To a dev: Question of how the controller layout works

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Destroyer5150
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Joined: 30 May 2019, 11:15

To a dev: Question of how the controller layout works

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Last edited by Destroyer5150 on 06 May 2021, 03:09, edited 1 time in total.
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AnyOldName3
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Joined: 26 Nov 2015, 03:25

Re: To a dev: Question of how the controller layout works

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I'm afraid you're not being understood here, either. Are you just asking how we make it so you can press multiple inputs at once? If so, we don't do anything special, and I don't think there's anything that would be helpful for Dolphin Emulator.
Destroyer5150
Posts: 19
Joined: 30 May 2019, 11:15

Re: To a dev: Question of how the controller layout works

Post by Destroyer5150 »

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Last edited by Destroyer5150 on 06 May 2021, 03:09, edited 1 time in total.
Destroyer5150
Posts: 19
Joined: 30 May 2019, 11:15

Re: To a dev: Question of how the controller layout works

Post by Destroyer5150 »

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Last edited by Destroyer5150 on 06 May 2021, 03:08, edited 1 time in total.
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AnyOldName3
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Re: To a dev: Question of how the controller layout works

Post by AnyOldName3 »

That's not something you're ever likely to be able to do with an emulator. Dolphin doesn't have much power to change how the games it runs actually work unless someone good at reverse engineering and assembly programming implements a mod as a Gecko or Action Replay code. Until fairly recently, it wasn't even possible to complete Skyward Sword without a real Wiimote Plus, but recently they added a system where you can map controls to move a simulated Wiimote around and its sensor output gets calculated and fed to the game. In theory, maybe someone could make an Android UI specifically for Skyward Sword that had dedicated buttons to flail the virtual Wiimote in all the unique ways required for each puzzle, but it would be a major undertaking, and also not something that needs any inspiration from OpenMW.
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