Dolphin, the GameCube and Wii emulator - Forums
Turbo Buttons - Printable Version

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+--- Thread: Turbo Buttons (/Thread-turbo-buttons)



Turbo Buttons - Psp4804 - 04-29-2013

Hey, I was wondering if there was some way of simulating a turbo controller? (Specifically: Zelda: Wind Waker, for a Zombie Hover) I tried to program something to rapidfire a keystroke, etc, but it appears to not recognize the rapid input.

Any solution would be nice, thanks. (Also, I tried 10fps and that didn't work well)


RE: Turbo Buttons - RachelB - 04-29-2013

Um, there kind of is, via the tas input, but it only works for 60 fps games at the moment.


RE: Turbo Buttons - Psp4804 - 05-15-2013

(04-29-2013, 10:51 AM)RachelB Wrote: Um, there kind of is, via the tas input, but it only works for 60 fps games at the moment.
Yeah, Unfortunately, Wind Waker is 30fps.

Is there some way to allow Dolphin to accept an input from a simulated controller? Like if you use some software like Autohotkey for windows, or ControllerMate for mac, those inputs aren't accepted.


RE: Turbo Buttons - ulao - 05-17-2013

I think xpadder will do it. Since xpadder does not support analogs you would just map the buttons to keys ( rapid on ) and then configure the GCPAD for those keys. Only fall back is turbo all the time.


RE: Turbo Buttons - RachelB - 05-19-2013

(05-17-2013, 12:10 PM)ulao Wrote: I think xpadder will do it. Since xpadder does not support analogs you would just map the buttons to keys ( rapid on ) and then configure the GCPAD for those keys. Only fall back is turbo all the time.
That's not likely to work very well, since it'd be sending inputs independently of when the controller is actually polled. This really needs to be done directly in dolphin to work well.


RE: Turbo Buttons - ulao - 05-19-2013

Quote:This really needs to be done directly in dolphin to work well.
Well yeah that would be the best option. Though if its turbo its not link anyone is going to try and time it? So it does not really matter when it fires. There could be a 2 MS delay from press to start firing but again, when you use turbo your not trying to time an attack. You could always assign the button to game pad button and the key so you would get one blast timed correctly and then a constant fire if it were held down. Agreed this woudd be a poor mans approach.

Though, if any dev wants to jump in to that fun controller code and add this, I'm sure much would be grateful.

This gives me an idea for Bliss-box... I could activate a turbo function but how? Press and hold the button and pres start( run ) twice. Yeah I know off topic.


RE: Turbo Buttons - RachelB - 05-19-2013

No, the problem is that since it's just blinding pressing the button every so often, it could potentially do things like never register the button (which the OP already stated happened when he tried this), or register it every frame (no different than just holding it), or just register randomly. This is worse than not using it at all. Input is only checked at one instant each frame, and any button pressed between then are ignored.

Quote:when you use turbo your not trying to time an attack.
Actually that's exactly what the OP wants to do. He wants to press B with a very specific timing: on one frame, off the next.


RE: Turbo Buttons - ulao - 05-19-2013

Ok, I see your point.

Let me ask though cause now I'm interested. If a controller had turbo it would essentially do what you are talking about yes? Since this is an emulator its not like the console ( direct controller to hardware ).


RE: Turbo Buttons - RachelB - 05-19-2013

Yes, real turbo controllers just alternate the button state each time the controller is polled. They do not just run on a timer the way something like xpadder would.


RE: Turbo Buttons - ulao - 05-19-2013

(05-19-2013, 11:14 AM)RachelB Wrote: Yes, real turbo controllers just alternate the button state each time the controller is polled. They do not just run on a timer the way something like xpadder would.
Ok that clears up your point, with you know.