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Help with Wii Input Controls configurations
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Help with Wii Input Controls configurations
04-24-2020, 03:27 AM
#1
riverdolp
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I'm trying to make an "ideal" profile for a Wii game that I'm gonna play with  an XBOX controller
For this reason I'm trying to understand the functions and operators of the Configure Input. I understood the operators, they are simillar to the operators that are used in programming, so I have an idea of what they do. But some functions still not clear for me, like the "if", it's different from the traditional "if" of programming.
So, Can someone explain the parameters needed(even though it's said in the window) and what it does?
They are 8 in general.
[Image: wdkUWWo]
(If u can't see the image, here it is: https://imgur.com/a/ELxHJO6)

I'm using Dolphin 5.0-11879 version(I think it's the last one)
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04-24-2020, 06:27 AM (This post was last modified: 04-24-2020, 06:27 AM by Billiard26.)
#2
Billiard26 Offline
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If you insert the function name into the expression the status line below will tell you the expected parameters.
The "if" function evaluates either the 2nd or 3rd parameter depending on the value of the 1st. It's similar to the "if" in "Lisp" languages.
If you require more information please ask a specific question.
At some point we'll probably get some actual documentation on the wiki.
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04-24-2020, 06:48 AM
#3
riverdolp
Unregistered
 
(04-24-2020, 06:27 AM)Billiard26 Wrote: If you require more information please ask a specific question.

If possible, I'd like to know how each function works.
The "if" was just an example(and looks like I'll have to see about Lisp to understand more )
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04-24-2020, 06:58 AM
#4
riverdolp
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(04-24-2020, 06:27 AM)Billiard26 Wrote: If you require more information please ask a specific question.

Like the relationship between syntax and execution... I don't know if I'm being clear.
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04-26-2020, 01:05 AM
#5
riverdolp
Unregistered
 
I've tried some settings and I still didn't get it. The only one I think I have used correctly is the "hold" function, the others(if, timer, toggle, deadzone, smooth, tap, relative and pulse) I still don't know how it works, even the "hold" I think I don't know how it works, but at least it worked when i tried.
But If possible, I'd still like an explanation of all the 8 functions
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04-26-2020, 07:55 AM (This post was last modified: 04-26-2020, 07:58 AM by Rusty Potato. Edit Reason: formatting )
#6
Rusty Potato Offline
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(04-26-2020, 01:05 AM)riverdolp Wrote: I've tried some settings and I still didn't get it. The only one I think I have used correctly is the "hold" function, the others(if, timer, toggle, deadzone, smooth, tap, relative and pulse) I still don't know how it works, even the "hold" I think I don't know how it works, but at least it worked when i tried.
But If possible, I'd still like an explanation of all the 8 functions
Here's what they do, from what I can tell. (If anyone has corrections, please let me know!)

if(condition, true_expression, false_expression)

If condition is less than or equal to 0.5, false_expression is used for the input.
If condition is greater than 0.5, true_expression is used for the input.
For example: "if(`Shoulder L`, 1.00, 0.00)" will pass through 1 as a value if Shoulder L is pressed and pass through 0 if Shoulder L isn't pressed.

timer(seconds)

Will gradually increase from 0 to 1, then return immediately to 0. The loop lasts for seconds seconds per iteration.

toggle(toggle_state_input, [clear_state_input])

Will alternate between 0 and 1 when toggle_state_input is greater than 0.5. Returns to 0 when clear_state_input is greater than 0.5. (clear_state_input is not required)

deadzone(input, amount)

Will return 0 until input is greater than amount. Otherwise, the remaining values of input (the values from amount to 1) are scaled from 0 to 1.

smooth(input, seconds_up, seconds_down = seconds_up)

When input is greater than 0.5, will gradually increase from 0 to 1 for seconds_up seconds. When input is less than or equal to 0.5, will gradually decrease from 1 to 0 for seconds_down seconds. (seconds_down will default to seconds_up if not filled)

hold(input, seconds)

If input is greater than 0.5 for seconds seconds, returns input.

tap(input, seconds, taps = 2)

If input is greater than 0.5 for taps separate times within seconds seconds, briefly returns 1. Does not seem to take additional inputs until the timer finishes. (taps will default to 2 if not filled)
(Not sure about this one. Again, please correct me if I'm wrong)

relative(input, speed, [max_abs_value, [shared_state]])

Gradually increases by input times speed per second. Will stop at ±max_abs_value. shared_state should be set to a unique string beginning with $ and will sync all relative functions with the same shared_state. (shared_state is not required, and max_abs_value is only required if shared_state is used)

pulse(input, seconds)

When input is greater than 0.5, will return 1 for seconds seconds, then return to 0. input must be less than or equal to 0.5 for this to trigger again.
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