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Mayflash gamecube adapter pc maping
Mayflash gamecube adapter pc maping







mayflash gamecube adapter pc maping
  1. #Mayflash gamecube adapter pc maping how to#
  2. #Mayflash gamecube adapter pc maping code#

  • Support Four Player: The gamecube adapter come with four ports for your GameCube controller and GameCube Wavebird controller.
  • Change the adapter button on WII U to play on WII U and Switch mode, Change the adapter button on PC to play on PC mode.
  • Plug and Play: Built in stable IC chip, Just plug and then play your games.
  • PC game may not support vibration feature. Vibration provide you a great experience with the gamecube controller.
  • Turbo and Vibration Feature: What turbo actually does is replicates the same button pushed by the user over and over again at an extremely fast rate.
  • NOTE: you need enter game by remote control for wii u platform and only support super smash bros on wii u.

    mayflash gamecube adapter pc maping

  • Super Smash Bros Choice: The gamecube adapter compatible well with switch and wii u platform.
  • Don’t forget change the “switch/wii u” and PC mode button. Compatible with gamecube controller or wavebird controller.

    mayflash gamecube adapter pc maping

  • Three Platform Support: The Gamecube Adapter work with switch, wii u and compatible with pc.
  • InputMap.action_add_event(input_name + "+", input_event) Input_event = InputEventJoypadMotion.new() InputMap.action_add_event(input_name, input_event) Input_event = InputEventJoypadButton.new() # Create inputs for each controller/button/axisįor button_index in range(JOY_BUTTON_MAX):

    #Mayflash gamecube adapter pc maping code#

    This is the code i've been using to debug the issue:

    #Mayflash gamecube adapter pc maping how to#

    I also did a quick check with a PS4 controller and it seems to work normally with the expected button and axis indices.Īny help on how to get gamecube controllers working would be much appreciated! Steps to reproduce I get this response with the adapter in PC mode and no response with it in Wii u/NS mode (for both Dolphin and Godot). I have GCAdapterDriver installed though i'm not sure how exactly it plays into dolphin and/or godot. When i compare with Dolphin, dolphin is able to map all buttons and axes and has more expected indices (XABY are buttons 1234 respectively). Main/input_default.cpp:810 - Index p_axis = 23 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 22 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 21 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 20 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 19 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 18 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 17 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 16 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 15 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 14 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 13 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 12 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 11 is out of bounds (JOY_AXIS_MAX = 10). Main/input_default.cpp:810 - Index p_axis = 10 is out of bounds (JOY_AXIS_MAX = 10).









    Mayflash gamecube adapter pc maping