I'm trying to play Metroid: Other M with the patched Redux version and using the Wiimote + Nunchuk trick, but I'm having trouble firing missiles in first person. At the beginning of the game, I have to shoot a target to open a door, but no matter how many times I press the fire button, it doesn't work. I can fire in third person, but not first. What am I doing wrong?
I'm trying to play Metroid: Other M with the patched Redux version and using the Wiimote + Nunchuk trick, but I'm having trouble firing missiles in first person. At the beginning of the game, I have to shoot a target to open a door, but no matter how many times I press the fire button, it doesn't work. I can fire in third person, but not first. What am I doing wrong?
Puh it's been a long time since I have played the redux version. Iirc try Nunchuck Z and Wiimote B for the missiles. It should work in first and third person.
Puh it's been a long time since I have played the redux version. Iirc try Nunchuck Z and Wiimote B for the missiles. It should work in first and third person.
I had that happen to me a few times, I'm not sure what could be the cause, but I would recommend you check your emulator controller settings and make sure that no buttons are assigned to other controller layouts.
For example, I'd recommend only using one of the several controller methods, be it only Wiimote, only Wiimote+Nunchuck or only Classic Controller.
Sometimes restarting the game altogether does fix it, but I think it boils down to controller config.
I forgot to mention that I'm playing it on Dolphin and using the mouse as the pointer Apparently, when I lock onto the target and don't point the mouse cursor at the specific target, it doesn't launch missiles, which is why it wasn't firing. I had to center the mouse right where the Wii Remote cursor is pointing so that it could fire missiles.
So thanks anyway for your help
Thanks for your excellent codes. Kirby's Epic Yarn works perfectly! However, I'm having trouble with DeBlob 2: I can start the game without any problems, but the tutorial tells me to center the camera with "C". In your instructions, you mentioned you mapped "C" to "L". But no matter which key I press, it doesn't work. The problem exists with both the European and US versions. I'm using Dolphin on the Steam Deck via Retrodeck. Any ideas?
Thanks for your excellent codes. Kirby's Epic Yarn works perfectly! However, I'm having trouble with DeBlob 2: I can start the game without any problems, but the tutorial tells me to center the camera with "C". In your instructions, you mentioned you mapped "C" to "L". But no matter which key I press, it doesn't work. The problem exists with both the European and US versions. I'm using Dolphin on the Steam Deck via Retrodeck. Any ideas?
Unfortunately, it's not working. Just to clarify: The Steam Deck controller layout is the same as the Xbox one.
By "L-Button," do you mean the left stick (LS) or the left trigger (left shoulder button)? Unfortunately, none of the options work. I've tested both the US version (English/French) and the European version. Is there perhaps another free button that we could assign?
All the best!
Unfortunately, it's not working. Just to clarify: The Steam Deck controller layout is the same as the Xbox one.
By "L-Button," do you mean the left stick (LS) or the left trigger (left shoulder button)? Unfortunately, none of the options work. I've tested both the US version (English/French) and the European version. Is there perhaps another free button that we could assign?
All the best!
L is the shoulder button. But in dolphin you can assign any button to your liking. Just go into the controller configuration setup and assign the L shoulder button of the wii classic controller to any button of your steam deck which is still free.
Many Wii games required the use of the Wiimote (or Nunchuk), while not including support for the other major Wii input device, the Classic Controller. Some games benefited from these specialized controls, while others didn't. Listed below are several Classic Controller hacks for games that seemed like they could benefit from some more flexibility in their controller options. I don't claim that all of these are improvements over their official control schemes, as the sensitivity of accelerometer input and immediacy of infra-red cannot always be replicated well on a traditional controller.
If you need to patch these hacks directly into your disc image (e.g. for Wii VC injection on the Wii U), you can use:
If you'd like to see these and other CC hacks sorted into a handy color-coded list, with additional notes on compatibility or other miscellaneous features, you're in luck! Many thanks to pearlfect for putting in the work to make this excellent spreadsheet:
Little King's Story is a cult hit RTS/city builder/life sim/RPG from the creator of Harvest Moon/Story of Seasons, Yasuhiro Wada. It was originally released on the Wii, is currently available on Steam and briefly had a reimagined PS Vita release, which has since been delisted. In the game, you play as a child (canonically named Corobo, but chosen by the player) who comes to rule over a tiny kingdom. Tasked with expanding your empire, the moment-to-moment gameplay is somewhat reminiscent of Pikmin, with Corobo being almost powerless on his own and "Charging" recruits at different tasks (tossing them at the target like Olimar). The Wii release has no motion or pointer controls whatsoever, but can only be played with the Wii Remote and Nunchuk. This made it a good candidate for a Classic Controller hack, which you can find in the spoiler below.
The button mapping used here is a combination of common sense, the Steam version button layout and advice from Deadweight in the Little King's Story community. That said, the code is relatively easy to customize if you want to use a different layout. First off, here's our layout as set up in the above codes:
[TABLE=full]
[TR]
[th]Wii Remote/Nunchuk[/th][th]Classic Controller[/th][th]Game Function[/th]
[/TR]
[TR]
[td]Home[/td][td]Home
Classic Controller analog stick is not supported in the Home Button Menu, you will need to use a Wii Remote to quit[/td][td]Open/Close Home Button Menu[/td]
[/TR]
[TR]
[td]D-Pad Up[/td][td]D-Pad Up
ZR[/td][td]Change Formation[/td]
[/TR]
[TR]
[td]D-Pad Down[/td][td]D-Pad Down
X[/td][td]Change Rank (party order, i.e. selected job type)[/td]
[/TR]
[TR]
[td]D-Pad Left/Right[/td][td]D-Pad Left/Right
L/R[/td][td]Camera Rotation[/td]
[/TR]
[TR]
[td]Wiimote A[/td][td]A[/td][td]Confirm/Action/Charge[/td]
[/TR]
[TR]
[td]Wiimote B[/td][td]B[/td][td]Cancel
Recruit (town)
Call Back (field)[/td]
[/TR]
[TR]
[td]Nunchuk C[/td][td]Y[/td][td]Zoom Camera (town)
Scepter Attack (field)[/td]
[/TR]
[TR]
[td]Nunchuk Z[/td][td]ZL[/td][td]Target[/td]
[/TR]
[TR]
[td]Plus/Minus[/td][td]Plus[/td][td]Open/Close Field Menu[/td]
[/TR]
[TR]
[td]Wiimote 1
Wiimote 2[/td][td]Minus[/td][td]Dismiss Party (town)
Return to Castle (field)[/td]
[/TR]
[/TABLE]
If you prefer the D-Pad, you can use that to access its original functions (and to navigate menus), but its functions have all been mirrored to the face and shoulder buttons, which is closer to how the original control scheme has you mostly using the action buttons with your right hand. The most contentious change is that the Nunchuk C button has moved to the Y face button. This is how Corobo attacks and feels better with the other action buttons than it does up on the Nunchuk-equivalent L-button. Realistically, the original devs put it on C because that's the only other button you really have access to in the Wiimote and Nunchuk layout. The base game already does a lot of re-using buttons for different functions depending on whether you're in town or the field, and this hack added one more with the Wiimote 1/2 Dismiss (town)/Return (field) buttons being combined into Classic Controller Minus. It feels pretty intuitive combining these since they're both cancel/quit type inputs which are out of the way so you don't accidentally press them.
If you want to change any of these mappings, you'll need to edit the end section of the code. Here it is again with labels for the buttons from the above scheme:
Code:
| Wii Output | xxxx xxxx | Classic Input
------------------------------------------------------
1 | | 70A40800 | Home
2 | | 2C040000 41820008 |
3 | Home | 60C68000 70A40001 | D-Pad Up
4 | | 2C040000 41820008 |
5 | D-Pad Up | 60C60008 70A44000 | D-Pad Down
6 | | 2C040000 41820008 |
7 | D-Pad Down | 60C60004 70A40002 | D-Pad Left
8 | | 2C040000 41820008 |
9 | D-Pad Left | 60C60001 70A48000 | D-Pad Right
10 | | 2C040000 41820008 |
11 | D-Pad Right | 60C60002 70A40010 | A
12 | | 2C040000 41820008 |
13 | A | 60C60800 70A40040 | B
14 | | 2C040000 41820008 |
15 | B | 60C60400 70A40008 | X
16 | | 2C040000 41820008 |
17 | D-Pad Down | 60C60004 70A40020 | Y
18 | | 2C040000 41820008 |
19 | C | 60C64000 70A42000 | L
20 | | 2C040000 41820008 |
21 | D-Pad Left | 60C60001 70A40200 | R
22 | | 2C040000 41820008 |
23 | D-Pad Right | 60C60002 70A40080 | ZL
24 | | 2C040000 41820008 |
25 | Z | 60C62000 70A40004 | ZR
26 | | 2C040000 41820008 |
27 | D-Pad Up | 60C60008 70A40400 | Plus
28 | | 2C040000 41820008 |
29 | Plus | 60C60010 70A41000 | Minus
30 | | 2C040000 41820008 |
31 | 1+2 | 60C60300 00000000 |
I know it's a bit lopsided and confusing to look at, but each button value on the right side triggers the next button down on the left side. Just look at the first mapping, where Classic Controller 0800 Home on line 1 (right) triggers Wiimote 8000 Home on line 3 (left), to get a feel for how it works. Personally, I'd suggest changing the left column if you want to customize this layout, keeping the Classic Controller inputs in their default order. Otherwise, it gets confusing really fast.
Each button is a four digit value. Here's a table of the button values you can substitute in to customize your mapping.
[TABLE=full]
[TR]
[th]Wii Remote/Nunchuk[/th][th]Classic Controller[/th]
[/TR]
[TR]
[td]0001 D-Pad Left 0002 D-Pad Right 0004 D-Pad Down 0008 D-Pad Up 0010 + 0020 // no button 0040 // no button 0080 // no button 0100 2 0200 1 0400 B 0800 A 1000 - 2000 Z 4000 C 8000 Home[/td][td]0001 D-Pad Up 0002 D-Pad Left 0004 ZR 0008 X 0010 A 0020 Y 0040 B 0080 ZL 0100 // no button 0200 R 0400 + 0800 // no button 1000 - 2000 L 4000 D-Pad Down 8000 D-Pad Right[/td]
[/TR]
[/TABLE]
General Notes
Just stuff you might want to know about the hack and underlying game.
this is specifically a hack of the way Little King's Story handles Nunchuk inputs; it can't really be generalized to other games (barring perhaps other games on the same engine, assuming they exist)
this code breaks the original Nunchuk input; turn off the code if you want to go back to playing with the original controls
sorry, I don't have the slightest idea how to map camera rotation to the right stick
has also been tested and works on Wii U as a Wii VC injection with Classic Controller emulation, for semi-portable play
if you have the choice, you should probably play the USA or Japan versions, which came out after the European game and include extra content and 60 Hz support
fans regard the Steam and Vita versions as inferior to the original Wii release
Technical Notes
Slightly nerdier stuff. The code is basically made up of 4 main parts. The first three are King-specific while the last can basically be ported to other games as long as you can figure out the rest yourself.
the first line patches out the code which determines that the Classic Controller is not an acceptable extension
the second line tells the game that it should accept Nunchuk button values when they're "pressed" by a Classic Controller (extension type 2)
the next four lines again tell the game to use extension 2 and force it to read the Classic Controller left analog offset instead of the Nunchuk when reading the joystick X/Y values
the remainder is crediar's original button remapping hack which injects into the SDK read_kpad_acc() function; it reads the CC button values then translates and injects them into the Wiimote/Nunchuk button field
Credits
DeadweightLKS, the world's #1 Little King's Story expert, for advising on the ideal button layout
crediar: creating the original Classic Controller hacks for sideways Wii Remote games, in particular Kirby's Return to Dream Land
Vague Rant: hacking Nunchuk inputs (C, Z and the analog stick) and disabling "wrong extension" error
Is it normal for the pointer to stop working?, I did Mario Strikers and at the beginning started working great anything with the pointer was going well but then it just stays in the center any time I restart the game and never works again.
@Vague Rant The Mario Kart Wii MK8 Style Controls Gecko code seems to be crashing Mario Kart Wii Deluxe X. Is there any to modify this code to work with this new mod? The game crashes after the initial splash screen for me with the code enabled.
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