I dont think trimming would work since the button injector is probably mixed with the nunchuk remappings too.
Currently, nunchuk and classic controller assemblies work sort of like "Is there a nunchuk connected? Branch to nunchuk remappings. Is there a classic controller connected? Branch to classic controller remappings. Nothing? Return"
And its in 1 assembly, not seperate ones so trimming would just break it
I tried looking myself and i probably wouldnt be able to fix it. Its more complicated
Post automatically merged:
Update: The GCN support codes apparently only work on emulators. I apologize
Done! I was able to edit the gct code, removing any wiimote+nunchuk remappings. Took me quite a bit of time and a lot of "google prime", but it is tested and working in my wiiu. This was also only possible because of the excellent modularity of the cheat code by Vague Rant, as well as his excellent explanations of the whole process of making these mods.
All remappings are done in the second to last C2 code, with 2C040001 being the wiimote and 2C040002 the CC. Just trimmed everything inside the 2C040001 command, added padding to maintain code structure, and updated C2 commands size (22 -> 1B).
Done! I was able to edit the gct code, removing any wiimote+nunchuk remappings. Took me quite a bit of time and a lot of "google prime", but it is tested and working in my wiiu. This was also only possible because of the excellent modularity of the cheat code by Vague Rant, as well as his excellent explanations of the whole process of making these mods.
All remappings are done in the second to last C2 code, with 2C040001 being the wiimote and 2C040002 the CC. Just trimmed everything inside the 2C040001 command, added padding to maintain code structure, and updated C2 commands size (22 -> 1B).
Nice work! I knew it was definitely possible, I just wasnt quite sure since the assembly looked more complicated to me. Hopefully you enjoy the hack with vanilla nunchuk controls now.
I don't know if someone else in this thread has already asked this, but would anyone be willing to try and add classic controller support for Yu-Gi-Oh! 5D's Master of the Cards?
As far as I know, the game doesn't use motion controls at all but still requires you to use Wiimote+Nunchuck.
I would really like to play this game with a normal controller.
Mario Party would be a kinda pointless (ish) one. The mini games are designed to use motion controls so it would be too hard to implement for every game
But if I get the game, I’ll definitely try making a hack that covers horizontal / vertical ones, with little motion and IR pointer since that should be easy to do
Currently a bit unfinished and needs drag racing support. I will get to that later.
If the tilting feels off PLEASE tell me, i also suspect it feels a bit wrong.
Currently a bit unfinished and needs drag racing support. I will get to that later.
If the tilting feels off PLEASE tell me, i also suspect it feels a bit wrong.
Mario Party would be a kinda pointless (ish) one. The mini games are designed to use motion controls so it would be too hard to implement for every game
But if I get the game, I’ll definitely try making a hack that covers horizontal / vertical ones, with little motion and IR pointer since that should be easy to do
Checking out Need for Speed on StrategyWiki, I see it's got a sideways control scheme that's mostly physical buttons but with tilt steering, and a vertical control scheme that is more motion-based, with flicking the Wiimote to shift gears and stuff. If I look into this game, I'd definitely be doing the former because motion stuff is probably the hardest part of any of these. No guarantees but I'll chuck it on the list. Resident Evil 4 definitely sounds very interesting, a game where you can just hack it to remove the Nunchuk check and it just works? That's the dream. I'll definitely have a look at that one because it just sounds fun to fix.
I don't mind suggestions but of course that doesn't mean a) I'll definitely look at a game or b) that I'll be successful in hacking it if I do. Looking over my hacks folder, I've looked into 17 games but only completed 9 Classic Controller hacks, so my hit rate is like 50%. Some games just do weird complicated things I don't understand (e.g. complex motion inputs), some games use the libraries in odd ways (e.g. not using the KPAD library to read buttons at all), etc.
I know Thomas83Lin did do a Classic Controller hack for NSMB Wii which does handle shaking but not tilting. I can probably take another run at it and see if I can get tilting working as well so the full experience works on CC, but obviously no promises. Super Paper Mario seems pretty similar to Other M in the scheme of things: alternating between horizontal Wiimote and pointer controls. In an ideal world I might be able to just throw the Metroid hack at it and that works. I also own that game, so I'll probably take a look at SPM, but if it proves tougher than just copying over a previous hack then who knows. Kirby and Donkey Kong were definitely done, those were crediar's original CC hacks which all of the others have built upon.
Metroid Prime Trilogy is an interesting idea, but I don't think that's one I'll get to. I wouldn't be able to make it play like the original GameCube games at all because moving a pointer around the screen with a stick is fundamentally very different to the way it works on GameCube where the target is just the middle of the screen at all times and you move the whole character to aim. I agree it'd be interesting to play with traditional controls, but the controls are so fundamentally different on Wii that that's far beyond me, and not in a Metroid: Other M kind of way where it's something I can learn by practicing on other games.
And yep, they should work on the vWii identically to on a real Wii. The only real thing to note with Wii U specifically is that some games don't like being run with Classic Controller support as Wii VC injections. Namco Museum Megamix from the previous page is sort of one of these, if you let the Wiimote "disconnect" (don't touch the GamePad for five minutes), sometimes it won't reconnect again when you "wake" the Wiimote. This isn't a problem with real Classic Controllers in the vWii mode (or on a real Wii), it's specific to how Nintendo emulates a Classic Controller in injections, so it's not something I can fix on my end.
Donkey Kong Jungle Beat is a trick-based 2D platformer in the Donkey Kong universe. This was the first game from the newly-established EAD Tokyo, who would go on to helm the mainline Mario games starting with Super Mario Galaxy. While it's very different to their next project, many elements of this game made their way into the Galaxy series, from the springy flower stems to floating in a bubble to jumping between floating cubes of water. Originally released on GameCube with support for the DK Bongos, players would drum and clap to interact with the game, even for the simplest things like moving and jumping. When it came to the Wii as a New Play Control title, they made it quite a bit more traditional, with a jump button and movement control on the Nunchuk, making this the only New Play Control game that has less unique controls than the original game. With that said, let's finish the job Nintendo started and give it entirely traditional controls. Welcome to Old Play Control.
The original (Wii) game makes no distinction between a Wiimote swing and a Wiimote shake; a shake is just swinging a bunch of times in a row. However, for this hack I split them into separate buttons because it's fairly easy to accidentally trigger multiple claps in a row when you may have only meant to do one. This way, you've got a clap button which is your general action button and then a shake button when you need to shake repeatedly.
The menuing in this game is just kinda weird. There's no Back/Cancel button except in the save select itself, so once you've loaded a save file, you're in that save file and have to reset the game if you want to go back to the title screen/save select. It might feel like I forgot to map the cancel button or something, but that's just how the game is. "I didn't f%#&ing do this!"
Having a dedicated shake button means sections based around shaking ala button mashing (like boss battles and the banana grab minigame ["Look, a seagull!"]) are trivially easy, but you know ... tough, that's what you get for playing a motion-controlled game on a controller. What did you expect?
This game is genuinely fascinating, if you're a fan of the Galaxy games I absolutely recommend checking it out. It doesn't play much like Galaxy (it's more like a trick-based extreme sports game but in the form of a 2D platformer), but it feels so weird every time you encounter something you know from Galaxy and realize it actually comes from Jungle Beat.
Obviously, also check it out if you're a Donkey Kong fan and missed it. Keep in mind though, even with this hack, it's still not a traditional platformer. This is not Donkey Kong Country Returns (I already told you, it's Donkey Kong Galaxy /s), it's very much its own game that oozes with charm and character. Stages are short and based around combo-building, with you trying to grab as many bananas as possible while pulling off as many different backflips and walljumps and rocket barrel fires as you can without ever touching the ground and ending your combo. While it's not a Donkey Kong Country, it definitely builds on the fluidity of movement in those games in a way that Retro also seized on for Returns and Tropical Freeze. You can still play "normally" if you want, but the intention is that you get a smooth flow going and see how long you can keep a 300 pound gorilla airborne.
Changelog
v1.1 adds a mapping for the Wiimote 2 button because that gives a separate hint to Wiimote 1
Technical Notes
This one is seven codes; an 04 and six C2s. The first four are Kong-specific and the last three are in KPAD. As usual, these hacks don't break the actual Nunchuk support, they're all based on adding Classic Controller support as an option. Let's briefly go through the codes.
04
Disable the "insert a Nunchuk" error when Classic Controller is inserted.
C2 1
Another Nunchuk check, this one determines whether data from the Nunchuk's analog stick, buttons and accelerometer should be used based on whether a Nunchuk is inserted; we add the condition that a Classic Controller is fine too, because we're going to be faking all of those inputs later.
C2 2
This is where the game reads in the Nunchuk accelerometer data. We don't have one of those, so if we detect a CC is attached, we tweak the Wiimote accelerometer data slightly and feed that into the game as Nunchuk accelerometer data. Later we'll be injecting fake motion data into the Wiimote, so this allows us to shake both the Wiimote and Nunchuk at the same time with a single button press. There's never any reason not to shake both, so they can just share.
C2 3
This is where the game reads in the Nunchuk analog stick. Now, if a CC is attached, the game will read from that instead.
C2 4: read_kpad_acc()
This was definitely the most complicated part of this game. First up, let's address the bubble mode. Several stages in the game have Donkey Kong floating inside a bubble, controlled by tilting the Wii Remote. In the whole rest of the game, "tilting" is handled with the swing/shake buttons we mapped on the controller, but we need fine movement control here, so when we detect that we're in the bubble mode, the shake buttons are disabled and replaced with tilting via the left analog stick. To do the detection of what gameplay mode we're in currently, we have to locate the EventDirector data which tells the game various things including what Kong is doing currently. EAD Tokyo were kind enough to put the actual text EventDirector right below where the data starts, so it was pretty simple finding it across the three regions. From there, we can pull whether Kong is in a bubble right now and use that to toggle the accelerometer from button-shake to analog-tilt mode.
Beyond that, the shaking is quite different from how it's detected in Wario Land. This one doesn't bother checking the total motion value at all, it checks the three (six counting Nunchuk) axes of motion and if they've changed enough since the last frame, a shake is counted. I haven't mentioned this before, but the SDK analog stick, accelerometer and pointer functions run 3-4 times every frame and then get averaged out, which is done to smooth out the inputs so they're less shaky. This means we can't trigger a shake every time the function gets called, because every 3-4 polls is only one frame of gameplay. So for this game, we swing in one direction for 3 polls, then stop for 1 poll, then swing in the opposite direction for 3 polls, rinse and repeat. This basically amounts to shaking in all three (six) directions once per frame of gameplay.
C2 5 and 6: read_kpad_dpd() and read_kpad_button()
Pretty boilerplate stuff, pointer for the Home Menu, buttons for ... buttons. Most interesting thing in the latter is that we have 0x40 (single swing) and 0x80 (continuous shake) buttons but that's not really anything new.
Hi, I'm new to the platform and I originally created this account to ask a question in this thread.
I have a question about this patch because I'm having an issue using it. I placed it in the “codes” directory on my USB drive, using the patch corresponding to my game's region, but when I run it, it freezes immediately after turning on the Wii Remote with the Classic Controller Pro connected. Maybe I'm missing a step, but out of all the patches, this is the only one that has given me trouble so far.
I'm playing on a US Wii running version 4.3U via USB Loader GX. I'd appreciate any help you can give me on this.
I'm editing this to point out that I made a mistake when replying to the thread and accidentally replied to the wrong game. My issue is with Donkey Kong Jungle Beat. I apologize for my mistake.
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