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Emulator Issues #11677

open

Feature suggestion: Invert c-axis for GameCube adapter

Added by buvk about 5 years ago. Updated about 4 years ago.

Status:
Questionable
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Feature request
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Some games do not offer the ability to invert camera controls (E.g. Mario Sunshine, Wind Waker, 1080). Since you cannot remap controls using the GameCube adapter (native mode), would it be possible to add separate configurable options to invert the X and Y C-stick axes?

I am aware that there are Gecko codes floating around for some of the games that lack this option, however, codes are not available for all of them.

Actions #1

Updated by Billiard26 about 5 years ago

  • Status changed from New to Questionable

The whole point of the GameCube controller adapter support is direct passthrough of controller data.
It doesn't need hacks mucking up data.

You can use a fully emulated GameCube controller and map your C-stick in reverse.

I vote "WontFix" on this.

Actions #2

Updated by buvk about 5 years ago

Billiard26 wrote:

You can use a fully emulated GameCube controller and map your C-stick in reverse.

True. Only reason I suggested this in the first place is because having vJoy installed can cause controller issues in some PC games. I prefer to avoid installing vJoy.

There are also advantages to using native such as improved latency.

Actions #3

Updated by Techjar almost 5 years ago

I can understand the desire for this kind of feature, I myself am extremely bothered when camera controls are opposite to what I'm used to. Though I'm used to inverted controls, which seems to be more common on console titles, so I run into this issue less.

Unfortunately, I'm gonna have to also vote "no" to this, for the same reason Billiard mentioned. Mucking with the GC controller data defeats the purpose of passthrough, and since the analog sticks don't have a symmetrical range, you can potentially run into the improperly calibrated controls that passthrough specifically avoids.

Actions #4

Updated by Billiard26 about 4 years ago

  • Issue type changed from Bug to Feature request
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