weird problem that cannot really be fixed without an additional key being used). Even though this is the fanciest component of all this, I think I might need to go one step further and add a new feature, some other button (like, say, X) that would make sure the toggle is off even while you still own an item (you can get hit and lose the item you were holding without using it this can easily get confusing and there is no way to detoggle it without using an item you might have - which, if you use when LS is toggled, will be thrown in the opposite direction. It makes use of a toggle inside of a toggle, I find it quite complex and fascinating (tbh I wasn't sure if it would've worked, but surely enough it did!). You can also use the item by pressing LS again, and using the right stick while you don't have any item will make sure that LS is off (since you can't really see its value. In order to use the held item, use the right stick, the item will automatically unhold (you can also use the item even if you didn't hold it). ( Please note that the Back button function has been added! Scroll to the bottom of the post for enhanced version!) I have a configuration where the right stick fully emulates the GC controller's DPad, some may prefer this alternative. Also, having the up trick on the same stick and steering is ridiculously handy. Now, the tricks' positioning might be confusing to most, however I got used to using items with the right stick when initially using my controller to emulate a Wiimote (and not a more versatile GC controller). (below is quite a long discussion on all the aspects of this for the actual configuration just go to the bottom, although I strongly recommend reading the part about fancy item holding and the potential issue that comes with it - which can be fixed if I knew how) Here's the gist of it: right trigger's acceleration and left trigger's braking/drifting left stick is both steering and up/down tricks (also wheelies) right stick's for both using items and left/right tricks, and pressing it (or `Thumb R`) is wheelieing left shoulder's for toggleable item holding and right shoulder's used for the rear view. You only have to use the triggers, shoulders and sticks for everything, making everything highly accessible. They seem to be racing normally before that point.Thought I'd share my neat little XOne+MKW configuration I've worked on for a couple days The Xbox One controller emulates a Gamecube controller, but in a way that you almost don't need to move your fingers away from the buttons you're mainly using, making reaction time a lot faster. I tried changing some options in the core as well as the video plugins but I was unable to find a workaround.Īn interesting detail though: On the first track of the first cup (forgot the name) after making the right turn into the open area with the sand and ramp to the left, the racers always seem to head right for the wall in that general area. I could test this with interpreter to see if recompiling is the problem but I haven't had a chance to do that yet being that interpreter is so slow. This happens both with OpenGL and Direct3D, also with JitIL. To me it doesn't look like a gradual synchronization drift. One moment the racer makes a few turns just fine, the next he crashes into a wall as if something suddenly went wrong in the core. But the nature of the problem doesn't seem like that. I'm guessing this issue has to do with the button inputs becoming out of sync with the actual progression of the race. Please provide any additional information below. OS version and versions of tools/libraries used? Instead a minute or so into the race he starts crashing into walls.ĭolphin version with the problem? Other Dolphin version without theģ2-bit or 64-bit and any other build parameters? The ghost is supposed to reflect the player's race experience 100%. What is the expected output? What do you see instead? Download a save file and watch a developer or a downloaded ghost replay.
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