A rest probably would have been more productive. The gap between the last couple of hacks was really just that I hit against a long string of games I couldn't figure out the motion controls for. The accelerometers also tend to be what I get to last unless the game needs them right at the beginning, so I basically went through most of the process of making a Classic Controller hack multiple times, then got stuck with nothing releasable because one part of the controls just didn't work. Then I picked up Tornado just because it seemed like a pretty simple game, control-wise, and I wanted to find one I could actually finish. (And then I got stuck figuring out how to fix its weird broken widescreen feature.)
Fluidity definitely forced me to learn more about how accelerometer input works and the math behind it. It wanted some pretty specific/accurate info that I wasn't initially providing. Pretty great that you 100%'ed it already with the hack. I ended up playing through quite a lot of it again just to test that everything was working correctly, but nowhere near 100%!
Nice to know that USB Loader GX uses RC24's code database. They mirror GameHacking.org's, and technically I got approved to post to GameHacking a couple of months ago. I never actually took them up on the offer, mainly because I got sidetracked doing a bunch of Classic Controller hacks, haha. I'll have to see if they'll still have me.
Actually, alternate control schemes mostly boil down to how much energy I've got when I'm posting the code set. For the last few codes though (I think starting with New Super Mario Bros. Wii, actually?) I've been including the assembly code in the Technical Notes section, which you can use to remap the controls any way you like. I know it sounds kind of complicated, but it's really quite simple to modify the controls if anybody wants a different setup and you don't need any technical knowledge at all.
With the assembly copied from the Technical Notes, you can just paste it into the app CodeWrite, put the insertion address (the number you see at the top of the assembly file) into the top field, then click the right arrow to generate the Gecko code for you, so all you have to do is swap the button numbers around. You can see in the screenshot below where the A/B/X/Y buttons are mapped.
Each button is labelled with a friendly name like CLASSIC_A and then to change what emulated button gets pressed, you just change the last line for that button, e.g. ori r6, r6, 0x100 ; 2. To swap NSMBWii around to using a B/A approach, you'd just want to do something like this:
A collaboration between Namco and tri-Crescendo (Star Ocean, Baten Kaitos, Tales of ...), Fragile Dreams: Farewell Ruins of the Moon is a genre-bending ... survival horror RPG? As one of the few remaining humans still alive in post-apocalyptic future Japan, Seto braves the dangerous outside world looking for other survivors and an explanation of just what has happened to this ruined world. Gameplay involves real-time combat with a level up and inventory system interrupted by more thoughtful segments involving environmental and other puzzles.
[TABLE=full]
[TR]
[th]Wii Remote/Nunchuk[/th][th]Classic Controller[/th][th]Function[/th]
[/TR]
[TR]
[td]Wiimote Home[/td][td]Home
You must hold the B button to enable the pointer[/td][td]Open/Close Home Menu[/td]
[/TR]
[TR]
[td]Wiimote D-Pad[/td][td]D-Pad[/td][td]Menus
Navigation Gameplay
Open Menus[/td]
[/TR]
[TR]
[td]Wiimote A[/td][td]A
Y
R[/td][td]Menus
Confirm Gameplay
Attack
Interact[/td]
[/TR]
[TR]
[td]Wiimote B[/td][td]B
ZR[/td][td]Menus
Cancel Gameplay
First-Person View[/td]
[/TR]
[TR]
[td]Wiimote 1 & 2[/td][td]Not mapped[/td][td]Not used?[/td]
[/TR]
[TR]
[td]Wiimote Plus[/td][td]Plus[/td][td]Zoom In Map[/td]
[/TR]
[TR]
[td]Wiimote Minus[/td][td]Minus[/td][td]Zoom Out Map[/td]
[/TR]
[TR]
[td]Wiimote Tilt[/td][td]X[/td][td]Gameplay
Hint from PF[/td]
[/TR]
[TR]
[td]Wiimote Pointer[/td][td]Third-Person
Right Stick First-Person
Left Stick
Right Stick[/td][td]Gameplay
Aim Flashlight[/td]
[/TR]
[TR]
[td]Nunchuk Stick[/td][td]Left Stick[/td][td]Menus
Navigation Gameplay
Movement[/td]
[/TR]
[TR]
[td]Nunchuk C[/td][td]L[/td][td]Gameplay
Crouch[/td]
[/TR]
[TR]
[td]Nunchuk Z[/td][td]ZL[/td][td]Gameplay
Re-Center Camera[/td]
[/TR]
[/TABLE]
General Notes
Fragile Dreams is a game where you walk around pointing a flashlight for the entire game. Ordinarily, this is controlled with the IR pointer, so this required some specific handing to make it work on a stick. When you're walking around in third-person view, the flashlight is directly mapped on the Right Stick in an absolute sense: you're not controlling a cursor, you just point the stick in the direction you want to point the flashlight. When you're not using the stick, the flashlight is simply pointed straight ahead of your character.
When you hold the B button to enter the first-person view to inspect objects, this switches to a cursor-based setup where you control where the flashlight is pointing in a relative fashion; the cursor position moves based on what you do on the stick (in first-person, that means either stick) and stays wherever you leave it rather than snapping back to the center. Neither of these is quite as good as a real IR pointer, but this was the best way I could find to accommodate the flashlight.
I recommend going into the Options menu and disabling the cursor icon. It's quite distracting when playing in third-person mode because the Right Stick will flail the cursor around awkwardly. You don't really need it anyway because the position of the flashlight beam already indicates where the cursor is pointing.
Technically, you don't have the flashlight for the first couple of minutes of the game. The cursor is slightly useful right at the beginning since you don't have the flashlight to behave as a substitute cursor. You might want to play up to the first save point then turn off the cursor in the Options. Alternatively, you can just deal with having no cursor for a couple of minutes until you grab the flashlight, whatever works for you.
Fragile Dreams has an optional feature that has you use audio from the Wiimote speaker to hear hints and find things in your surroundings. The game has been confirmed to work as a Wii U VC injection (thanks @KeinesR!), but you absolutely must go into the Fragile Dreams Options screen and turn off the Wiimote speaker. Wii VC does not emulate that feature, so if you leave it enabled, it will be impossible to progress. Disabling this feature will pipe the Wiimote audio into the normal game audio so you're not missing anything. While you're in the Options, I would also recommend enabling the visual indicator for sounds.
The game's tutorial screens will still say things like "Hold the Wii Remote to your ear." I'm ... I'm not in charge of those, that's just how they made the game. Any time something wants you to hold the Wiimote to your ear, just listen to the audio coming from your normal speakers. This has nothing to do with the Classic Controller hack, the original game just doesn't account for people turning off that feature.
Technical Notes
Code breakdown:
04 in setKpad(): disable leftover Classic Controller support in the Home Button Menu because it interferes with the simulated Wiimote & Nunchuk; not necessary in JPN version
04: disable Nunchuk error
C2 in read_kpad_acc(): simulate tilting the Wiimote to receive a hint from PF
C2 in calc_dpd_variable(): dual-mode pointer emulation with absolute and delta variants
04 in read_kpad_ext(): redirect Classic Left Stick into Nunchuk Stick
C2 in read_kpad_button() (USA/EUR)/KPADiRead() (JPN): button injector
It's a shame that this work with the code is stalled. It gave new perspectives to many Wii games that practically forced motion controls unnecessarily...
And I love games that innovate in the way they're played, using motion controls intelligently, but some created tedious movements for things that would be much more fun with the press of a button.
One example is "Pirates Plund-Arrr," which would be a pretty decent clone of "Castle Crasher," if it didn't force the Wii Remote to swing during every attack...
It's a shame that this work with the code is stalled. It gave new perspectives to many Wii games that practically forced motion controls unnecessarily...
And I love games that innovate in the way they're played, using motion controls intelligently, but some created tedious movements for things that would be much more fun with the press of a button.
One example is "Pirates Plund-Arrr," which would be a pretty decent clone of "Castle Crasher," if it didn't force the Wii Remote to swing during every attack...
I totally agree with you, on some multiplatform games you can have 2 "policy":
- Devs can say that as the game is already coming for PS2/PS3 and 360, We have prebuilt layout for classic controller layout, let's go.
Or (you are a Lego game dev )
- As the game is already coming for PS2/PS3 and 360, let's get the Wii an original gameplay layout. If they don't like it they probably have a PS3.
The problem is the 1st one include the 2nd one, so basically they just didn't spend time to code a CC layout when they could and even less a GameCube controller one.
Depend on your feelings, I tried to get the Nintendo switch experience so I set the all stars mapping, but the B button is mapped as ZR for Anywhere in the game including menus. So "back" button is ZR. I did finally set the controls like the Nvidia version even if you can't jump with B and spin with Y.
Depend on your feelings, I tried to get the Nintendo switch experience so I set the all stars mapping, but the B button is mapped as ZR for Anywhere in the game including menus. So "back" button is ZR. I did finally set the controls like the Nvidia version even if you can't jump with B and spin with Y.
EDIT: I did wonder tho if theres a way to remove the cursor from the screen?
The blue star you use to collect shinesprites and use pull-stars etc.
For me its constantly on the screen.
EDIT: I did wonder tho if theres a way to remove the cursor from the screen?
The blue star you use to collect shinesprites and use pull-stars etc.
For me its constantly on the screen.
Not as far as I know. Keep in mind that the patch doesn't "add classic controller support" as a Nintendo could do themselves, but map the wiimote+nunchuk button to the controller.
I stopped using my Wii and switched to Dolphin on PC and I thought maybe these could help on Dolphin but I think I have a pretty good config to use for all games that use Wiimote + nunchuk if anyone needs it let me know I could probably upload it.
Not as far as I know. Keep in mind that the patch doesn't "add classic controller support" as a Nintendo could do themselves, but map the wiimote+nunchuk button to the controller.
I stopped using my Wii and switched to Dolphin on PC and I thought maybe these could help on Dolphin but I think I have a pretty good config to use for all games that use Wiimote + nunchuk if anyone needs it let me know I could probably upload it.
Seemingly out of nowhere a PC port for Pokemon Platinum has surfaced online, bundled alongside the source code for those interested in building and developing it for...
With very little in the way of announcement, Valve has today increased the price of the Steam Deck but some fairly considerable margins. Both of the available models...
Nintendo's expected Summer showcase is here, offering up plenty of new announcements and exciting reveals. Let's see what they have in store in the latest Nintendo...
Continuing with the great news of Pokémon Platinum getting a native unofficial PC port just a few days ago, today, yet another classic title from the franchise has...
The latest in a growing number of native PC ports, Paper Mario ReCut got its first pre-release build earlier this week. Based on the N64 recompilation toolchain, the...
When you talk about 3DS emulation, most people would jump to Citra. As the defacto choice since its first release it's seen tremendous success, and even after its...
What once seemed like a far off dream, and after many, many community restarts throughout the years, the elusive Mother 1 / EarthBound Beginnings Remake, which is a...
A whole hour of PlayStation content is on the way, thanks to the latest State of Play showcase. Headlining the stream will be Marvel's Wolverine, alongside a...
For the first time in 13 years, the Call of Duty series will again return to Nintendo's consoles. Set to launch on the 23rd of October, the latest release, Modern...
Since being decompiled Super Mario 64 has seen a considerable amount of interest. We've had multiple PC ports, but the efforts beyond that are really astounding. It's...
With very little in the way of announcement, Valve has today increased the price of the Steam Deck but some fairly considerable margins. Both of the available models...
Nintendo's expected Summer showcase is here, offering up plenty of new announcements and exciting reveals. Let's see what they have in store in the latest Nintendo...
After much speculation, a lot of which being caused by dbrand's unceremonious reveal of their Companion Cube casing, the Steam Machine is finally available to order...
Seemingly out of nowhere a PC port for Pokemon Platinum has surfaced online, bundled alongside the source code for those interested in building and developing it for...
With rumours circulating about a Nintendo Direct in the coming days and weeks, fans are left speculating and hoping as to what might be included. At the centre of all...
The latest in a growing number of native PC ports, Paper Mario ReCut got its first pre-release build earlier this week. Based on the N64 recompilation toolchain, the...
A whole hour of PlayStation content is on the way, thanks to the latest State of Play showcase. Headlining the stream will be Marvel's Wolverine, alongside a...
After much speculation and rumour, the fabled Nintendo Direct is upon us. Set to go live tomorrow, the 9th of June, at 3pm in the UK, it'll feature 50 minutes of...
For the first time in 13 years, the Call of Duty series will again return to Nintendo's consoles. Set to launch on the 23rd of October, the latest release, Modern...
Following an investigation over misleading commercial practices, today Nintendo has been imposed a fine of 35 million euros related to the controller malfunctions...