Correct. Both DS4Windows and Steam require implementing their proprietary API though, which is what we're trying to avoid. The reference to CemuHook is a misnomer from the fact that it's the first implementation of the DS4Windows UDP protocol, and the fact that the protocol was designed by the developer of CemuHook (and later upstreamed). Then, when you need to recenter, point the controller in the direction of the screen center and tap Pad S twice without moving the controller. The main aim of my config was to make it so you wouldn't have to switch controller bindings or configs (there are some that require different ones for just flying etc). It doesn't work very well together with the motion (controlled) pointer however. Also, there's more than one emulator currently using that protocol and more than just one software implementing the server-side part of the protocol, it's unlikely it would simply cease to exist from one day to another. An Enable checkbox for the motion pointer could solve that. I tried to do it myself but whenever i try to swing the sword it doesnt move or it … A generic input API could also do that but our only option there is OpenXR, and I'm not actually sure if OpenXR supports anything other than VR controllers. Manually setting the range to 200 in Dolphin seems to provide a feedback super close to the DualShock 4 digital-only face buttons... As of 5.0-11083, motion axis of DualShock 3 and 4 controllers can be directly mapped in Dolphin through evdev input API. As for Steam, it supports the touchpad, gyros, and everything that the DS4 offers, all in a fantastic UI. i can use ds4windows in steam and every program that has gyro support outside of steam. I have playtested very little, but for Skyward Sword it seems best to disable Total Yaw by setting it to 360 and mapping Recenter to Pad S just like the ingame recenter function.
Try the controller profile I posted a ways back. I'm still not okay with calling it CemuHook UDP protocol though, given the name is more associated with a plugin for a different emulator. You can use any of them as "servers" to send controller data (including motion) to compatible emulators (Cemu, Yuzu and Citra AFAIK). Yes, the API can expose motion data in a standardized way, but you would still need a middle-man to "translate" DualShock 3/4, Switch Pro Controller,
Also, I have one more request for follow-up PRs (at this point it's probably wise to open an issue on the bug tracker and list all requests there): I haven't noticed before but the DSU Pad Test application has a small black rectangle which actually is the feedback of the DualShock 4 Touch Pad. I've created PR #8440 for small enhancements to this PR. Steam). That's pretty cool. Perhaps Button 1, Button 2, etc. So, could anyone else test this on Dolphin 5.0-11083 or newer and confirm it's working? To help this, there are two options in the Point box on the Motion Input tab. As @Techjar said communicating with a DualShock 4 is quite involved. Now let's figure how to play Skyward Sword on DS4, I'm pretty sure my hand will require reconfiguration. By using our Services or clicking I agree, you agree to our use of cookies. Somehow Dolphin was blocked on the firewall, the PR build worked because it was extracted to a different location and thus not blocked by the firewall. Hello Dolphin Community, i have a question. This was done by implementing the protocol for controller input used by CemuHook in a new controller interface class (CemuHookUDPServer). Enjoy playing your favorite games using your available controllers!
The one thing I definitely like about this though is it sidesteps the problem of having to directly support specific controllers. Then I re-tested this on an old PR build I had laying around (from when the server config UI didn't exist yet) and the controllers worked fine. An Enable checkbox for the motion pointer could solve that. I don't actually think Windows only is a problem though.
The brand new DS4 controller I used first hit a ceiling lamp, knocking the controller out of my hand. Touch input support is not as generic as I wanted it to be, but it is there. Even after manually editing the INI file and starting Dolphin again, it doesn't pick any input from the server apps. Default values for the other settings (IPAddress and Port) may need changing depending on the server application used. ...to be honest it's been a while since I've tried it but I'm pretty sure DS4Windows is capable of that. Work the XBOX 360 Controller for the WII Game "Zelda Skyward Sword"?
We have also been discussing this kind of setting in PR #8439. Anyway, since this data is also carried over the DSU protocol, it would be very nice being able to somehow use it in Dolphin, perhaps as an alternative Wiimote IR Pointer option. I'm having trouble seeing anyone wanting to use the touch pointer over the motion pointer, though. I do love swinging my phone around. If only dolphin could register my phone gyro as motion plus and the controller as the buttons simultaneously. they're used to gather information about the pages you visit and how many clicks you need to accomplish a task. Please, no, DEFINITELY no. By clicking “Sign up for GitHub”, you agree to our terms of service and We’ll occasionally send you account related emails. Try out both options to see which works best in which games.
I'm pretty sure most DS4 users are using Steam these days, because it's really really good. and im sure yuzu in the future will have it. This might vary from user to user and perhaps even between different DualShock 3 controllers, but on mine, the moment the face buttons goes "down", DSU Test App report values varying between 0.28 and 0.32. The Legend of Zelda: Skyward Sword (ゼルダの伝説 スカイウォードソード, Zeruda no Densetsu: Sukaiwōdo Sōdo) is an action-adventure game for the Wii console and the sixteenth entry in the Legend of Zelda series. I've heard this suggested before, neat to see someone putting in the time to implement it! Like for example the square, circle, triangle, and cross buttons? During sword strikes or other rapid successive movements, the Wii Remote may lose calibration. But the current amount of controller configuration options is making me dizzy. Yes, see "Android MotionSource server" on this page. I know it can work without Motion Plus (> Emulated Motion Plus), then i thought I play it with the XBOX 360 Controller.Can it work or not and why? I'll add that observation to the DSU guide, but might be wise having this on the UI itself somehow... Buttons will activate when an "analog" value is greater than 0.5. The other is Total Yaw, which horizontally limits the pointer movement like when a computer mouse pointer hits the screen edge. This suggestion has been applied or marked resolved. It looks like it can track up to two fingers at the same time and a touch pad click clears the feedback area. Feel free to file an issue report. Todos los enlaces en mi blog https://rpgpormega.blogspot.com/2019/02/configurar-control-para-zelda-skyward.html But there are many implementations so there should be some inertia. There are however some inaccuracies in motion sensors making the pointer slowly drift horizontally.
I wonder if this can be hooked up to phone gyroscopes as well for Android. I guess it's just how the protocol reports them, but it would be nice if we could add some logic to report those names only when using DualShock 3/4 servers or perhaps switch all to more generic names (but I'm afraid this might cause users to lose bindings made with the previous names). Just let me know if you need anything else added/removed/corrected. Then run and quit Dolphin once to create the settings file UDPServer.ini in the Dolphin config folder. they're used to log you in. It would be very nice to include it! Sign up for a free GitHub account to open an issue and contact its maintainers and the community. New comments cannot be posted and votes cannot be cast, More posts from the DolphinEmulator community. TL;DR CemuHook UDP protocol might not be the ideal solution but I would argue is the best option currently available... Ah, I wasn't aware other applications implemented the server side of the protocol. On DS4Windows you don't actually need to use any feature of that program other than the UDP Server option, and that feature is somewhat "portable", as you don't need to install anything else to use just the UDP Server. The old Motion Controls tab was renamed to Motion Simulation to differentiate them. CemuHook is of absolutely no relevance whatsoever here. DS4Windows allows those things, but you don't have to use them. I think the client-side part of the protocol is already, um, "final", as it hasn't changed at all since its first appearance in 2017. Could anyone hook me up with a good setup for Skyward Sword with a PS4 controller? You must change the existing code in this line in order to create a valid suggestion. also the settings i use for ds4windows work for all programs. I sometimes have the cursor drifting, but only on the DualShock 3, on the other supported controllers it works flawlessly.
Then it can be tested to see if it is worth including. Oh right, I forgot about Steam's thing. Yes, they natively support DualShock 4 controllers, including their motion sensors and touch input, but you can only use that "extra" data to emulate key/button presses on the keyboard/mouse or on a virtual XInput controller.
especially with dolphin and cemu. Because communicating with a DualShock 4 is quite involved, and most DS4 users are likely already using DS4Windows anyways, so it makes less work for us. I'm personally not sure if it's something that a lot of people are going to want to use or not. Regarding the server-side part of the protocol, most programs implementing it are open source, so there's always a reference for new programs to build upon. For more information, see our Privacy Statement. On Dolphin, the button presses are registered only when fully pressed unless we adjust the sensitivity up (it seems 200 gives the same feedback of pressing a DualShock 4 digital-only button). Is this accurate, or is more work needed for it to be usable? The other alternatives are using ScpToolkit (which is dead since 2016) with a patched LilyPad plugin (that works only with PCSX2). Press J to jump to the feed. This is the only configuration I have tested. If there is no direct way to support gyros through an API, that ain't great. And well, I'm not sure on how to handle that on the UI or at least how to warn the users which might not know that, but I think it's worth discussing. The only issues is that it only works through steam. I guess there's some misunderstandings going on here. In the GUI for configuring an Emulated Wii Remote, a new tab called Motion Input was added. Cookies help us deliver our Services. Have a question about this project?
The only required external software is DS4Windows. Nearly 5 years in development, the Skyward Sword departs from many of the traditional Zelda norms, featuring new controls, a new art style, and formula differences.
Starting a clean Dolphin install and going to Dolphin Controller Settings will create a blank DSUClient.ini file.