diff --git a/README.md b/README.md index 7317b86..d616cb4 100644 --- a/README.md +++ b/README.md @@ -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