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360 contr, new super mario bros. => throwing stuff without wanting to
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360 contr, new super mario bros. => throwing stuff without wanting to
06-08-2010, 03:22 AM (This post was last modified: 06-08-2010, 03:23 AM by sh4dow.)
#1
sh4dow Offline
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hi,

for some reason, it doesn't "stick" when i hold down a button. which of course is endlessly annoying when i have to carry around something. i try to hold on to it but every couple of seconds (usually when i jump - but no, i don't let go of the button and it's also not always during jumping, just most of the time), the character i'm carrying is thrown.

i'm using the v2.0-release.

has anybody here ever experienced something like that and knows how to fix it?
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06-08-2010, 05:21 AM
#2
Billiard26 Offline
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You could give the "Wiimote New Incomplete" plugin in the svn a try. The current plugin in v2.0 handles a few things improperly which would cause the buttons to release randomly.
You can get svn builds at http://www.dolphin-emu.org/download.html
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06-08-2010, 05:23 AM
#3
sh4dow Offline
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hm... i've always been wondering about people talking about "trying svns" - as somebody here has explained to me, save states aren't transferable with different svns. so how do people deal with that when they try different svns?
do they transfer the memory cards and accept that they might have to start from the last checkpoint or whatever?
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06-08-2010, 05:28 AM
#4
Billiard26 Offline
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Native memcards and wii saves are always transferable between different versions.
Savestates, which don't even work properly half of the time, are not always transferable.
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06-08-2010, 05:42 AM (This post was last modified: 06-08-2010, 05:45 AM by sh4dow.)
#5
sh4dow Offline
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i see, thanks Smile

but i have to say that with the v2.0, i have never experienced problems with save states. well, sometimes it would crash when i tried to save but unlike various svns, the save states almost never corrupted. i was very impressed by that.
unfortunately, i the issue is still present even with the "wiimote new incomplete" plugin -_-
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06-08-2010, 06:02 AM (This post was last modified: 06-08-2010, 06:02 AM by Billiard26.)
#6
Billiard26 Offline
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Odd, could you try with your keyboard?, to determine if it is a problem with the plugin and your gamepad or the plugin and the game.
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06-08-2010, 06:20 AM (This post was last modified: 06-08-2010, 06:22 AM by sh4dow.)
#7
sh4dow Offline
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huh... apparently, it's the controller. since keyboard worked, i took a look at the "game controller"-thing in the control panel and found out that apparently, when you push down a button, there's like a second click. except of course there isn't one on a 360 controller. you don't feel anything and it's really subtle. so you don't really let go, you just release a tiny bit of pressure when you push another button as well and already, the first button is in an unpressed state.

now that's messed up. so i'll have to rephrase my original question - is there a way to calibrate the 360 controller in a way that is more sensitive as to when a button is pressed? seems like a windows issue to me (and i guess i might have to do research outside of this forum, huh?) because i at least think i would've noticed while playing on the 360... though i can't think of a game that requires two buttons being pressed at once right now.
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06-08-2010, 06:24 AM
#8
Billiard26 Offline
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The 360 controller has digital face buttons. You can't adjust the sensitivity. Your controller is probably getting old or dusty or something.
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06-08-2010, 06:27 AM (This post was last modified: 06-08-2010, 06:27 AM by sh4dow.)
#9
sh4dow Offline
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really? man, that sucks... been a gamer for over 20 years now and i recall only one atari 2600 controller where the buttons got unresponsive. -_-
oh well, thanks for clearing that up...
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