![]() ![]() And if in one game the A button is jump, and another B is jump, I can map those to the right grip on a per-game basis through BPM so "jump" is always pressing the right grip. And vice-versa, if it's primarily pointer driven, the right pad would be mouse, and mode-shift to joystick if needed. So for example, if the game is primarily motion controlled, the right pad would by default be a joystick for dealing with controller tilt, and if there is the occasional need for IR aiming/pointing, I'd mode-shift the pad to be mouse during those instances. ![]() If I can use both Xinput and Mouse (possibly keyboard if needed), that should handle everything. I think you answered a question I had, whether the Xinput and Keyboard & Mouse controls would work simultaneously in Dolphin, I was about to do some testing today because I'm thinking I can set up "universal" gamepad bindings with mouse as IR to cover everything needed for all Wii games, including tilt and shake, then tweak on a per-game basis in BPM as necessary. ![]()
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