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I am using a Philips recoil controller now with John Peterson wonderful fix for the wii controller stuff, and I am beginning to get most all the kinks out of it, flying is not a breeze, but it works pretty good now that I understand I have to pump it sometimes ( The joystick ).

I am very thankful for all the many posts here that have helped me to finally get a reasonable config. And special thanks to John Peterson for the up right wii remote setting in the controller config.[Actually for all his very nice, and helpful additions]. That got me through the sword pulling from the stone very nicely, and it also make diagonal cuts much easier to get to happen.

I was wondering if anyone else used a Philips recoil controller.

Maybe they have a better config ? or could give me pointers.


Oop's I guess spoiler, and image tags do not work here..LOL
I am having a little trouble figuring out how to like use a bottle, My IR inputs seem to force the sword into play, and I am unable to use my bottles..Which is troublesome Sad
(01-06-2012, 05:47 PM)taglag Wrote: [ -> ]I am having a little trouble figuring out how to like use a bottle, My IR inputs seem to force the sword into play, and I am unable to use my bottles..Which is troublesome Sad
Is there like someway to disable the sword action when you hold the minus button..or something.
There's a small problem which remains for me in sword fighting; if I perform a few slices vertically, and immediately after (few seconds) try to do a horizontal one, it doesn't work; it's quite... diagonal instead. If performing another horizontal swing, it works perfectly.

What causes that? Probably it's the controller rotation drifting back to its initial state. Could there be a key binding option to reset it immediately?

Oh, and about the game: Did anyone else notice the "swing on rope" physics is really weird? You seem to get the best jump length if you jump at the highest point. This is just wrong if the highest point isn't right at the floor. I find this especially confusing if the ground is far below you, because then the best point to jump is quite close to the center in reality, but in the game it's still on the top.

Greetings

specilk84

hey-
i am literally incompetent.

I am trying to use the Peterson build so I can play zelda with an emulated wii m+.
I have received the vcomp errors and the other one for the directx config.

The dolphin works well playing Rayman on my system, a few lags here and there, a bit of troubleshooting has kept making it better.

I think I am uncertain about the actual install procedure.
Does one just download the Peterson build (the .exe, and the three other files) and then play from there?
What exactly is the procedure for the Peterson build.

Thanks. Help would be so great.
(01-07-2012, 11:48 AM)specilk84 Wrote: [ -> ]hey-
i am literally incompetent.

I am trying to use the Peterson build so I can play zelda with an emulated wii m+.
I have received the vcomp errors and the other one for the directx config.

The dolphin works well playing Rayman on my system, a few lags here and there, a bit of troubleshooting has kept making it better.

I think I am uncertain about the actual install procedure.
Does one just download the Peterson build (the .exe, and the three other files) and then play from there?
What exactly is the procedure for the Peterson build.

Thanks. Help would be so great.


I think this is latest build you need this.. if you have a 64 system

EmuCR-Dolphin-3.0-362-x64.zip

install it in what ever folder you make for it, I think it makes its own.

then get.

Dolphin_x64_2012-01-05_11-38.zip

and install it, and let it over write what ever it need to in the folder where EmuCR-Dolphin-3.0-362-x64.zip was extracted.

that should get you going.

John Peterson build does not have every file & folder in it, so some are needed from the latest version to make a complete installation.

Dolphin is not that big actually so I have many builds installed, and you can run which ever one you want just by going to its folder, and clicking on the dolphin.exe in that folder.



(01-07-2012, 01:14 PM)taglag Wrote: [ -> ]
(01-07-2012, 11:48 AM)specilk84 Wrote: [ -> ]hey-
i am literally incompetent.

I am trying to use the Peterson build so I can play zelda with an emulated wii m+.
I have received the vcomp errors and the other one for the directx config.

The dolphin works well playing Rayman on my system, a few lags here and there, a bit of troubleshooting has kept making it better.

I think I am uncertain about the actual install procedure.
Does one just download the Peterson build (the .exe, and the three other files) and then play from there?
What exactly is the procedure for the Peterson build.

Thanks. Help would be so great.


I think this is latest build you need this.. if you have a 64 system

EmuCR-Dolphin-3.0-362-x64.zip

install it in what ever folder you make for it, I think it makes its own.

then get.

Dolphin_x64_2012-01-05_11-38.zip

and install it, and let it over write what ever it need to in the folder where EmuCR-Dolphin-3.0-362-x64.zip was extracted.

that should get you going.

John Peterson build does not have every file & folder in it, so some are needed from the latest version to make a complete installation.

Dolphin is not that big actually so I have many builds installed, and you can run which ever one you want just by going to its folder, and clicking on the dolphin.exe in that folder.
I am new at this only had this for about a week, so is much I don't understnd yet, but I am use to doing things with mods.

OH bye the way does anyone know where i can get some AR cheat codes for skywards sword, I hope that is not a bad thing to ask for.. I own my copy of skyward sword, and a wii, I just like the idea of getting it to run on my computer.

and I double like running it with out the wii controllers stuff.. it is just neat to me. But some cheat codes could make it easier for me to get past some of the tougher controller emulation spots.

bobee

(01-06-2012, 02:18 AM)zathe922 Wrote: [ -> ]have anyone been able to get past the "eye" in the first temple that requires you to move your sword in circles on a x360 controller?
I wuld love to get your config if you have.

im using ... ps-controller & got through the "eye" section ->
using this config ..
nunchuk thrust + rotate -> clear all buttons
wiimote rotate -> using right-analog
Im trying to set up an xbox 360 controller to work with skyward sword as I have nearly completed the game and my wii remote decided to die on me. I have follwed the instructions on the first page and I am using Kaicoopers config however when I try to set up the controlelrs config I am missing options like Gyro range/sensitivity and instead of Thrust and rotate I have swing and Tilt. What am I doing wrong?
(01-08-2012, 01:06 AM)flurrywizard Wrote: [ -> ]Im trying to set up an xbox 360 controller to work with skyward sword as I have nearly completed the game and my wii remote decided to die on me. I have follwed the instructions on the first page and I am using Kaicoopers config however when I try to set up the controlelrs config I am missing options like Gyro range/sensitivity and instead of Thrust and rotate I have swing and Tilt. What am I doing wrong?

Options and names have changed between first JP's builds and the latest ones. Which version did you use?
(01-08-2012, 01:17 AM)LordVador Wrote: [ -> ]
(01-08-2012, 01:06 AM)flurrywizard Wrote: [ -> ]Im trying to set up an xbox 360 controller to work with skyward sword as I have nearly completed the game and my wii remote decided to die on me. I have follwed the instructions on the first page and I am using Kaicoopers config however when I try to set up the controlelrs config I am missing options like Gyro range/sensitivity and instead of Thrust and rotate I have swing and Tilt. What am I doing wrong?

Options and names have changed between first JP's builds and the latest ones. Which version did you use?
Thanks for the fast replySmile, I've tried it on 3.0-204 and 3.0-368 (the latest I think). I've also tried it on R7719 (an older build).
Current head (3.0-261-ga9cfcf8) doesn't compile with g++ because:

1) missing typename in ChunkFile.h:110; should be
Code:
typename std::map<unsigned int, T>::iterator itr = x.begin();

2) ambiguous calls to the wxString constructor in FrameTools.cpp:406ff, should be
Code:
        case HK_SAVE_FIRST_STATE: Label = wxString(_("Save Oldest State")); break;
        case HK_UNDO_LOAD_STATE: Label = wxString(_("Undo Load State")); break;
        case HK_UNDO_SAVE_STATE: Label = wxString(_("Undo Save State")); break;

Thanks Smile