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Assassin's Creed Revelations Multiplayer XInput Fix

Native XInput controller support for ACRMP.exe

Platform Architecture Standard License


Overview

This small 32-bit ASI plugin bypasses the game's obsolete DirectInput controller detection and registers a native internal PadXenon backed by XInput.

The controller is created through the game's own PadXenon constructor, registered with PadProxyPC::AddPad, and selected immediately.

Note

No x360ce files are required.

How it works

XInput controller
       │
       ▼
Native PadXenon ──► PadProxyPC::AddPad ──► Active controller

The implementation follows the controller-patch approach used by EaglePatch and Claudia.

Installation

Important

Remove any previous controller fix files (like xinput_3.dll and x360ce.ini or similar) before installing this fix.

  1. Download the latest acr-xinput-fix.asi and dinput8.dll from the releases page.
  2. Copy both into the Assassin's Creed Revelations installation directory, next to ACRMP.exe.
  3. Launch the game.

Your game directory should contain:

Assassin's Creed Revelations/
├── ACRMP.exe
├── acr-xinput-fix.asi
└── dinput8.dll

PunkBuster compatibility

The built-in dinput8.dll is a custom minimal ASI loader with zero Direct3D hooks, unlike the Ultimate ASI Loader which hooks Direct3D internally. PunkBuster's "Multiple Direct3D loaded A" error was caused by those hooks and does not occur with this loader.

Verification

The plugin creates acr-xinput-fix.log next to the game executable. A successful controller registration produces a line similar to:

[info] PadXenon registered and selected in slot 5, XInput port 0

Building from source

Requirements

  • CMake 3.20+
  • Visual Studio 2022 with the Desktop development with C++ workload

Build

build.bat

Output files land in build\Release\.

Credits

Thanks to siohaza and Sergeanur for their controller patches for previous Assassin's Creed games.

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Fix issue with xinput and RT LT bug

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