Errors related to xinput1_3.dll can arise for a few different different reasons. For instance, a faulty application, xinput1_3.dll has been deleted or misplaced, corrupted by malicious software present on your PC or a damaged Windows registry.

In the vast majority of cases, the solution is to properly reinstall xinput1_3.dll on your PC, to the Windows system folder. Alternatively, some programs, notably PC games, require that the DLL file is placed in the game/application installation folder.


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XInput is an API that allows applications to receive input from the Xbox 360 Controller for Windows (part of the DirectX archive). It is therefore packaged with a vast array of PC games in order to give the gamer an option to use a controller. It does contain other similar functions of controller interfaces meaning even if the game does not allow the use of a controller, xinput1_3.dll and other files part of the archive may be needed.

If I delete xinput1_3.dll(crazy I know but I'm desperate), the game gets stuck on white screen instead of the image below. Weeks have gone by with me blindly hoping this problem would disappear but sadly*(for me)* it seems the issue I'm having is something not experienced by a lot of players(thus making me a minority). Does anybody else have this issue? Does anyone have any solutions to this? Cause I'm out of ideas.

Now that you have x360ce all setup. double check that you do not have xinput1_3.dll anymore, if you do have this in this folder you can delete it after closing x360ce. It also causes some instability as you would be running two xinput instances. MAKE SURE THIS FILE IS NOT THERE!! Your folder should look like the first screen shot.

-place XInputTest.exe, xinput1_3.dll, x360ce.ini, and dinput8.dll in the "C:\Program Files (x86)\Rockstar Games\Grand Theft Auto IV" directory (where ever GTA IV is installed with folder containg GTAIV.exe)

In order to easily switch between having the mods activated and deactivated, duplicate your bin folder in Xenoverse 2 directory, and remove the xinput1_3.dll from the old one. Make a shortcut to the DBXV2.exe in the other bin folder (which you can name to something like bin2). If you want to play with mods, use the shortcut to the exe. If you want to play without mods, start the game from Steam, or use the exe in the original bin folder.

note: Xenoverse 2 Mod Installer requires the xinput1_3.dll file to be in the original bin folder to work, if you want to use it, you'll have to move the dll back, but afterwards you can move it back.

When playing against people who also have mods, care must be taken with certain custom elements. While cosmetic replacers will work fine, custom x2m characters, custom skills and modded movesets will require both players to have the mods installed. Additionally, care must be taken when modifying the roster, installing a character in a different place and shifting the roster can lead to serious glitches in play, with characters appearing as someone else. Other glitches include infinite loading screens or just crashing the game.

Hello, Chris. I don't know if you had the patience to wait til now, but this case was really puzzling.

The matter is that the RECT coordinates of the target surface don't get updated by DxWnd (I checked the source code ten times, there's nothing that could alter the value) so I can't explain how the destination dest=(0,0)-(320,200) could be changed to dest=(-50,-50)-(270,150). The two log messages are really close to each other in the source code, so the only possible explanation is that the coordinate shift is made by the ddraw call itself. 

This is not the case in ordinary situations, but trying to make some test I met a curious game RIP that was referencing WineD3D libraries. So, I got a doubt: I don't know what Steam published, but it's possible that it could be a custom game modification to make it adapted to modern systems.

Too bad they didn't ask my opinion, because DxWnd is usually able to do the trick and also using the system ddraw library.

Anyway, at the conclusion of my researches I would say this:

For testing, you need a second windows user and press shift + right-click on the exe and choose "Rus as another user". (In Nucleus Co-op you can use Game.LaunchAsDifferentUsers = true; and if needed Game.ThirdPartyLaunch = true;)

We attempt to load the library xinput1_3.dll. If you have it on your machine (and it loaded correctly), you start loading the function pointers.If they load correctly, you will see in the Watch window the address to change from your stub function to the correct one.  Additionally, in Visual Studio debugger you will even see that these functions are loaded from xinput1_3.dll. Remember that, in the debugger, #defines are not captured! You'll need to search for XInputGetState_ and XInputSetState_ variables.

At this moment, we want to check if the 30th bit is set. This bit corresponds exactly to the state of the button before the message fired: if set to 1, the key was down before the message was sent, if zero, the key was up. We might do the same thing we did earlier above for the gamepad buttons, and & it against some value provided by Windows. Unfortunately, Windows does not provide a define for the 30th bit of the keyboard LParam, so we need to do some bit shifting:

If file xinput1_3.dll corrupts or gets overwritten with some other version which is not compatible, the 0xc000007b error will appear. It is a little bit complicate to fix the error through updating DLL, as this method involves operations like replacing 32-bit xinput1_3.dll with an appropriate version inside C drive. To update DLL with a proper version, please follow these steps: 0852c4b9a8

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