QUOTE(cerealkillajme @ Aug 31 2006, 04:33 PM)
Take the "#" sign out, lol.
When you put a # sign in the rest of that line is not read at all.
It forgives my friend, # is not commentary, the commentary in the C # is//, # is a compilation directive, in this case "#If"s nor will not be compiled to game assembly if the game to execute in a console.
In "\Common\GamePadHelper.cs"
Remove "//" coment
CODE
//#define USE_KEYBOARD
It's all, the folks!!!
The keyboard keys, case change it!
CODE
#if USE_KEYBOARD
// Setup Dictionary with defaults
keyMapping.Add(GamePadKeys.Start, Keys.Home);
keyMapping.Add(GamePadKeys.Back, Keys.End);
keyMapping.Add(GamePadKeys.A, Keys.A);
keyMapping.Add(GamePadKeys.B, Keys.B);
keyMapping.Add(GamePadKeys.X, Keys.X);
keyMapping.Add(GamePadKeys.Y, Keys.Y);
keyMapping.Add(GamePadKeys.Up, Keys.Up);
keyMapping.Add(GamePadKeys.Down, Keys.Down);
keyMapping.Add(GamePadKeys.Left, Keys.Left);
keyMapping.Add(GamePadKeys.Right, Keys.Right);
keyMapping.Add(GamePadKeys.LeftTrigger, Keys.LShiftKey);
keyMapping.Add(GamePadKeys.RightTrigger, Keys.RShiftKey);
keyMapping.Add(GamePadKeys.ThumbstickLeftXMin, Keys.S);
keyMapping.Add(GamePadKeys.ThumbstickLeftXMax, Keys.D);
keyMapping.Add(GamePadKeys.ThumbstickLeftYMin, Keys.X);
keyMapping.Add(GamePadKeys.ThumbstickLeftYMax, Keys.W);
keyMapping.Add(GamePadKeys.ThumbstickRightXMin, Keys.J);
keyMapping.Add(GamePadKeys.ThumbstickRightXMax, Keys.L);
keyMapping.Add(GamePadKeys.ThumbstickRightYMin, Keys.M);
keyMapping.Add(GamePadKeys.ThumbstickRightYMax, Keys.I);
#endif