Can you do that with another one, let's see if it works for a general gamcube game, say Mario Sunshine?
Introducing Dynamic Input Textures: a new feature for controller icons
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02-16-2021, 02:55 AM
Great, needs some skimming off the top and let the good cream float to the top. No offense, amazing work.
A small updat from me, I have now
Beat the Beat, Boom Street, DK Country Returns, Metroid Prime(1,2,3 & trilogy), New Mario Wii, Paper Mario TTYD, Super Mario Galaxy 1&2, Mario Sunshine, Tales of Symphonia, Zelda Skyward Sword, Twilight Princess (GC) and Wind Waker completed. Mainly some textures for sticks, dpad and motion control are still missing, unfortunately I can't add them at the moment. Download I recommend deleting the old packs from me first. The installation is still as followed, -Use dolphin 5.0-13603 or newer. -Place the pack into Dolphin's "load" directory. %UserName%\Documents\Dolphin Emulator\Load\DynamicInputTextures or DolphinLocation>\User\Load\DynamicInputTextures when in portebel mode. -Enter Graphics > Advanced tab > Check Load Custom Textures. 02-20-2021, 05:31 AM
02-20-2021, 05:19 PM
the motion controls are incomplete and take extra time. they also use some of the same textures as the propeller cap.
Very little testing has been done but here is an early PR of the 2nd version of dynamic input textures: https://github.com/dolphin-emu/dolphin/pull/9543 . Uncertain whether the new features work yet, I only tested the old functionality. I'll test more once the tool is further along but I wanted to put it up in case @Venomalia or other users wanted to take a peek or at least bookmark it for future reference.
I'll put something more formal up for everyone else once this is further along. 03-01-2021, 02:18 PM
I'm really interested in making things for this feature, especially since I'm not finding many packs that support it. A few questions/thoughts:
Is it possible to have arbitrary textures not related to buttons replaced? Like on screens where there's a picture of a controller with mappings, replacing the actual picture of the controller depending on the input type. Could there be a way to more easily switch which set of icons is used by some method other than input type? Like essentially a dropdown in a menu somewhere where you can select "xinput 3 is currently a Switch Pro controller" or something. Along those lines, I think it could be helpful to split the input and output mapping. Splitting the default_host_controls from the game-specific texture mapping would allow separate "art packs" and "mapping packs", where you could use the same consistent set of button icons and define where they go on a per-game basis. |
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