shithub: cstory

Download patch

ref: aa18cccef585e56f9b20f429d1cfd53c7b6799e7
parent: e4e8453ba6feae0340a059794595c76d23133798
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Apr 25 20:50:43 EDT 2020

Ditch the Nintendo-style controls

After asking around, people really seem to prefer Xbox-style
controllers. Admittedly, when I was playtesting with Nintendo
controls, I wound up using my fingers to press A/B because of how
awkward it was.

--- a/src/Backends/WiiU/Misc.cpp
+++ b/src/Backends/WiiU/Misc.cpp
@@ -108,10 +108,10 @@
 	keyboard_state[BACKEND_KEYBOARD_DOWN] |= vpad_buttons & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN);
 	keyboard_state[BACKEND_KEYBOARD_LEFT] |= vpad_buttons & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT);
 	keyboard_state[BACKEND_KEYBOARD_RIGHT] |= vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
-	keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_A;                       // Jump
-	keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_B;                       // Shoot
-	keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_PLUS);  // Inventory
-	keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_MINUS); // Map
+	keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_B;                       // Jump
+	keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_Y;                       // Shoot
+	keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_A | VPAD_BUTTON_PLUS);  // Inventory
+	keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
 	keyboard_state[BACKEND_KEYBOARD_A] |= vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT);  // Weapon left
 	keyboard_state[BACKEND_KEYBOARD_S] |= vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
 
@@ -126,10 +126,10 @@
 	keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_buttons & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN);
 	keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_buttons & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT);
 	keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
-	keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A;                           // Jump
-	keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B;                           // Shoot
-	keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_PLUS);  // Inventory
-	keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_MINUS); // Map
+	keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_B;                           // Jump
+	keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_Y;                           // Shoot
+	keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_A | WPAD_PRO_BUTTON_PLUS);  // Inventory
+	keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
 	keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT);  // Weapon left
 	keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right
 }