Thanks again for all the great comments everyone!
and for all the compliments and overall interest in the effort!
and for all the suggestions and problem reports!, they are very helpful!
If it's any consolation some of these moves are kinda hard to perform with the real m+ too, especially if the framerate is far from 100% it seems, for example the circle movement to get past the spinning eyes in the Skyview Temple is hard to perform at 50% framerate with either of two common bluetooth adapters (Trust Bluetooth 3.0 or Asus USB-BT211). If you get the hang of it (for example not rotate too fast) you can do the move fairly easily with a gamepad now even at 50% framerate.
Please continue to post comments and suggestions!
A new update is posted too! in the same place as before, see links in the second post in this tread. The primary change is the addition of a Fast modifier button that enables the fast mode, previously a force above a certain threshold triggered the fast mode but that left out the possibility of full slow control which is important. So this will address many of the aiming and cursor issues, give overall better aiming and cursor controls, make it easier to perform a full circle motion, easier to point the sword upwards to perform a Skyward Strike, and all the moves work close to flawlessly with the right key bindings with the only exception being that a spin attack sometimes result in a backflip/frontflip slash and vice versa if they are performed after each other, possibly because the gyro rotation matrix become temporarily off, but it's an overall minor problem since both moves often do the job well.
Aiming and cursor control now works well with both mouse input and gamepad input so if your controls are too slow, too fast or choppy you should be able to fix that by adjusting your settings. The documentation in post two http://forums.dolphin-emu.org/showthread...#pid181825 is updated to reflect the latest changes!
And the savestates fixes from october are merged into the texcache build so that savestates work in this build too! Savestates from the main branch can be loaded in the texcache branch build and vice versa, but the texcache build is obviosuly preferable in Zelda SS until the banding problems are fixed in the master.
(11-29-2011, 12:08 AM)akskiller Wrote: Awesome work JP! I am using my real wii mote but all this work you are doing will make me play hero mode with emulated controls.
(11-29-2011, 01:38 AM)Gabriel Belmont Wrote: I'm impressed. It seems like this is coming along nicely.
(11-29-2011, 02:05 AM)chip211 Wrote: many thanks jp !!!!!
(11-29-2011, 02:17 AM)euphustus Wrote: newest build works PERFECT.
and for all the compliments and overall interest in the effort!
(11-29-2011, 12:49 AM)Starscream Wrote: If someone could load this state, make the eyes roll and save state directly after that and post it here, that would be great.
(11-29-2011, 05:29 AM)Starscream Wrote: Trying to put the gold key in the slot is like a bad dream.
(11-29-2011, 05:41 AM)yodenny Wrote: i was finally able to pull out that sword finally tried new build = Sweet that goes to show nothing cant be solved
(11-29-2011, 07:00 AM)Silentsurvivor Wrote: Also, Starscream, if you think the gold key is hard, try catching a Grasshopper or a Mantis. LOL.
(11-29-2011, 01:29 PM)kaicooper Wrote: sooo..with new builds meens still cant aim word full circle motion..cus JP is working on it now
(11-30-2011, 01:00 PM)disraelie Wrote: drawing a circle with "Emulated Motion Plus" is really crazy !!!
(12-01-2011, 09:45 AM)Centaur444 Wrote: You said you switched to get past the eyeball part.
and for all the suggestions and problem reports!, they are very helpful!
If it's any consolation some of these moves are kinda hard to perform with the real m+ too, especially if the framerate is far from 100% it seems, for example the circle movement to get past the spinning eyes in the Skyview Temple is hard to perform at 50% framerate with either of two common bluetooth adapters (Trust Bluetooth 3.0 or Asus USB-BT211). If you get the hang of it (for example not rotate too fast) you can do the move fairly easily with a gamepad now even at 50% framerate.
(11-30-2011, 01:26 PM)foggyspider Wrote: I found a new bug introduced in the latest version, while the game is running you can only use the up or down arrows to change range or sensitivity. you used to be able to manually key in a value and it would accept it.I don't think I can reproduce this problem, you need to press enter or go to another box for it to take an effect. An exact way to check when the change takes effect is to have the console window opened (as described by the screenshot in post two in this thread). Minor ui differences may be to the new wx version 2.9.2. Please tell me if this is still a problem!
(11-30-2011, 01:26 PM)foggyspider Wrote: Also it would be helpful to set the default range for all of the Rotate binds (except for modifier), instead of having to right click on each one and set it down to around 10-13 going through 6 menu's you could put it in one Rotate Sensitivity box. (it may be good to have a default setting of 12 for this field, the only problem would be to make sure people understand setting a key to the modifier for "swinging")Great idea!, and that should be exactly what the "Acc Range", "Gyro Range", "IR Sensitivity" and "Gyro Sensitivity" settings do, they are a master setting that apply to all keys in the group, except the modifier keys. The range modifier key is multiplied with the result, and the fast modifier key is either on or off.
(11-30-2011, 01:26 PM)foggyspider Wrote: Some other helpful features could be configurable hotkeys to set for toggling some of the important checkbox options, such as IR Off and Upright Wiimote.Great idea again!, the need to constantly change the ir off button is addressed with a new "Show" button (that I bind to the stab attack key which needs a visible IR), that way IR can be off all the time in zelda ss which doesn't need the IR most of the time.
Please continue to post comments and suggestions!
A new update is posted too! in the same place as before, see links in the second post in this tread. The primary change is the addition of a Fast modifier button that enables the fast mode, previously a force above a certain threshold triggered the fast mode but that left out the possibility of full slow control which is important. So this will address many of the aiming and cursor issues, give overall better aiming and cursor controls, make it easier to perform a full circle motion, easier to point the sword upwards to perform a Skyward Strike, and all the moves work close to flawlessly with the right key bindings with the only exception being that a spin attack sometimes result in a backflip/frontflip slash and vice versa if they are performed after each other, possibly because the gyro rotation matrix become temporarily off, but it's an overall minor problem since both moves often do the job well.
Aiming and cursor control now works well with both mouse input and gamepad input so if your controls are too slow, too fast or choppy you should be able to fix that by adjusting your settings. The documentation in post two http://forums.dolphin-emu.org/showthread...#pid181825 is updated to reflect the latest changes!
And the savestates fixes from october are merged into the texcache build so that savestates work in this build too! Savestates from the main branch can be loaded in the texcache branch build and vice versa, but the texcache build is obviosuly preferable in Zelda SS until the banding problems are fixed in the master.