(08-20-2021, 08:17 PM)Admentus Wrote: The way it works is that you bind the button mapping on the GC / Classic Controller to that of a N64 button mapping. Baring the analog controls, which aren't exactly buttons, all available buttons you therefore have are:
A, B, Start, L, R, Z, C-Up, C-Down, C-Left, C-Right, D-Pad Up, D-Pad Down, D-Pad Left, D-Pad Right
That's a total of 14 buttons. Keep in mind that the D-Pad and C Buttons on the N64 controller are digital buttons and not analog input (like the analog stick).
You can bind the same N64 button to multiple GC / Classic buttons but not vice versa, that's not how the Virtual Console was designed. You can bind the X and Y buttons from your GC / Classic controller though.
So basically, other than being able to remap the N64's analog stick, all of the other button configurations I mentioned should be feasible, no?
...though I guess my post could have been a bit confusing when I didn't label them as something like N64_L and GC_X.
In other words, there seems to be a lot of potential for custom button configurations that aren't currently included despite, from what I can tell, Patcher64+ very much having the capability to do so.
Dolphin 5.0 CPU benchmark
CPU: Xeon E3-1246 v3 (4c/8t Haswell/Intel 4th gen) — core & cache @ 3.9GHz via multicore enhancement
GPU: Intel integrated HD Graphics P4600
RAM: 4x8GB Corsair Vengence @ DDR3-1600
OS: Linux Mint 20.3 Xfce + [VM] Win7 SP1 x64
CPU: Xeon E3-1246 v3 (4c/8t Haswell/Intel 4th gen) — core & cache @ 3.9GHz via multicore enhancement
GPU: Intel integrated HD Graphics P4600
RAM: 4x8GB Corsair Vengence @ DDR3-1600
OS: Linux Mint 20.3 Xfce + [VM] Win7 SP1 x64