Closed Prurite closed 2 months ago
I saw the use of a plugin in this video:
https://www.bilibili.com/video/BV1Lx4y1J7ut/
I think that uses VJOY.
I've also seen this plugin which maps the Zuiki controller to older DDG games: https://autotraintas.hariko.com/
I added button mappings for every single speed (including neutral) now. I hope that's useful, I am not sure what kind of mapping the actual switch/ps4 controller has.
I added button mappings for every single speed (including neutral) now. I hope that's useful, I am not sure what kind of mapping the actual switch/ps4 controller has.
Thanks for you effort. The actual switch controller maps the accelarator speed levels to positions on the Y joystick axis. This is my script to use it in previous versions of teknoparrot. https://gist.github.com/Prurite/9d650961319a2adb0cf42db08386d8da
I added button mappings for every single speed (including neutral) now. I hope that's useful, I am not sure what kind of mapping the actual switch/ps4 controller has.
Thanks for you effort. The actual switch controller maps the accelarator speed levels to positions on the Y joystick axis. This is my script to use it in previous versions of teknoparrot. https://gist.github.com/Prurite/9d650961319a2adb0cf42db08386d8da
I wonder if there's a way of setting a percentage of the analogue stick being pressed, into a button input?
I wonder if there's a way of setting a percentage of the analogue stick being pressed, into a button input?
Here is the new script https://gist.github.com/Prurite/496d02319e84f4f7acac7eeeafd431d8
I wonder if there's a way of setting a percentage of the analogue stick being pressed, into a button input?
Here is the new script https://gist.github.com/Prurite/496d02319e84f4f7acac7eeeafd431d8
Legend, thanks.
Will give this a spin!
Please fill in the following information when creating a new issue:
TeknoParrot version: 1.0.0.2438 Did this issue happen with an older version: Yes Game with issue: Densha De Go!! Detailed description of issue: The game Densha De Go arcade (train driving game) has an accelerator handle to control the power/brakes on cabinets, which tells the game its position through a combination of sensors. Currently teknoparrot emulates it by using 2 keys to shift between adjacent positions; I wonder if it's possible to add the option to directly input the position to the game, maybe even just expose the emulated sensors as is on the cabinets. So with a helper script I can use my train controllers in an exact way, instead of controller -script→ arrow key -teknoparrot→ game Which is problematic because the controller may get out of sync of the position in game. Reproduction details: Any other details: Pictures of issue: