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Emulated Wii remote DeadZone? Pointer won't move?
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Emulated Wii remote DeadZone? Pointer won't move?
12-02-2016, 08:05 AM (This post was last modified: 12-02-2016, 08:06 AM by cammelspit.)
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cammelspit Offline
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Ok, so I will admit I haven't played any Wii remote games in a while but I decided to try and play Metroid on the Wii today because of how many changes there have been to the Wii remote stuff I have seen on the GitHub. The problem is, The Wii cursor feels completely different than the last time I used it and has made IR pointer games, frankly, unplayable. I recorded a video so you can actually see what is happening. Before, the IR pointer was what I can only describe as 1:1 based on my mouse movements, this was great and felt very natural compared to what a real Wii does. What is happening is that whenever I try to use the IR pointer it seems to have some kind of minimum speed required for it to actually make the cursor move. So, when I go and try to make small adjustments to my aim it just simply doesn't move at all until I move the mouse over a certain speed. A minimum movement threshold, dead zone, response curve, forced acceleration, whatever you want to call it, it's hard to explain exactly but I think you will get my meaning. So really I am asking two questions here, either one should suffice but why was this added?

  1. How do I make Dolphins IR movements 1:1 to the mouse again?
  2. How can I remove this minimum movement speed requirement?
https://youtu.be/41FiBmRY8i0

i56600K @ 4.5Ghz | R9380 @ 1010Mhz | Win 10 Pro x64 | 16GB DDR4 @ 3200 | Dolphin 5.0 - 1413
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Messages In This Thread
Emulated Wii remote DeadZone? Pointer won't move? - cammelspit - 12-02-2016, 08:05 AM
RE: Emulated Wii remote DeadZone? Pointer won't move? - JosJuice - 12-02-2016, 08:09 AM
RE: Emulated Wii remote DeadZone? Pointer won't move? - cammelspit - 12-02-2016, 08:28 AM
RE: Emulated Wii remote DeadZone? Pointer won't move? - JosJuice - 12-02-2016, 08:39 AM

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