Homebrew ZL ZR touch emulation?

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Does anything exist which allows you to map ZL and ZR to screen touches when they're not used by anything else?

Back when I played OoT3D I thought it would have been nice to be able to use the Z buttons for the I and II items on the touchscreen, and more recently, playing Samus Returns saw how useful it would be to have a Z button as instant morphball (tap the map).
 
Does anything exist which allows you to map ZL and ZR to screen touches when they're not used by anything else?

Back when I played OoT3D I thought it would have been nice to be able to use the Z buttons for the I and II items on the touchscreen, and more recently, playing Samus Returns saw how useful it would be to have a Z button as instant morphball (tap the map).
i dont think this is possible.
hypothetically if it was then it would need to be done on a per game basis
 
The slow O3DS CPU doesn't support On-Screen Layer on another emulation (on NTR plugins and CFW, too). Ofc it's simply to get it, just re-map the button to a virtual button on the emulation keymap settings.
 
Does anything exist which allows you to map ZL and ZR to screen touches when they're not used by anything else?

Back when I played OoT3D I thought it would have been nice to be able to use the Z buttons for the I and II items on the touchscreen, and more recently, playing Samus Returns saw how useful it would be to have a Z button as instant morphball (tap the map).
That's not a bad idea, I would have liked to have that in Oot3D/MM3D.
We have ButtonSwap3DS, which seems to be able to emulate touch presses, so this kind of thing is already possible.
The only problem is that ButtonSwap3DS doesn't support the C-Stick and ZL/ZR yet, since it requires hooking into the IR service. The dev says it's planned, but he hasn't updated the code in almost half a year so who knows if he'll ever add it. Anyway, the code is open source, so someone else could fork it and implement support.
 
As The Real Jdbye said, I think the closest your going to get is ButtonSwap3ds, the dev has been busy with real life stuff and cant really update the program, If i recall correctly InputRedirection for the Luma's Rosalina menu does hook into the IR process iirc, if i knew anything about arm programming i could see about adding an IR Hook and a few little stuff, but i dont so i cant. So if you want to sacrifice portability, use Luma3ds Rosalina's InputRedirection. If you dont really mind not using ZL, ZR or CStick, then one could whip us a build of ButtonSwap3ds
 
Funny..I have a new 3ds and I've never ever touched those two buttons xD

Mainly, I imagine because very few games make use of them. I don't think I even use them outside of the Homemenu, BoI, and some retroarch injections (save & load). If someone were to finish off ButtonSwap though, some of us may be able to put them to good use.

We have ButtonSwap3DS, which seems to be able to emulate touch presses

Yeah, I saw this. Like you say, it has potential but is not yet capable of being used how I've suggested. Guess I'll wait and see if the dev or indeed someone else ever gets round to sorting it.
 
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Apparently button swap isn't that good with swapping things that aren't buttons, since one time I asked if it was possible to have the c-stick swapped with the dpad, and this apparently proved to be very difficult. I would imagine touch screen emulation would prove to be difficult too, but I'm not too sure. Your best bet would to use something like autohotkey along with input redirection and an external controller. With this you could easily set certain buttons to click certain areas, but I'm not sure if that's enough of a solution.
 
With Samus Returns not using ZL or ZR, it would be great to use them to toggle between the two active beams!

Normally they're toggled by touch screen which slows the action.
 
not sure its been mentioned but mastermunes another-m for Inputredirection has the ability to route button presses to touch screen Input, at specific locations.
Youd Have to Play with a Controller and be near a PC but it would probably do what you need.

and would work for metroid as well to switch the missiles(i think)

inputredirectionclient-qt-button-config000172-png.99184
 

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With Samus Returns not using ZL or ZR, it would be great to use them to toggle between the two active beams!

ZL for instant morph and ZR toggling beam/missile and ice/super.

not sure its been mentioned but mastermunes another-m for Inputredirection has the ability to route button presses to touch screen Input, at specific locations.
Youd Have to Play with a Controller and be near a PC but it would probably do what you need.

Might work but not an ideal solution eh?
 
ZL for instant morph and ZR toggling beam/missile and ice/super.



Might work but not an ideal solution eh?

Spose not but for someone like me who doesnt play 3ds unless streaming to ntr and using a controller its pretty legit haha.

Maybe a more intricate 3dsbuttonswap can be created in the future
 
Spose not but for someone like me who doesnt play 3ds unless streaming to ntr and using a controller its pretty legit haha.

Maybe a more intricate 3dsbuttonswap can be created in the future
Hopefully one that doesn't need to be compiled each and every time. If it can happen with a9lh it can happen with anything.
 
Would be nice if that were the case, perhaps even mapping Aeion abilities to the thumbpad freeing up the d pad for movement!

Do you mean the circle pad or the c-stick? Circle pad is needed for free aim. So, Aeion abilities on the c-stick, movement on the d-pad, free aim on the circle pad (no longer need to hold L), face buttons and R stay the same, ZR for instamorph, L for ice/super toggle and I can't think of anything to put on ZL, maybe instead of L being a toggle L can set beam/missiles and ZL can set ice/super as I guess a latching toggle would be a little difficult to implement.
 
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