Would this work on Lego Batman 2 DC super heroes too ? I couldn't see that Lego game on your list and it's one of the few games that not only use only wiimote nunchuck combo but also is almost impossible to set on a regular controller due to some kind of weird thing making the Lego games pointer shaking for no reason (like going instantly off-screen), so if you have that or know a working cheat code from one of your other games i'll be really thankfull (well I gotta say I already am with the classic controller support of Animal Crossing city folk lol)
Would this work on Lego Batman 2 DC super heroes too ? I couldn't see that Lego game on your list and it's one of the few games that not only use only wiimote nunchuck combo but also is almost impossible to set on a regular controller due to some kind of weird thing making the Lego games pointer shaking for no reason (like going instantly off-screen), so if you have that or know a working cheat code from one of your other games i'll be really thankfull (well I gotta say I already am with the classic controller support of Animal Crossing city folk lol)
I probably forgot to precise that I'm on android and using the official dolphin release and not anything like dolphin mmjr or something like that so these videos about a classic controller fix using a text editor and some files don't work for me
Would this work on Lego Batman 2 DC super heroes too ? I couldn't see that Lego game on your list and it's one of the few games that not only use only wiimote nunchuck combo but also is almost impossible to set on a regular controller due to some kind of weird thing making the Lego games pointer shaking for no reason (like going instantly off-screen), so if you have that or know a working cheat code from one of your other games i'll be really thankfull (well I gotta say I already am with the classic controller support of Animal Crossing city folk lol)
Post automatically merged:
I probably forgot to precise that I'm on android and using the official dolphin release and not anything like dolphin mmjr or something like that so these videos about a classic controller fix using a text editor and some files don't work for me
Why would you care about a controller hack if you are on emulator ? Just map the Wiimote buttons and controls to the buttons of the controller you're using. These kind of hack are useful when We play on original hardware, Wii or Wii U that implement blockages and software limitations.
Why would you care about a controller hack if you are on emulator ? Just map the Wiimote buttons and controls to the buttons of the controller you're using. These kind of hack are useful when We play on original hardware, Wii or Wii U that implement blockages and software limitations.
It isn't possible for that game, lego games on Wii use some kind of gyro that require some kind of constant shake or else the cursor on screen would teleport randomly. This isn't a problem on real hardware as long as you play with a real wiimote or even works on emulator this way but if isn't modded it would just do what I said earlier even ending up not showing the cursor after some time ingame, making the game impossible to play so yeah it needs a mod or gecko code to fix it
It isn't possible for that game, lego games on Wii use some kind of gyro that require some kind of constant shake or else the cursor on screen would teleport randomly. This isn't a problem on real hardware as long as you play with a real wiimote or even works on emulator this way but if isn't modded it would just do what I said earlier even ending up not showing the cursor after some time ingame, making the game impossible to play so yeah it needs a mod or gecko code to fix it
Sorry, they do not. The Wii Remote and Nunchuk use the same software library as the Classic Controller, so it's comparatively easier to get Classic Controller working in games that already support Wii Remote/Nunchuk. GameCube is a bit of a different ball park which I'm not sure how you'd go about implementing.
Tron Evolution: Battle Grids is a tie-in game for the 2010 film, Tron: Legacy, developed by n-Space--perhaps best known for making practically the entire Nintendo DS FPS library with their renditions of the Call of Duty and James Bond franchises. In Battle Grids, you get a collection of 7 game modes, about half of which are quite good. Regardless, the game sold very poorly, partly off the back of the Tron: Legacy film underperforming and probably also because collections of motion control minigames were a pretty played out genre by 2010. It also didn't help that the HD consoles received the real Tron: Evolution, a third-person action-platformer, while the Wii (and the DS and PSP) got less ambitious titles based around the Grid Games. That said, Battle Grids actually ended up reviewing slightly better than the HD game, with the focus on the Grid Games resulting in a smoother transition to video game form.
While I'm not a fan of motion-controlled steering, I actually think the light cycle mode in this game is fantastic and I'd say even better with traditional controls. Speaking of controls, this title uses a mix of vertical and horizontal Wiimote, with optional Nunchuk support in the vertical games. Six of the seven games require motion controls to play, with the last requiring the use of the infra-red pointer instead. This hack makes all seven games playable on the Wii Classic Controller.
All right, this one needs some explaining. There are seven different games in here each with their own control schemes. Some of these are sideways Wiimote solo and some are vertical Wiimote with Nunchuk. This means the hack alternates between five different configurations depending on the game that's running currently. As such, I'm going to split this into multiple tables.
I know the tables look super daunting, but if you're interested in giving it a shot, I'd say jump into Light Cycle Arena and you can get away with just using A (accelerate) and ZR (jump) for a decent amount of time before you need to learn any more mechanics at all.
All right. Ready?
General
Wii Remote/Nunchuk
Classic Controller
Game Function
Home
Home
I also added support for the Home Button Menu, works mostly as normal
Open/Close Home Button Menu
Wiimote A
A
Confirm
Wiimote B
B
Cancel
Plus
Plus
Pause
Minus
Minus
Various
Wiimote IR Pointer
Left Stick
Menu Navigation
Vertical Games
These games are mostly played using two sticks, so remember that all buttons are also mapped to the bumpers/triggers since your thumbs are busy.
Absolutely yes, if only for the Light Cycle Arena mode which is brilliant and basically everything you could want from a Tron game or hectic multiplayer party game. It should be on modern platforms as a $10 download or something, but it's not. Each game also has multiple versions to unlock, e.g. there's a Light Cycle mode where you respawn infinitely and the goal is to get the most Derezzes, and another where the winner is just whoever lasts the longest in a field of light trails that gets progressively more impossible to navigate the longer the game lasts. There's also tons of mechanics at play: you can draft off enemy light trails, the stealth mode can be used to sneak up on opponents before re-enabling the light trail for a surprise attack, there's boosts for drifting and for jumping off ramps. Amazing game mode.
The other modes range from atrocious (Light Discs) to pretty fun (Hyper Ball, this collection's Wii Tennis analogue), but Light Cycle Arena is the reason you're here. It's the reason I hacked the game and I strongly considered stopping as soon as that mode was playable. Really, the reason the rest got done is that Light Cycle Arena shared a lot with Light Cycle Race, Runner Arena and Runner Race, so once I had 4 modes done I figured I may as well do the rest.
What do I need to know going in?
Version-wise, I recommend playing the Toys 'R Us exclusive Championship Edition, which comes with an additional vehicle, the Outrunner, for use in the Runner modes. It does support less languages than the PAL version (English, French and Spanish vs. English, French, Spanish, German, Italian and Dutch), but if you can understand one of the former, why not get a free extra car?
Story-wise, this is technically a prequel to Tron: Legacy, but it's just a bunch of programs playing games against each other, none of it really matters. It does have Olivia Wilde and Bruce Boxleitner in it, and I don't just mean their characters, they actually reprised their roles. Jeff Bridges's character Flynn is also here, but voiced by a soundalike.
Gameplay-wise, Light Cycle Race and Hyper Ball both have movement assist options enabled by default. Since you're playing on a Classic Controller now, maybe you want to turn these off in the Advanced Options, but that's your business. You can also turn off the control tutorials in the options, which might be a good idea because the controls are completely different now anyway and they're more likely to confuse you.
Any weirdness I need to deal with in this hack?
I had to break MotionPlus support to get this working. Obviously, you can't do a realistic simulation of a MotionPlus with a Classic Controller anyway and only one game (Hyper Ball) actually supports the MotionPlus, using it for more accurate throws, but you will need to select No when the game asks if you wish to enable WMP. You will get errors if you try to use MotionPlus (even a real one) while this hack is enabled. If you want to play with MotionPlus, turn the hack off.
The controls are going to be a little bit weird in the sideways games (all of the driving-based, Light Cycle and Runner modes). Those obviously use 1/2 as their primary action buttons, but the menu and tutorial screens are still navigated with A/B even in these modes. I did my best to mitigate this (switching back to the vertical style A/B layout when you pause the game), but some screens still tell you to press Wiimote "A" which is Classic Controller X in the horizontal orientation. If you press A and nothing happens, press X instead. Please understand.
Another bit of minor weirdness, during the Grid Tanks game, the right stick is your IR pointer instead of the left stick. While I account for this in the pause menu (reverting to left-stick pointer for menu navigation), if you open the Home Menu during tank mode, you will still need to use the right stick to navigate.
What else?
Can we give a round of applause to n-Space for using the same binary on all three editions of the game? This meant I only had to hack the game once and it works on all three releases. Thanks n-Space, I'm sorry you went out of business that time, I hope you get better.
Technical Notes
Nightmare.
As I mentioned in the intro, this game uses a combination of vertical and horizontal Wiimote, Nunchuk and no Nunchuk, motion control and the infra-red pointer, often multiple at a time. This meant that a one size fits all solution was not at all possible, so each game needed their own game-specific tweaks. Boo and/or hiss.
I'll include the first line of each code to make this a bit easier to follow.
C20D0308 00000002
This hooks into a function in Tron that checks whether a Nunchuk or some other attachment is in the Wiimote extension port. It adds a check for the Classic Controller so that the game knows it should enable reading the "Nunchuk" in games that support it.
C20D1D80 00000004 and C20D1D88 00000004
Some more Nunchuk stuff, here we're checking if the controller in use is a Classic Controller and redirecting the Nunchuk reads to read the CC left stick values instead.
C2102D58 00000005 and C2172C38 00000005 and C21F30B4 00000005
These three are similar patches which cover five of the different game modes' Wiimote shake motions. The first covers Light Cycle Arena and Race modes (shake to jump), the second is for Light Disc mode (shake to trigger power-up) and the third is for Runner Arena and Race modes (shake to jump). After the actual shake check, we're adding an additional check for whether the player pressed the 0x80 button. Similar to what we did for Namco Museum, this is an unused button on the real Wii, so we commandeer the free slot as our shake button, which can be defined in the button injector later.
C22D6C6C 00000002
This is a bit of a hack (isn't all of it?) but I couldn't find a pointer to the address where the current minigame ID reads from, which varies across play sessions. So instead, I hooked into this code which runs after the address has already been determined and write a spare copy of the address to 80002FFC. This way, we can always check what game mode is running currently, which we need later to change the controller mapping on a per-game basis.
04367F50 3860FFFF
This one-liner in WPADiGetMplsStatus() causes the MotionPlus check to always return -1. When a MotionPlus is attached, a whole separate set of KPAD library reads occurs which erase all our hard work hacking the input library. I don't know how to fix this "properly" so just removing MotionPlus support entirely was my solution. If you know, tell me.
C23A6E90 0000001E
This is a completely custom read_kpad_acc() (accelerometer) function which replaces the stock one if the current controller is a Classic Controller. If the Classic Controller check fails, the normal function runs (so regular Wiimote motion still works if the CC is unplugged). After the CC check, there's a check for which game is running, because the different games have different needs for the accelerometer. If this is one of the sideways games (Light Cycles or Runners), we use the left stick's X-axis as Wii Remote tilting, for steering. If this is Light Cycles, we also add in support for performing wheelies by pulling back on the analog stick. Otherwise, if this is a vertical game (which basically means Hyper Ball as it's the only vertical game with in-depth motion controls), we map the right stick as motion controls. The left stick is busy being a Nunchuk in this scenario, so the right stick is how you serve, throw and tilt your shots in Hyper Ball.
C23A8160 0000001C
As above but for read_kpad_dpd() (IR pointer), this implementation checks for a CC and runs normally if not, but if this is a CC it checks whether the current game is Grid Tanks. Again, the left stick is busy being a Nunchuk in that case, so the right stick is our IR pointer. There's an additional check for whether the game is paused currently which reverts the pointer to the left stick so that menu navigation isn't suddenly on the right stick. If you're not playing Grid Tanks currently, the left stick is the pointer.
C23A6AEC 0000004E
Finally, the button injector. Again, this involves checking what the current game is (and whether it's paused) so that we've got custom button layouts for each orientation and specific changes for games that need them. The tl;dr of this is:
the 3D platforming-style modes (the story mode Hub and Light Discs modes) get a custom mapping where the Nunchuk C button is placed on the Classic B button so that jumping works as you'd expect in a normal platform-based game
Runner remaps the turbo button to be Classic B button
TRON EVOLUTION BATTLE GRIDS UPDATE
This is a wonderful mod however some of the controls didn't meet my preference.
I also really wanted to use triggers for regular buttons, A for jump, and move the insta-turn to the Rightstick.
I then discovered that Bomb Disc doesn't work reliably with the Nunchuk, even on the real Wii. This required mapping the analog to the dpad for vertical games and horizontal for light discs, so we can use the Bomb Disc combo in the Wiimote only mode. Turns out nunchuk is just convenient and adds no controls.
This was a heavy mod of the original, but I don't know how to make Gecko codes, so all credit to the original developer who gave me all the pieces to work with.
THE REAL VALUE in my update is that the code is heavily annotated so it EASY to update. (This code was extremely difficult to customize due to the complex functions to convert analog to motion/digital buttons.
If you are perfectly happy with the original layout use the original by all means. It is a good adaptation to Classic Controller. If you want to fine tune the mappings to your heart's content, my adaptation facilitates that. Since there are lots of hexcodes that skip all over the place and make the code very difficult to add and subtract, I gave each button assignment the option to set specific controls for nearly each game mode. (I couldn't distinguish between Hyperball and Tanks. They only use a few buttons and the developer didn't provide the game ID for Hyperball. If someone wanted to distinguish the Game ID is in the IR function but I've spent over a 100 hours on this and it isn't valuable to me to distinguish those two.)
Anyway, if you love this game and want to fine tune controls for yourself, this is for you. I generally play on Dolphin so I could create profiles for each game, but I love that this will automatically change mappings per game mode.
Note that for menu dialogs after starting the minigame you'll press X for Light Cycles and Runner and Left Trigger for Light Discs.
Here is my mapping, but change it as you like (annotations should make it easy):
GRID TANKS
SHIELD LT (A)
ATTACK RT (B)
MINE ZR (-)
AIM RS
LIGHT DISCS
SHIELD B/LT (A)
ATTACK X/RT (1)
JUMP A (2)
POWER UP Y/ZR (SHAKE)
SELECT LT
Unfortunaly they never helped a bit, they're are videos for that game but they're only working with Dolphin mmjr forks or something while I only stick with the main dolphin on the play store
main problem is that when mapping, even after lots of trial and error, the inputs are not always reliable, often resulting in you not getting what you really want... and playing like this really sux.
i could map mario sluggers alright, no problems, but soul calibur legends no... same thing for ssd blur
In case anyone else finds this useful, I collected all of the codes here (USA versions) and added the Game ID code. Since games already have cheat codes, I didn't make these ini files, since you'd want to add the codes to the existing cheat codes.
Alternatively, you could just remove the game name and add the ini extension. (I only did the ones listed on page 1, though there may be some additional game mods in this thread.)
Hi, I started using this codes, and lot of them work good, instead of them where nunchuck functions are supposed to be converted to classic controller functions, which is not a case. Because of that, games like "Mario Strikes Charged" and "Epic Mickey" was impossible for to play because the cursor is not working. What am I doing wrong, and how can I fix it?
It’s about that time of year again where I check in with the community to see if we can get the front page aligned with what people are interested in knowing and what...
WiiCompiled is a new project that lets PC gamers play Mario Kart Wii natively on PC without emulation. Using static recompliation to convert the code into native PC...
After being announced last year, the fan-made remake Gamma Emerald has finally gotten its first early access release. A complete rebuild of fan-favourite Pokemon...
The long awaited Grand Theft Auto VI Extended Look gameplay trailer has finally dropped on YouTube. As you all know, it had dropped 6 hours earlier on Netflix, and...
Though we knew all the way back in May that this was coming, the exact numbers remained a mystery for prospective Nintendo gamers in the UK. If you happen to have...
Thanks to the recent decomplication efforts; The Minish Cap 3DS brings the Game Boy Advance classic Zelda title to your 3DS.
The port takes full advantage of the 3DS...
In the wake of Sony's shift to a digital-only ecosystem within the next year, Xbox have today announced a surprising scheme. Aiming to offer physical buyers the same...
After being announced last week, the first of two broadcasts is set to go live later today with a stark focus on The Legend of Zelda and its 40th anniversary...
It is with a heavy heart that I announce the departure of our beloved Chary from the position of Chief Editor. Chary took over early 2021 and has done a wonderful job...
To celebrate its 25th anniversary, XBOX has launched pre-orders for the XBOX 25th Anniversary Collection. For the occasion, the trailer below was aired.
This...
It’s about that time of year again where I check in with the community to see if we can get the front page aligned with what people are interested in knowing and what...
After being announced last week, the first of two broadcasts is set to go live later today with a stark focus on The Legend of Zelda and its 40th anniversary...
In the wake of Sony's shift to a digital-only ecosystem within the next year, Xbox have today announced a surprising scheme. Aiming to offer physical buyers the same...
It's been something of a quiet week in the gaming space, with the deluge of big hitters trying to find their place before GTA 6 launches really kicking off next week...
Though we knew all the way back in May that this was coming, the exact numbers remained a mystery for prospective Nintendo gamers in the UK. If you happen to have...
The long awaited Grand Theft Auto VI Extended Look gameplay trailer has finally dropped on YouTube. As you all know, it had dropped 6 hours earlier on Netflix, and...
It is with a heavy heart that I announce the departure of our beloved Chary from the position of Chief Editor. Chary took over early 2021 and has done a wonderful job...
The second of a two-part special, a more traditional Nintendo Direct is set to air today. Unlike the Zelda Direct the contents of this one is still relatively up in...
After being announced last year, the fan-made remake Gamma Emerald has finally gotten its first early access release. A complete rebuild of fan-favourite Pokemon...
A few days ago Chary stepped down as Chief Editor after 5 wonderful years, and everyone guessed the seat wouldn't stay empty for very long. Back in 2021 I proudly...