Dolphin, the GameCube and Wii emulator - Forums
Cursor Drift on Emulated Wiimote - Printable Version

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+--- Thread: Cursor Drift on Emulated Wiimote (/Thread-cursor-drift-on-emulated-wiimote)



Cursor Drift on Emulated Wiimote - themanuel - 08-10-2015

Hello.

I'm using an X360 as emulated wiimote and it works very well.  However, I'm trying to configure Metroid Prime Trilogy and I'm having trouble with the emulated IR control.

Does anybody know how to get the pointer to not drift or wander around when I'm not touching the analog stick that controls it?


RE: Cursor Drift on Emulated Wiimote - Shonumi - 08-11-2015

I think 360 controllers are known to trigger analog input when they appear perfectly centered (in reality, they aren't). Have you tried increasing the dead zone?


RE: Cursor Drift on Emulated Wiimote - themanuel - 08-11-2015

(08-11-2015, 12:40 AM)Shonumi Wrote: I think 360 controllers are known to trigger analog input when they appear perfectly centered (in reality, they aren't). Have you tried increasing the dead zone?

You are right that they normally have some "play" that would benefit from a small dead zone.  You can see this when using third party apps to mimic a mouse.  The cursor will wander away and you have nudge the analog stick to settle it down.

However, IR control in dolphin does not have a dead zone, so that is not an option.  I've more or less improved the behavior by playing with the width, height and center options so that the default position of the cursor lands it in a location closer to the actual center of the screen.  This helps minimize and slow down the drift but an option to "snap to center" when there is no analog stick input, or it is within a definable dead zone would take care of this.