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Cursor for emulated Wiimote?
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Cursor for emulated Wiimote?
07-19-2014, 10:00 AM
#11
MEEP
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(11-26-2012, 08:54 AM)superjupi Wrote: Seeing as how batteries die in 2~ hours in a real Wiimote, and it generally takes me ages to get a Wiimote to connect anyway, I'm kind of partial to using the emulated Wiimote.

Dolphin 2.0 let you use mouse input for games that make use of an on-screen pointer (the Super Mario Galaxies, Trauma Centers, etc), and that worked fine. Early Dolphin 3.0 did pretty much the same, except with much less accuracy. Current builds really offer no such functionality, that I can tell. Even in mapping the IR to the mouse (using the cursor option from the button picker thing), no on-screen marker comes up in any games that require it, even after trying to toggle it on/off with the Hide button. Through some messing around, I found that if I map every single possible Wiimote movement to the mouse (IR, swing, and tilt), I can make the cursor show up very briefly, but it's never anywhere near where I want it to be. I get more or less the same behavior if I try to map it to an analog stick, with the only real difference being that the cursor spends even less time actually on the screen.

Is there a proper setting for this, or has this just been broken with no interest in fixing it because we're expected to use a real Wiimote?

Just in case any of this makes any sort of difference:
Build version: pretty much every single one from the past year or so, x64
OS: Windows 7 64
Controllers used: 360 controller for Windows, PS2 and Gamecube controllers through USB convertor, Logitech wireless mouse



so ez fix to this late reply ezez right click it and delete whatever is in the chat box, scroll to the bottom of the list and it will say cursor y- ect you the 'cursor' instead of 'axis'
about the calabrate of this ur on ur own =^.^=
07-19-2014, 03:31 PM
#12
MayImilae Offline
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This thread is ancient, and a lot has changed to the wiimote system since then. Please don't necropost.

Closing the thread.
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