I know i said i probably wouldnt make any more codes, but...
I think i still have some Super Paper Mario code that has tilting support, but not shake support. Whenever i get to looking for that, ill see if I can fix it up / post it here since the main creator of the codes (Vague Rant) Seems to be inactive now.
Worst case scenario, I probably lost the code, but I think i might be able to make a new one.
Update: Progress is going pretty good with it. Left stick works as the D Pad, but it currently doesn’t work in menus for some reason. Only during gameplay as Mario / the other characters it works
My next plan tomorrow (it’s like 11:49 for me right now) is to get tilt controls working and fix the menu issue. Fingers crossed I might be able to get a code out tomorrow
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Super Paper Mario was a Wii Game. Cool cool other stuff about the game yeah
This hack currently has a few issues, being-
- The left stick does not work in menus. Only in gameplay
- The pointer currently isnt toggleable with buttons. You just move the stick to activate it
- No shake support yet - Currently only supports USA copies
This one was a bit more complicated than Kirby, but im happy to get it working. Added Nunchuk and GCN controller support to this, expanding on Vague's code
Hi, good morning! Say, do you happen to have codes for these Wii games: Dragon Blade: Wrath of Fire, Generator Rex, Mario Strikers, Spyborgs, and Virtua Tennis 4?
Hi, good morning! Say, do you happen to have codes for these Wii games: Dragon Blade: Wrath of Fire, Generator Rex, Mario Strikers, Spyborgs, and Virtua Tennis 4?
Havent forgotten about Paper mario yet. I got nunchuk support partially working but I just need to fix up the buttons and look into button toggled pointer controls.
Twilight princess ill probably atleast send some of the work i did. So it doesnt go to waste if anyone else attempts
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I've updated the Paper Mario code to add nunchuk support. I cant guarantee ill be able to get shaking working on the classic controller, but ill try.
Also the controls need a bit of remapping
Also havent been able to figure out toggleable pointing, sorry.
I definitely am not that advanced as they were, so probably not but i want to enhance some of their codes.
Some of the games ive checked are:
Kirby's Epic Yarn: Got partially through (also adding nunchuk support) but currently postponed. (want to add GCN support too and see if there's any motion controls besides tilting)
Sonic and the Secret Rings: Definitely not happening by me. I got buttons working but the tilting seems to be more advanced than other games.
Twilight Princess: Would need someone else to pick up on the work. My extension fix apparently makes the buttons all wrong so yeah
Currently investigating gamecube controller support more. (I want to add support to Fluidity, Kirby's Yarn, and maybe paper mario)
Blue Tongue's de Blob was one of the few third-party Wii games to really break through Nintendo's commercial domination of the console. The fact that they managed to do so on Nintendo's home turf, the 3D platformer, makes that all the more impressive. With its environment-painting gameplay sometimes compared at launch to Super Mario Sunshine, in the years since, parallels have also been drawn to Splatoon, putting this game in some pretty good company. That said, once you got past the wildly creative gameplay, visuals and soundtrack, there was one major criticism: the poor use of motion controls. Players had to shake the Wiimote to jump, in a platformer. While this would be fixed in the excellent sequel, the original de Blob had to wait for HD ports on later consoles to get a jump button. Let's rectify that oversight.
Once again, we've got two control schemes here, one for the Classic Controller and another for Nunchuk. Don't get used to this, I swear I just happen to have hit a run of games where Nunchuk support is worthwhile. I don't intend on having dedicated Nunchuk controls in hacks going forward unless they would very obviously benefit.
This one is a unique case in that it already had Nunchuk support to start with, but with the aforementioned Wiimote shake to jump. Since that had to be mapped to a button for Classic Controller, Nunchuk also got the benefits. The Nunchuk control scheme is mostly the same as always, so I'll only note buttons that have changed here.
[TABLE=full]
[TR]
[th]Wii Remote & Nunchuk[/th][th]Classic Controller[/th][th]Game Function[/th]
[/TR]
[TR]
[td]Wiimote Home[/td][td]Home
Remember to hold R to enable the IR pointer[/td][td]Open Home Menu[/td]
[/TR]
[TR]
[td]Wiimote D-Pad Up[/td][td]D-Pad Up[/td][td]Not used?[/td]
[/TR]
[TR]
[td]Wiimote D-Pad Down[/td][td]D-Pad Down
R[/td][td]Gameplay
First-Person View[/td]
[/TR]
[TR]
[td]Wiimote D-Pad Left/Right[/td][td]D-Pad Left/Right
Right Stick Left/Right[/td][td]Gameplay
Rotate Camera[/td]
[/TR]
[TR]
[td]Wiimote A[/td][td]A
Y[/td][td]Menus
Confirm Gameplay
Interact
Show Compass (hold)[/td]
[/TR]
[TR]
[td]Wiimote A (hold)[/td][td]X[/td][td]Gameplay
Show Compass[/td]
[/TR]
[TR]
[td]Wiimote B[/td][td]ZR[/td][td]Gameplay
Brake
Drop (air)[/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]Gameplay
Pause[/td]
[/TR]
[TR]
[td]Wiimote Minus[/td][td]Minus[/td][td]Menus
Back/Cancel Gameplay
Skip Text/Cutscenes[/td]
[/TR]
[TR]
[td]Wiimote Shake[/td][td]B[/td][td]Gameplay
Jump
Paint Landmarks[/td]
[/TR]
[TR]
[td]Wiimote IR Pointer[/td][td]R (hold to enable)
Left Stick[/td][td]Menus
Navigation Gameplay
Look Around (first person)[/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
Re-Center Camera[/td]
[/TR]
[TR]
[td]Nunchuk Z[/td][td]ZL[/td][td]Gameplay
Lock-On[/td]
[/TR]
[TR]
[td]Nunchuk Shake[/td][td]Not mapped
Use Wiimote Shake (B)[/td][td]Gameplay
Paint Landmarks[/td]
[/TR]
[/TABLE]
General Notes
The Wiimote A (hold) buttons (Nunchuk 1, Classic X) require some explanation.
In the original control scheme for de Blob, you could display a Compass of surrounding objectives by holding down the A button while playing. In de Blob 2, the Wiimote A button was changed to Jump, so the Compass function was moved down to Wiimote 1. Since that button is not the easiest to press during gameplay, the Compass was turned into a feature that you toggled on/off with 1 instead of being a button you hold down to enable the Compass and release to hide it again.
This hack attempts to replicate that functionality by making one button (Nunchuk 1, Classic X) into a toggle, like a Caps Lock key for the A button. If you press 1/X, you're now holding A until you press 1/X again to release it. This simulates the Compass behavior from de Blob 2.
However, this also means you're holding down the A button permanently. That's fine in gameplay, but since the A button is also used to proceed in text prompts, confirm choices in menus, etc., it's not ideal, so you should try to remember to toggle "hold A" off again by pressing 1/X when you need the normal use of the A button back.
If the side effects are an issue for you, don't use this feature. The normal A button is mapped to Nunchuk Plus/Classic Y and Classic A, so you can have the normal "hold button to show Compass" setup as originally featured in de Blob 1 by just using one of those buttons.
Having A (Confirm) on Plus in the Nunchuk layout sounds weird, but this game already uses Minus for Cancel/Back, so it's really not as jarring as it might seem. And the benefit of having a jump button on A I feel outweighs any weirdness this causes in the menus.
The Classic layout takes some inspiration from the modern HD ports and some just preserving the rough Wii layout (e.g. Wiimote A on Classic A) for a middle-ground that I think works very well. Particularly notable is the double mapping of A to Y, so you can comfortably hold Y (Compass) while jumping with B. This mirrors the original Wii layout where you can hold Wiimote A while shaking the Wiimote to jump. You also get camera controls on the right stick, which helps in a game famed for its difficult camera.
Technical Notes
This game has five separate damn Nunchuk checks which I had to track down to get Classic input working. That's the first five C2 codes, which now check for either Nunchuk of Classic Controller.
The next two C2 codes handle redirecting Nunchuk analog stick reads to the Classic Controller stick.
Following that is an 04 code, once again patching the Home Button Menu update() function to prevent it re-initing the Classic Controller every 64 frames as was done in Super Paper Mario and some other game, was it Animal Crossing?
Next C2 is a modification to read_kpad_acc() which injects a "different" shake every time you press the designated shake button, i.e. one up, one down, repeat. This isn't necessary for the jumping (either direction is fine), but there are times when you need to shake the Wiimote to fill a landmark with paint and it doesn't like you shaking in the same direction every time.
The next C2 is a pretty standard pointer hack for read_kpad_dpd(), with the one unique feature that the pointer is only enabled while you're holding the designated pointer button (R). The pointer is fairly optional in this game; it's used to look around in first-person mode and can optionally be used for menu navigation. Since the first-person camera is activated by holding a button, it made sense to tie the pointer to that same button.
Getting there, another C2 code to read_kpad_stick() handles emulating D-Pad left/right on the right analog stick for camera manipulation using a slightly modified version of the usual stick emulation feature in hacks like Metroid: Other M. Nothing too tricky going on there.
The last two C2s are in KPADRead() and handle the button mapping. The first is the new button injector which debuted in Endless Ocean and the second is handling that A button Caps Lock feature. If you press the "hold A" button, the A button value gets stored into a variable that gets ored into all button reads. If you press it again, the bit is cleared and A is no longer held.
First off all, this entire thread is stellar. Your mods enable us to enjoy our games the way we want (using CC), as well as improving some dubious key mapping decisions by the developers. Additionally, and most important to me, is that they enable the use of the WII U gamepad when playing (if compatible).
de Blob is one of these cases that benefit immensely by these mods. However, I would like to make a request. Would it be possible to create a similar mod that adds classic controller to the game, but keeps the wiimote+nunchuk control scheme as vanilla as possible (for the EU version of the game). I really dislike making request when what we get is already marvelous, and would prefer to do it myself, but this is way over my league ...
First off all, this entire thread is stellar. Your mods enable us to enjoy our games the way we want (using CC), as well as improving some dubious key mapping decisions by the developers. Additionally, and most important to me, is that they enable the use of the WII U gamepad when playing (if compatible).
de Blob is one of these cases that benefit immensely by these mods. However, I would like to make a request. Would it be possible to create a similar mod that adds classic controller to the game, but keeps the wiimote+nunchuk control scheme as vanilla as possible (for the EU version of the game). I really dislike making request when what we get is already marvelous, and would prefer to do it myself, but this is way over my league ...
The main person of this thread (Vague Rant) sadly stopped making hacks a while back.
While i've been improving their codes, I sadly dont own De Blob so i wouldnt be able to do this. Sorry
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