Indeed, if you're really looking for those same/similar mechanics you loved from the first 2 Paper Mario games, I highly recommend playing South Park the Stick of Truth.
There is no Wii U version of stick of truth and it's too expensive.
Indeed, if you're really looking for those same/similar mechanics you loved from the first 2 Paper Mario games, I highly recommend playing South Park the Stick of Truth.
it is probably not hard but you know, the dev's that work on it might think in other possibilities and have other idea's than the users have and also focus on different stuff.How hard would it be to map some shortcuts to just the wiimote, things like resetting, exiting and maybe widescreen toggling? I'm not requesting anything just curious to know why it wasn't added.
Its on the todo list along with being able to use buttons as bind toggle, so that you can use a PS2 controller in Sunshine.How hard would it be to map some shortcuts to just the wiimote, things like resetting, exiting and maybe widescreen toggling? I'm not requesting anything just curious to know why it wasn't added.
I have computer problems for a few weeks and finally come back and ...
LOVING THOSE CHANGE LOGS
audio streaming and bluetooth yeah baby!!!!
now I just need to get my devkit back up so I can make a ustealth compatible mod
(and one that doesn't even access the disk from the loader on autoboot so I can leave my Wii U disk connected all the time )
Maxternal, you were the one that made a custom build of Devo to change the button mapping, right?
I am trying to do the same but I can't figure out what are the HEX inputs for the CC butons A, B, Y and X.
Would you help me out?
I know the following:
All four buttons (A, B, Y and X) are located in byte 5 at 0xa40008.
The bit for each button is A-> 4, B-> 6, Y-> 5 and X-> 3
503 + if(BTPad[chan].button & 0x0008)
504 + button |= PAD_BUTTON_X;
505 + if(BTPad[chan].button & 0x0010)
506 + button |= PAD_BUTTON_A;
507 + if(BTPad[chan].button & 0x0020)
508 + button |= PAD_BUTTON_Y;
509 + if(BTPad[chan].button & 0x0040)
510 + button |= PAD_BUTTON_B;
503 + if(BTPad[chan].button & 0x0008)
504 + button |= PAD_BUTTON_A;
505 + if(BTPad[chan].button & 0x0010)
506 + button |= PAD_BUTTON_B;
507 + if(BTPad[chan].button & 0x0020)
508 + button |= PAD_BUTTON_X;
509 + if(BTPad[chan].button & 0x0040)
510 + button |= PAD_BUTTON_Y;
It's maybe related to the IOS used.
GOT IT!
Ok so for ANYONE INTERESTED IN CHANGING THE BUTTON LAYOUT for the CCP to a more comfortable setting do the following:
....
Now compile the build to make a custom version of Nintendont with the buttons swapped to this mapping.
Shadow, as soon you have compiled your version, please upload it for us....
try the mastermod in my sigDoes anyone have the latest Nintendont build working using wiiflow as the loader? It code dumps every time for me when I select a game cube game. It doesnt even get to the nintendont loader. I have completely reinstalled wiiflow thinking that might solve it but no go. If anyone has this working can you please tell me which version of wiiflow you are using. I am using Abz' r1075 mod. Also just tried r1075 official and it black screens on every gamecube game
Also nintendont is still having the same problem with Simpsons hit and run. The game loads and plays fine from usbgx but when launched from the nintendont loader it freezes at the first screen (isn't that really wierd).
GOT IT!
Ok so for ANYONE INTERESTED IN CHANGING THE BUTTON LAYOUT for the CCP to a more comfortable setting do the following:
1) Open up PADReadGC.c from here: https://code.google.com/p/nintendon-t/source/detail?r=153#
2) Go to line 503 and you will find this:
Code:503 + if(BTPad[chan].button & 0x0008) 504 + button |= PAD_BUTTON_X; 505 + if(BTPad[chan].button & 0x0010) 506 + button |= PAD_BUTTON_A; 507 + if(BTPad[chan].button & 0x0020) 508 + button |= PAD_BUTTON_Y; 509 + if(BTPad[chan].button & 0x0040) 510 + button |= PAD_BUTTON_B;
3) Now, we will makes the following changes in the buttons:
Gamecube Button = Classic Controller Button
In the code we will make these changes:
- A = B
- B = Y
- Y = X
- X = A
And there we go
Now compile the build to make a custom version of Nintendont with the buttons swapped to this mapping.
Sweet! Now we can make a mod for each game and use USB Loader GX to use that mod version of nintendont! Thanks!