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Dolphin emulator sideways wiimote9/22/2023 ![]() I’ve forced off the synchronization in the. The only game I’ve found that has issues with it being enabled is Zelda: Wind Waker. I’ve found that this fixes judder issues, synchronous timewarp issues, as well opcode replay errors, crashes and warnings. Generally now, it is always recommended to run with “Enable Idle Skipping” on. This helps fix issues on a bunch of games. The discovery of a CPU->GPU synchronization option hidden in the “Enable Idle Skipping” section of the code was also a big win. Will the other bullet points help at all? I’m not sure, but there’s only one way to find out! I also need to add options to correct the rest of the bullet points. ![]() My fix has only been implemented for Direct3D, so I still have to figure out how to do the same thing in OpenGL. This fixes a bunch of games that had terrible flashing and corruption making them unplayable with the Opcode Replay Buffer enabled. So far I’ve implemented fixes for the Vertex Buffer and Vertex Shader Constants. I didn’t know too much about the Direct3D 11 rendering pipeline before this week, so it was a good way to ramp up on Direct3D at the same time. I’d overlooked the fact that the CPU could decide to change a bunch of things in memory midframe. It’s really starting to come along, and I’ve fixed a lot of issues with it. However if anyone would know how to setup that function to automatically remap when game switches from upright to sideways mode please share.I’ve been working every night on the opcode replay buffer for about a week now. 'your regular button/axis',if(toggle(`your toggle button`),`your regular button/axis`,`your reversed button/axis`) Still your function with remaping by toggle works It didn't work as i thought after all lol, it did remap axis but on both upright and sideways mode. `Right Y+`,if(`Sideways Wiimote = True`,`Right Y+`,`Right Y-`) ,if(`Sideways Wiimote = True`,`your regular button/axis `,`your reversed button/axis`) If anyone would look for solution, after setting up wiimote d-pad buttons right click mouse on each button and after your regular button/axis name add Never thought that I will learn things like that playing mario lol. Thanks for showing the way how to play around with that by modifying your method I've managed to set it up to automatically rotate/remap d-pad without toggling in/out by button. In your case, since you probably just need to rotate the control stick inputs, so just flipping the control stick inputs after the toggle should do the trick. If( toggle(`SL`), `Sideways Input`, `Upright Input` ) ![]() I don't know how you're binding Joy-Con buttons, so just assume that the below inputs are stand-ins for whatever your inputs are.īasically, using something similar to what I've listed below, you can toggle between a sideways and upright mode by (for example) pressing SL: in mario party from upright wiimote when using it as pointer to sideways wiimote to the right in mini games that are using sideways mode.įrom what I can tell, I think that Dolphin's toggle() and if() functions are probably your best bet. ![]() So what I'm trying to achive is being able to automatically switch in game from upright wiimote to sideways wiimote to the right side. (05-24-2020, 10:11 PM)MAD_SLAV Wrote: Sorry I've probably confused you with buttons description by shoulder buttons I meant SL SR on the joy con facing up. ![]()
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