Simplify README by removing redundant input details

This commit is contained in:
patchzyy
2026-09-05 10:11:48 +02:00
committed by GitHub
parent be153e0fa0
commit 8c6c177857
+3 -18
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@@ -61,10 +61,8 @@ inputs like paddles, touchpads and share buttons show up when the hardware repor
**Dolphin-compatible input expressions.**
Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
(`!` `&` `|` `^`) and the same functions (`if`, `min`, `max`, `clamp`, `timer`, `toggle`, `hold`,
`tap`, `pulse`, `smooth`, `deadzone`), evaluated against the same wall-clock timing. A Dolphin
`GCPadNew.ini` can be imported directly from the F10 bar. Stick axes are not covered by expressions
and keep their normal mapping.
and the same functions.
A Dolphin `GCPadNew.ini` can be imported directly from the F10 bar.
**Vibration toggle.**
Force feedback can be turned off for every port at once.
@@ -73,20 +71,7 @@ adapter must be switched to the WinUSB driver once (Zadig).
**Real Wii Remotes over Bluetooth.**
Pair a Wii Remote with Windows (Settings > Bluetooth > Add device, press 1+2 or SYNC, leave the
PIN empty) and the game reads it as an actual Wii Remote through KPAD: Wii Remote icons and
prompts, Wii Wheel tilt steering, wheelies and tricks all come from the game's own motion code.
Nunchuk and Classic Controller are real Wii extensions too: the game gets the Nunchuk's stick,
C/Z and accelerometer, and the Classic Controller through `KPADGetUnifiedWpadStatus` with its own
layout and icons, so its buttons do what the game says they do and no mapping is involved. Plug an
extension in or pull it out mid-game and the game switches control scheme like on the console
(the runtime patches SDL's Wii driver, which otherwise loses the remote for good on an extension
change). Only the Wii U Pro Controller, which has no Wii-era equivalent, is fed to the game as a
GameCube pad with Nintendo's layout. If a remote drops out or was switched on after launch, the
runtime keeps rescanning Bluetooth until it comes back (F10 > Controller settings > Wii Remotes). SDL's read of
the remote's factory accelerometer calibration often times out over Bluetooth (`console.log`
then says "Using fallback accelerometer calibration") and it falls back to a nominal zero point,
so the same menu has a one-button calibration (remote flat, buttons up) that removes the small
tilt offset some remotes show.
PIN empty)
Known limitations of the Wii Remote path:
- No IR pointer yet: menus are navigated with the D-pad and A (the game treats the remote as