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# Wii Remote (+ nunchuck or classic) | ||
# | ||
# Axis1: -left +right (left stick, nunchuck stick) | ||
# Axis2: -up +down | ||
# Axis3: -left +right (right stick) | ||
# Axis4: -up +down | ||
# | ||
# As of 2024-01-31, no axes are assigned to the triggers for some reason. | ||
# | ||
# Button1: A | ||
# Button2: B | ||
# Button3: 1 | ||
# Button4: 2 | ||
# Button5: - | ||
# Button6: + | ||
# Button7: Home | ||
# Button8: Z (nunchuck) | ||
# Button9: C (nunchuck) | ||
# Button10: X | ||
# Button11: Y | ||
# Button12: L | ||
# Button13: R | ||
# Button14: ZL | ||
# Button15: ZR | ||
# Hat1: dpad | ||
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# Gamecube controller | ||
# | ||
# Axis1: -left +right (left stick, nunchuck stick) | ||
# Axis2: -up +down | ||
# Axis3: -left +right (right stick) | ||
# Axis4: -up +down | ||
# Axis5: +L | ||
# Axis6: +R | ||
# | ||
# Button1: A | ||
# Button2: B | ||
# Button3: X | ||
# Button4: Y | ||
# Button5: L | ||
# Button6: R | ||
# Button7: Z | ||
# Button8: Start | ||
# Hat1: dpad | ||
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# You might need to take the mappings printed in stdout.txt and modify them | ||
# to suit you: | ||
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#gamepad_add = 050000007e0500000305000001000000,Wiimote 0 + Classic,a:b1,b:b0,x:b10,y:b9,back:b4,guide:b6,start:b5,leftshoulder:b13,rightshoulder:b14,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b11,righttrigger:b12, | ||
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# Because this build uses SDL, MZX can generate mappings automatically with | ||
# the SDL gamepad API. However, this API is based on XInput and has | ||
# the face buttons inverted from where they'd be expected on a Nintendo system. | ||
# Uncommenting this "fixes" the classic controller but breaks gamecube controllers. | ||
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#gamepad.a = act_b | ||
#gamepad.b = act_a | ||
#gamepad.x = act_y | ||
#gamepad.y = act_x |
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