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Comments (11)

Davidobot avatar Davidobot commented on June 12, 2024 1

Thank you for your very detailed report! I'll look into deadzone settings when I get the time - I'm just a bit busy at the moment.

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Davidobot avatar Davidobot commented on June 12, 2024 1

Thank you very much for your kind words! I'll look into what Dolphin/Citra use 😄

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Davidobot avatar Davidobot commented on June 12, 2024

Thank you very much for your reports!

I'll look into this when I have a bit more time, but you can actually tell the stick offset if you use the CemuHook Test Pad - it would be the 4th line down (after you click start and double click the MAC address that appears in the box to the left of the start button) with "LS:" corresponding to the left stick and "RS" to the right one.

If you could give me the values you're getting, I would be thankful.

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legoj15 avatar legoj15 commented on June 12, 2024

Well, this is odd. PadTest reports that the sticks are all centered perfectly.
image
(I spun both sticks around in a circle, all values seemed spot on)
Could this be a CEMUHook issue? (or related to the way BetterJoy interacts with CEMUHook?)

For posterity, I hooked up my XBone controller and set it up like a standard X-Input controller to see if it was an issue with the latest CEMU, but it worked as intended (no movement unless the stick is moved).

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Davidobot avatar Davidobot commented on June 12, 2024

Perhaps you have your first input profile set to your Xbox controller and having two things feed into the same input profile causes some problems?

Is this problem consistent? Try clicking the stick in a few times - maybe it got stuck a bit.

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legoj15 avatar legoj15 commented on June 12, 2024

First, to rule out hardware issues/faults, I reset my controller's calibration on the switch, since i might have fiddled around with it.
I had no luck, so I decided to unplug every USB device besides my pro controller and mouse & keyboard; no luck there either, so I cleared all my CEMU input devices, so now it looks like this
image
(all the other controllers are disabled)
Still, mario was moving. So i opened up pad test and took a timed screenshot of when i got mario to stand still, and here's the result:
capture

x position 0.14 & 0.15 seem to consistently cause mario to stop, while 0.13 and 0.16 only seem to cause him to stop 50% of the time (0.16 causes him to start tiptoeing right when it doesn't stop him).

Now y position wise, it was weird because i never seemed to get it to neutral out, mario either angled up, or down, not straight. Any value including y pos 0.15 and below causes him to angle down and any angle above and including y pos 0.16 causes him to angle up.

I'm at a loss here. Let me see if I can see any issues with Twilight Princess HD (the only other Wii U game I have) or if it's just some really weird one-off smash issue.

P.S. Ignore the deadzone & range in the first screenshot, I messed with that after the fact and it had no effect

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legoj15 avatar legoj15 commented on June 12, 2024

Twilight Princess doesn't seem to have this issue, but that game might just have a bigger analogue deadzone.

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legoj15 avatar legoj15 commented on June 12, 2024

Just tested on another computer, same issue with smash.

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Davidobot avatar Davidobot commented on June 12, 2024

@legoj15 The latest version adds rebinding support, which means that you can use the deadzone settings in Cemu to make adjustments to the control sticks. Can you see if that helped your problem?

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legoj15 avatar legoj15 commented on June 12, 2024

Beautiful! This program's functionality is perfect now. If only something like this could exist for Citra or Dolphin (gryo/motion wise). Thanks you so much for your hard work! Best way to play games on Cemu (and other Nintendo console emulators) now.

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plxjammerplx avatar plxjammerplx commented on June 12, 2024

Turning off "Also use for buttons/axes" in [Gamepad motion source] resolves this issue in Smash.

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