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There is a notification when the game start about a generic controller being loaded. The game percieves something, as it shows (+) O /\ indications at the bottom. Still, nothing I press seems to trigger any response.
Can you try setting it up through Steam Big Picture mode and let me know if it works?
Sorry for the wait. You took less time to answer than me.
I've tried the game again a few times, with no luck. In the meantime I've discovered another game with issues, but I also discovered that by opening up another game, where the controller works, and opening the faulty game, everything starts working automagically.
Now, the same isn't true for this game. I've tried Big Picture and the controller works fine with Steam. I got the message saying how they translate every button press to the game, but still it doesn't work. I can open the Steam menu with the center/main/start/super button and go through the options intuitively, but when I close it, nothing works in the game.
This Momodora game is natively only compatible with xinput (Xbox-controllers) drivers. So if you try a generic Pc controller, those are usually using dinput drivers. That's why it won't work.
Through Big Picture Mode you should be able to set up any controller, though. At least I know in the past users have been able to use any controller for this game through that method. When you click the game page, on the right side of the screen there's a controller icon and a gear icon. The controller icon is basically where you want to go to set this up. You have to manually do it, button by button. Steam won't do it automatically for you.
If you can't get it to work, I'm afraid the only thing thing I can recommend you is ask for a Steam refund of your money, since you weren't able to play the game.
Hope that helps.
Cheers
xinput has been the name of the utility for X.org inputs since the 90s:
Is it the same thing, or has Microsoft appropriated of yet another name to continue to wage its (informational, in this case) war against GNU/Linux systems?
Anyways, one should probably not depend on proprietary drivers to run a game. If Microsoft won't play nice even after buying GitHub and basing a lot of its AI (copilot, for example) on FLOSS, they shouldn't be anyone's go-to standard.
I'll try again the controller maping: its just that it was already all set (suposedly) when I checked that first time. I'll come back with the results.
The other option would be trying to set it up to match keyboard buttons, but that would lose some of the advantages of using a controller (like the sensibility of the sticks).
I guess I'll have to ask refund, then. =\
Its a bummer: I had this on wait/wish list and was excited when a discount came by.
Very frustraiting.
I got excited to play it, but unfortunatelly it is not very GNU/Linux ready if it requires Microsoft® pro-certified™ pirate-slayer™ Driver and X-bacon 360® Dual Shock Plus™ controllers to run.
I'd like my liberty to choose brands, maybe build my own. Just geeky things.
As I've told the other user, if you can't get the game to work to your liking, please ask for a Steam refund of your money.
Cheers
Xinput was made to be a replacement A.P.I. for directinput around the time the xbox 360 controller for windows was introduced about 18 years ago. I doubt Microsoft intended to sabotage xorg, it is just the most natural way to combine xbox and directinput, or even just input. I used to have this same issue with other games. I would name examples, but those patched in so-called generic controller support since then. I do not think that would necessarily be easy with Momodora: Reverie Under the Moonlight though, since the linux support thread suggests it is a limitation of the Gamemaker engine.
I prefer native controller support, but rebinding buttons to keyboard inputs using Big Picture Mode works fine, and you do not even have to keep Steam in Big Picture mode once you have the bindings set. Here is a video of me setting up everything[sendvid.com], demonstrating the entire process. If you have an xinput compatible controller though, this process is unnecessary, as an xinput controller will work just the same on Linux as it does on Windows.
Something that needs to be noted is that most two dimensional platformers, Momodora included, do not make use of analogue sensitivity anyway, so you do not have to worry about the loss of a feature the game does not even support. The thumbstick will work if that is what you want to use to move around, but it makes no difference in how Kaho actually moves if you use a thumbstick, a directional pad or arrow keys.
Also, xinput is not limited to just Xbox certified controllers. Logitech's F series controllers were a popular alternative[www.logitechg.com] back around the time the A.P.I. was first introduced. My favorite controller to use with Momodora: Reverie Under the Moonlight is the Retroflag Classsic U.S.B.-J.[retroflag.com] There are a great deal of other options, and your controller might even support xinput. However not every controller on the market does support xinput, and if it is not an Xbox controller, you will have to check your documentation to see if that is the case, and how to activate the xinput compatibility mode if it is. You flip a switch from d (for directinput) to x (for xinput) on a Logitech controller for example, and on the Retroflag controller, you press either Y (for directinput) or X (for xinput) while plugging it into the computer to switch compatibility modes.
It does seem to be an xinput issue insofar as I can tell. The game's native gamepad support responds to my Hyperkin X91 Xbox One controller, but not my S.L.S. Sega Saturn Control Pad[segaretro.org] direct input controller. My Logitech and retroflag controllers need to be switched to xinput mode to be detected by the game. I also remember needing to set my Hori Fighting Commander PS4-044 to P.C. mode, (which was an xinput mode) when I first played this game on Windows 7 a few years ago. I can make the S.L.S. Controller work with big picture mode, as I demonstrated in the previous Big Picture setup video.
Note that not everything is as straight forward as it might seem. Functionalities often seem to be different on xinput controllers and directinput controllers. A common issue is that the directional pad and the left thumbstick often seems to be swapped between compatibility modes. Some controllers have a way to compensate for this. The Logitech F series controllers have a mode button that swaps how the left thumbstick and the directional pad are detected. The Hori PS4-044 has a switch that allows the directional pad to function as a directional pad or either of the thumbsticks dependent on game. Just keep this in mind that if you do use a button remapper, that you might have to map your keybindings to a thumbstick instead of a directional pad or vice versa. This is what I had to do to get the S.L.S. controller working properly. Big Picture Mode has a tool labeled Test Device Inputs so you can see how all of the functions on your controller are detected, which is also demonstrated in that setup video.
Requiring xinput is not particularly Linux unfriendly. Xinput controllers generally work fine on Linux in my experience. I am currently running Ubuntu 23.04[postimg.cc] if anybody is curious about what distro. I use.
If your controller does not support xinput, it might be worth buying one that does, just so you can ensure you do not run into this issue again with another game. I remember being gobsmacked when I first encountered similar issues with other games before. I do not think it is particularly likely that this will be a problem with most games going forward though, since Microsoft superceded the xinput A.P.I. with the GameInput A.P.I., which is supposed to be a superset of xinput, direct input and other A.P.I.s.[learn.microsoft.com], but it is hard to say for certain and older games that are not updated might also have issues.
Some people might also have luck with the Xbox 360 controller emulator[www.x360ce.com], Moltengamepad or similar, although I do not have much experience with that since I just decided to buy xinput compatible controllers.
Oh, one last thing I forgot to mention. The game does not automatically detect if you are using a keyboard or a controller. It displays button prompts for menus and tutorial segments based upon the input option you selected while while starting a new game file or setting the options, so if you do bind the controller to keyboard keys, you may have to experiment with the controls.
I hope this information is not too confusing, and helps anybody who might be having problems.