using an earlier kernel, you will need to install the DKMS module named hid-nintendo-dkmsAUR. The driver provides support for rumble, battery level, and control of the player and home LEDs. It supports the Nintendo Switch Pro Controller over both USB and Bluetooth in addition to the Joy-Cons.
The hid-nintendo kernel driver does not handle the combination of two Joy-Cons into one virtual input device. That functionality has been left up to userspace. joycond-gitAUR is a userspace daemon that combines two kernel Joy-Con evdev devices into one virtual input device using uinput. An application can use two Joy-Cons as if they are a single controller. When the daemon is active, Switch controllers will be placed in a pseudo pairing mode, and the LEDs will start flashing. Holding the triggers can be used to pair controllers and make them usable. To pair two Joy-Cons together, press one trigger on each Joy-Con.
The hid-nintendo driver currently conflicts with Steam using hidraw to implement its own Pro Controller driver. If you wish to use the Steam implementation, the hid-nintendo driver can be blacklisted. Alternatively if you want to use hid-nintendo with a Steam game directly, Steam can be started without access to hidraw using firejail:
That alone is not enough though, since Steam will not recognize the Pro Controller when access to hidraw is blocked. To get around that issue, joycond supports creating a virtual Pro Controller with a different product ID. Steam will view this as a typical controller. This gives the best of both worlds, where hid-nintendo can be used both inside and outside of Steam simultaneously.
Some games and emulators are hardcoded to work with an Xbox 360 controller, and will not work with other controllers. To get around this, you need to create a virtual Xbox 360 controller that emulates the expected interface, but is bound to your controller's inputs. This can be done with Steam Input or xboxdrv.
By default, SDL2 maps buttons on Nintendo controllers according to the gamepad's label instead of the button's position. This is enabled by the SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS setting, which defaults to 1 for controllers known to use the Nintendo button layout,[2] and 0 for other controllers.[3] This behavior can be overridden for all controllers by setting the SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS environment variable. For example, if Nintendo's conception of A/B and X/Y is undesirable, set SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS=0.
If you want to use one of the widely available Bluetooth gamepads, such as iPEGA-9017s designed mostly for Android and iOS devices you would need xboxdrvAUR, bluez, bluez-plugins, and bluez-utils. You should connect it in gamepad mode (if there are different modes, choose the gamepad one). Technically it is ready to be used, but in most cases games would not recognize it, and you would have to map it individually for all application. The best way to simplify it and make it work with all applications is to mimic Microsoft X360 controller with xboxdrvAUR.Once connected you can create a udev rule to give it a persistent name, that would come in handy when setting it up.
The Steam client will recognize the controller and provide keyboard/mouse/gamepad emulation while Steam is running. The in-game Steam overlay needs to be enabled and working in order for gamepad emulation to work. You may need to run udevadm trigger with root privileges or plug the dongle out and in again, if the controller does not work immediately after installing and running Steam. If all else fails, try restarting the computer while the dongle is plugged in.
Alternatively you can install python-steamcontroller-gitAUR to have controller and mouse emulation without Steam or sc-controllerAUR for a versatile graphical configuration tool simillar to what is provided by the Steam client.
python-steamcontroller-gitAUR can also be used to make the Steam Controller work for games running under Wine. You need to find and download the application xbox360cemu.v.3.0 (e.g. from here). Then copy the files dinput8.dll, xbox360cemu.ini, xinput1_3.dll and xinput_9_1_0.dll to the directory that contains your game executable. Edit xbox360cemu.ini and only change the following values under [PAD1] to remap the Steam Controller correctly to a XBox controller.
Now start python-steamcontroller in Xbox360 mode (sc-xbox.py start). You might also want to copy XInputTest.exe from xbox360cemu.v.3.0 to the same directory and run it with Wine in order to test if the mappings work correctly. However neither mouse nor keyboard emulation work with this method.
Alternatively you can use sc-controllerAUR for a similar graphical setup as Steam's own configurator. As of writing, it is a bit buggy here and there but offers an easy click and go way of configuring the controller.
Both the wired and wireless (with the Xbox 360 Wireless Receiver for Windows) controllers are supported by the xpad kernel module and should work without additional packages. Note that using a wireless Xbox360 controller with the Play&Charge USB cable will not work. The cable is for recharging only and does not transmit any input data over the wire.
If you use the TLP power management tool, you may experience connection issues with your Microsoft wireless adapter (e.g. the indicator LED will go out after the adapter has been connected for a few seconds, and controller connection attempts fail, four LEDs keep blinking but controller works). This is due to TLP's USB autosuspend functionality, and the solution is to add the Microsoft wireless adapter's device ID to TLP blacklist(to check device ID to blacklist, run tlp-stat -u; for original MS wireless dongle just add USB_DENYLIST="045e:0719" to /etc/tlp.conf),check TLP configuration for more details.
If you wish to use the controller for controlling the mouse, or mapping buttons to keys, etc. you should use the xf86-input-joystickAUR package (configuration help can be found using joystick(4)). If the mouse locks itself in a corner, it might help changing the MatchDevicePath in /etc/X11/xorg.conf.d/50-joystick.conf from /dev/input/event* to /dev/input/js*.
xboxdrv supports a multitude of controllers, but they need to be set up in /etc/default/xboxdrv. For each extra controller, add an next-controller = true line. For example, when using 4 controllers, add it 3 times:
xboxdrv can be used to make any controller register as an Xbox 360 controller with the --mimic-xpad switch. This may be desirable for games that support Xbox 360 controllers out of the box, but have trouble detecting or working with other gamepads. 2ff7e9595c
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