Hiku said:
HoloDust said:
On Wii your Wiimote acts like a sword 1:1, so when you move it slowly to the right, sword moves slowly to the right. If you hold it up right and then swing down-low, fast, sword will go fast, due to Wiimote detecting speed and acceleration. If you wave your hand around in cirlces, sword will move in circles.
In Dolphin Wiimote Plus branch this is solved in a way that (for example) you assign right stick to Wiimote (sword) X/Y axes with certain slower setting - when you move R stick, it moves slowly. But when you want to move it fast, standard controller stick does not have a way to measure your acceleration - that's why you assign to some button (or stick click) modifier that changes sensitivity, effectivly getting fast movement.
This is actually (depending on setting) a lot faster that you can ever actually swing Wiimote, so fights can to be (again, depending on the setting) a lot easier with enemies that do not ask for specific trajectory to be hit. For those who can block from certain directions, or change what you need to hit, this control method takes some adjusting to, but as I said earlier, it is perfectly playable, and I even prefered to play that way - I tend to have a long 5-6 hour sessions when I play, and waving Wiimote for that long of a time is not comfortable for me - eventually, I finished the game on Wii, beacuse my kids needed help with their playthrough, so I abandoned mine on PC and played with them together on Wii.
Of course, this is not perfect solution, you're mapping something that can move in every direction to standard controller, but apart from drawing everything else was possible. Even drawing would be easy to execute if it was made with stick in mind, but game uses, instead of Wii pointer controls, some wierd combo of tilt and pointer, so that does not translate well to either stick or mouse.
Bottom line - given that SS controls are not made for standard gamepads, yet game is more than playable in Dolphin (again, except for drawing) with standard controller, I really don't see much of a problem for devs to actually redo sword controls for gamepad - sure, it might not be as precise or fluid as Wiimote, but honestly, IMO, it really doesn't need to be.
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Thanks for that very detailed explanation. Is the right analog stick really incapable of measuring acceleration though? I feel like I remember playing many games where the reaction was different if I moved the stick fast. Oh yeah, for example, in Smash Bros for Gamecube, if you move the analog forward slowly, the character would walk. But if you move it forward fast, they would run. But that seems like an odd problem to have. Wouldn't it just need to measure the time it takes between one point and the other? At the very least that would be able to differentiate fast movement to slow movement. Wouldn't that be enough?
I didn't know that there was a Dolphin version that could play this game with standard controllers when I made the topic. In fact, I had heard the opposite. Which might have been true at the time I heard it. I will definitely try it out, as it sounds promising when you say the controlls work better for you for the most part. But depending on how they've translated certain features to standard controls, I may not recognize that there was a change there unless I played, or understand, the original version.
You mentioned that standard controlls were more playable "appart from drawing". So how was drawing solved in this version?
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Well, I guess that if the game was made for standrad controller it would be able to measure somehow if you moved your stick really fast or slow, and to act acordingly - however, when you do that in Dolphin sword does not move fast enough - remember, your initial setting is fairly slow, since that R stick controls all sorts of things, not just sword, that's why there is a modifier to activate other setting (which is set a lot faster).
As for Dolphin Wiimote Plus branch itself, it is quite old, I've played SS a number of years ago - initially, I had to spend some time messing around with contoller settings, but afterwards it was fairly smooth epxerience. Well, until the first drawing that is (that's about half of the game, IIRC)...then I had to connect actual Wiimote and play that through.
As I said earlier, I never got to finish it on Dolphin due to kids asking for help on Wii, so I played with their save onward - they were maybe only about quarter of the game through, so I had a chance to play again with Wiimote same parts of the game.
If you don't shy from fiddling with Dolphin you should definitelly try it, look up some videos on Youtube as well, IIRC, there were people posting settings for 360 controller in that version of Dolphhin. I can't really tell if you'll like it or not, as I said, one of the reasons why I found standard controller to be preferable for me was my very long sessions (later, with kids it was 2 hours max, so I didn't felt that was much of a problem). But, eventually, you will hit that 'drawing' wall, so if they haven't figured that out in the meantime (it was failry long ago when I played SS), you will need Wiimote Plus.
Anyway, bottom line being, if they want to, they can redo controls with no great obstacles in remaster/remake.