diff --git a/README.md b/README.md index 0922cfd..aceca10 100644 --- a/README.md +++ b/README.md @@ -66,26 +66,6 @@ Press **F10** while the game window has focus: Everything you change is saved to `Config.toml` on the spot and restored next launch. -**Real controller support.** - -Controllers are fed to the game as a GameCube controller. -Mappings are positional (`south`, `east`, `west`, `north`) rather than Xbox-labelled, so the -same config makes sense on Xbox, PlayStation, Nintendo and generic SDL pads alike, and extra -inputs like paddles, touchpads and share buttons show up when the hardware reports them. -Both button-binding slots also accept SDL triggers and stick directions. Selecting an analog -input shows a threshold slider beneath it (1–100%, default 50%); reaching that amount of travel -holds the chosen digital button. Each binding's threshold is saved independently in `Config.toml` -(for example, `a = "right_trigger@35,south"`). - -**Keyboard and Mouse support.** - -Keyboard and mouse are also available through **F10 > Controller settings > Keyboard and mouse** -for each port. Enabling this replaces that port's gamepad input. The default preset uses WASD -for the main stick, left mouse for A (accelerate), Space for B (brake), right mouse for R -(drift), middle mouse for Z (item), arrow keys for the D-pad (tricks), and Enter for Start. -Keys and mouse buttons can be remapped, including both sticks and triggers; mouse movement -is not used. These settings are saved in `keyboard_bindings.dat` and restored next launch. - **Dolphin-compatible input expressions.** Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators and the same functions.