Hacking FST patcher new coldboot for WiiU

godreborn

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I don't know if the gamepad has gyroscope capabilities, but I don't think the pro controller does, so motion controls are a problem. the switch pro controller has them, but I find them awkward.
 

MikaDubbz

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I suppose if any Wii game were modded to control with a classic controller instead of whatever scheme they have (be it horizontal Wiimote or Wiimote + Nunchuk) like Donkey Kong Country Returns was, then when used as the base, they'd then be able to be played with the GamePad on the Wii U.

Who was it that patched DKCR's controls? Can we find them and ask them to do so for more great Wii games? Or is that way more difficult than one would think where each game would be a different scenario.

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I don't know if the gamepad has gyroscope capabilities, but I don't think the pro controller does, so motion controls are a problem. the switch pro controller has them, but I find them awkward.
The Gamepad does have gyroscope, pro controllers don't. I don't believe we can use gyro from the gamepad in VC Wii games though, I mean I'm sure it could be programmed in, but I believe that information is outside our grasp.

Motion controls need to be patched with the modded controls. Whoever patched DKCR, mapped shaking the wiimote to specific buttons, so it's certainly possible for some motion controls, but I'm sure others could be more problematic for remapping.
 

Lostbhoy

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I don't see why it can't be used since dolphin can map shake and tilt actions to buttons no problems and other wii titles can use the gamepad but yeah, we need the right person to to able to do it with the right info at hand.

Apologies that I seem to have moved this thread off topic btw!
 
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godreborn

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I suppose if any Wii game were modded to control with a classic controller instead of whatever scheme they have (be it horizontal Wiimote or Wiimote + Nunchuk) like Donkey Kong Country Returns was, then when used as the base, they'd then be able to be played with the GamePad on the Wii U.

Who was it that patched DKCR's controls? Can we find them and ask them to do so for more great Wii games? Or is that way more difficult than one would think where each game would be a different scenario.

--------------------- MERGED ---------------------------


The Gamepad does have gyroscope, pro controllers don't. I don't believe we can use gyro from the gamepad in VC Wii games though, I mean I'm sure it could be programmed in, but I believe that information is outside our grasp.

Motion controls need to be patched with the modded controls. Whoever patched DKCR, mapped shaking the wiimote to specific buttons, so it's certainly possible for some motion controls, but I'm sure others could be more problematic for remapping.

I remember the patched controls for dkcr. I've been playing it with normal controls though. they're fine if you're careful, but I have died before when the command didn't register. I think I beat the game originally with the patched controls, and I've beaten it since without them. I no longer use them, partially because I no longer have the mapped controls. I think it was some sort of gecko code or something.
 
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This is for more advanced users at the moment. It took me a while to figure out and get working. Not to mention, if you do this with the HBL channel, you won't be able to use things that require escalated privileges, like Mocha CFW or TCPGecko, they just won't work. At least, not in my experience.
 
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MikaDubbz

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I don't see why it can't be used since dolphin can map shake and tilt actions to buttons no problems and other wii titles can use the gamepad but yeah, we need the right person to to able to do it with the right info at hand.

Apologies that I seem to have moved this thread off topic btw!
Yeah, if a mod could branch this discussion into a new topic, that might be a good idea, I feel like there is more to dissect here. As I recall the gyro in NSMBW was used just to adjust the orientation of certain platforms, seems like mapping A to rotate clockwise and X to rotate counterclockwise would be pretty much perfect (assuming run is mapped to Y and jump is mapped to B) and certainly achievable.
 
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