It works perfectly with ZSnes. When I tried mapping it to the ePSXe controller (PS1/Dual Shock), I could not get it to see a change in one of the right-stick axes. That made me look into the XBCD driver guide I linked, and I realized how much more I had left to do. When you get this, make sure to get the 3 .xgi mapping files provided. They are a good starting point, and a template for any changes you may want to make. They also add a bit more dead zone, which is probably needed. You can map anything to anything, basically. For example, the L and R triggers are analog, so they can be mapped (for Windows-controller response) to different directions on a single axis, 2 separate axes, or digital buttons. For some reason, the "Xbox" pane doesn't work right at all for me (under the XBCD driver applet). [Edit: This doesn't really matter. Just use the interface to change things around to your (or your target program's) liking.] But the "Windows" pane reflects the different XGI-file mappings just fine. These are simply text files, BTW.
I still need to go back to try to make the ePSXe controller plugin see all the axes.
Edit: Yep, it works. For some reason, the input plugin is not seeing the LRX axis. So I remapped that to LRZ in XBCD, and now it's happy. I need to verify that this works in a game.
Spyro YotD works 100%, but that doesn't use the right stick. Going through my ISOs . . .
Edit 2: OK, Medievil 2 uses the R stick for looking around. Works perfectly. Everything is as it should be, after a bit of learning and tweaking.
Edit next: One more comment. I never installed the Microsoft drivers for this, as the guide instructs, and maybe that's why the "Xbox" pane in the applet acts squirrely in response to controller input. But like I said, it doesn't seem to matter. Everything that does matter works fine.