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[Feature Request] Option to operate the same as the N64 Console #161
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I agree and I hope it's possible to bring the "press and hold" functionality to keyboard as well. With my current keyboard mappings, reloading with [C] automatically switches weapon functions as well because I've mapped them to the same key as that's my muscle memory from playing PD64 on original hardware for so long. But because there's no option to re-enable "press and hold", you get stuff like this lol 2023-09-09.01-38-47.1.mp4 |
Yes it'd be appreciated if we could have proper N64 controller support. Raphnet Adapter support would be ideal since it's 1:1 to real N64 hardware. |
Best overall solution I think would be having a toggle in the .ini for Xbox (current default) or N64 controller type for each player, since there are dozens of different N64 adapters, not to mention the Switch N64 controller, and likely N64-styled USB controllers as well. |
So what features from the N64 control scheme would you need? The press-and-hold reload, what else? Need an exact list of what to enable/disable when the "N64 control mode" is on. |
B hold for mode swap, A hold for radial menu, B for reload and use, if crouching is added to an independent key then allow crouching by aiming + pressing back on movement.
Yes but most if not all of those will be recognized as controllers right away and allow for remapping, while also wrongly detecting C-Buttons as a second stick. I believe Raphnet doesn't get detected automatically unless supported, but I'll have to test this. |
The following operations are currently not possible, so it would be great to be able to set the following.
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Off topic, but the Xbox controls needs to be based off of TimeSplitters and XBLA Perfect Dark. |
I added more buttons so I can move the "extra" buttons for 1964/xbox parity to those slots. Then the other things are straightforward to restore & run conditionally based on the expanded controller options settings. |
When I use an Xbox controller for N64 emu I usually set these:
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@NeonNyan
Thank you, it worked, but "Next Weapon" and "Reload" also worked at the same time. I made the following assignments. Alt-fire oneshot Quick-detonate On another matter, |
What do you mean not working? |
I used the artifact. https://github.com/fgsfdsfgs/perfect_dark/actions/runs/6726244516. Sorry, this may be a slightly different case. In previous builds, if |
Hi @jonaeru, I just tried the jpn build. It seems to be behaving correctly. |
I can't reproduce the movement and aim movement being combined on one stick, either on ntsc-final or jpn-final. |
Seems that the one stick on the controller somehow maps to both left and right stick in SDL. That's quite weird and is probably a quirk of that particular controller or adapter. In this case yeah, just setting sensitivity for one of the sticks to 0 is the easiest solution. |
I used 407d472 build. Assignment
Alt-fire oneshotThe following worked, but if I assign A to Next weapon and B to Reload, they may get in the way. [Use / Accept] + [Fire / Accept]: A + Z Quick-detonateThe following worked, but change "Unarmed" after detonation. [Use / Cancel] + [Reload]: B + B (B + X) pd_pc_port_operation_test_2.mp4 |
I submitted a PR which will help with the remote mine selection issues: #230 I'll take a look at the unlimited ammo + remote mine scenario. Like @fgsfdsfgs said the N64ness should be restored per-item w/ a config entry (which makes sense now that we have extra buttons to accommodate and per-player configs.) |
I've added (partial?) support for the original control schemes. The "PC port" control scheme that the port had before is now a separate scheme called Ext and is the default. Note that if you change to an N64 scheme you'll have to rebind some buttons anyway, since there's only one set of bindings in the config and it's set to reasonable defaults for the PC scheme. I'll probably add another one for N64 schemes later. |
Build: https://github.com/fgsfdsfgs/perfect_dark/actions/runs/7117212181 (aeb6851) I was able to operate the same as the N64 console. Thank you! |
Thanks for testing. I'll close this then. Feel free to bump this issue if there are any problems. |
Is raphnet N64 V3 supported? I would love to be able to use it on my computer for this. |
Yes. If you don't have the Rumble Pak inserted set the vibration strength to 0 in the extended options, otherwise it will lag every time it attempts to vibrate due to a quirk in how the Raphnet adapter works. |
I am familiar with the N64 controller and would like to perform the same operation if possible. I am connecting in DIrectInput format.
I tried playing with the "Use / Cancel" (B) and "Reload" (X) assigned to the B button and it reloads every time I open the door, which is troubling if I have the Mauler charge-up equipped.
How about preparing a special flag for N64 controllers?
EDIT: It would be nice to be able to place a cam spy with the A button.
The door opens by pressing the A button, so if I change the weapon in front of the door the door opens and I am in trouble.
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