I would also love to know if any solution was found to this. I think I am using an August 24' 60fps sm64ex-alo build on my Wii U, do more recent versions introduced a button remapping option or something? Or some argument I can use during building to make A and B button not do the same jump action?
Also, which versions should I be using nowadays? Sm64ex ou sm64ex-alo? Also, how can I then get a WUP installable from the resulting rox file?
So it seems sm64ex-alo is what everybody should be using, as it is more frequently updated. As for the controls, as of August 25' the controls are A for A and B for B, but remapping can be done in .../src/pc/controller/controller_wiiu.c, at:
struct WiiUKeymap map[] = {
{ B_BUTTON, VB(B) | VB(Y), CB(B) | CB(Y), PB(B) | PB(Y) },
{ A_BUTTON, VB(A) | VB(X), CB(A) | CB(X), PB(A) | PB(X) },
{ START_BUTTON, VB(PLUS), CB(PLUS), PB(PLUS) },
{ Z_TRIG, VB(ZL) | VB(ZR), CB(ZL) | CB(ZR), PT(ZL) | PT(ZR) },
{ L_TRIG, VB(L), CB(L), PT(L) },
{ R_TRIG, VB(R), CB(R), PT(R) },
{ U_CBUTTONS, SE(UP) },
{ D_CBUTTONS, SE(DOWN) },
{ L_CBUTTONS, SE(LEFT) },
{ R_CBUTTONS, SE(RIGHT) }
};
Followed this
guide for building, making the appropriate changes (WiiU dependencies, removing Switch dependencies, did not do the PR 93 changes to tools/armips.cpp), executed first "make -j" (because if not I was getting an error with the extract_assets.py file), and then "make -j TARGET_WII_U=1 BETTERCAMERA=1 TEXTURE_FIX=1 HIGH_FPS_PC=1 EXT_DEBUG_MENU=1". After that I just wrapped the RPX file in a WUP installable made by a previous user for the same game, and it is working beautifully.