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Simplify README by removing redundant input details
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@@ -61,10 +61,8 @@ inputs like paddles, touchpads and share buttons show up when the hardware repor
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**Dolphin-compatible input expressions.**
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**Dolphin-compatible input expressions.**
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Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
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Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
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(`!` `&` `|` `^`) and the same functions (`if`, `min`, `max`, `clamp`, `timer`, `toggle`, `hold`,
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and the same functions.
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`tap`, `pulse`, `smooth`, `deadzone`), evaluated against the same wall-clock timing. A Dolphin
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A Dolphin `GCPadNew.ini` can be imported directly from the F10 bar.
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`GCPadNew.ini` can be imported directly from the F10 bar. Stick axes are not covered by expressions
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and keep their normal mapping.
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**Vibration toggle.**
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**Vibration toggle.**
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Force feedback can be turned off for every port at once.
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Force feedback can be turned off for every port at once.
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@@ -73,20 +71,7 @@ adapter must be switched to the WinUSB driver once (Zadig).
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**Real Wii Remotes over Bluetooth.**
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**Real Wii Remotes over Bluetooth.**
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Pair a Wii Remote with Windows (Settings > Bluetooth > Add device, press 1+2 or SYNC, leave the
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Pair a Wii Remote with Windows (Settings > Bluetooth > Add device, press 1+2 or SYNC, leave the
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PIN empty) and the game reads it as an actual Wii Remote through KPAD: Wii Remote icons and
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PIN empty)
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prompts, Wii Wheel tilt steering, wheelies and tricks all come from the game's own motion code.
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Nunchuk and Classic Controller are real Wii extensions too: the game gets the Nunchuk's stick,
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C/Z and accelerometer, and the Classic Controller through `KPADGetUnifiedWpadStatus` with its own
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layout and icons, so its buttons do what the game says they do and no mapping is involved. Plug an
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extension in or pull it out mid-game and the game switches control scheme like on the console
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(the runtime patches SDL's Wii driver, which otherwise loses the remote for good on an extension
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change). Only the Wii U Pro Controller, which has no Wii-era equivalent, is fed to the game as a
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GameCube pad with Nintendo's layout. If a remote drops out or was switched on after launch, the
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runtime keeps rescanning Bluetooth until it comes back (F10 > Controller settings > Wii Remotes). SDL's read of
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the remote's factory accelerometer calibration often times out over Bluetooth (`console.log`
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then says "Using fallback accelerometer calibration") and it falls back to a nominal zero point,
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so the same menu has a one-button calibration (remote flat, buttons up) that removes the small
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tilt offset some remotes show.
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Known limitations of the Wii Remote path:
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Known limitations of the Wii Remote path:
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- No IR pointer yet: menus are navigated with the D-pad and A (the game treats the remote as
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- No IR pointer yet: menus are navigated with the D-pad and A (the game treats the remote as
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