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[Feature Request] Gyro aiming? #1
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Thanks for the issue! I can add that to the list of todos. It's a bit lower on the priority list right now since I still need to add more fundamental things such as proper support for non-gamepad controllers. Once I figure out how to nicely use gyro data, I'll add support for it. |
Oh sick. Thanks!! |
Apologies for the lengthy delay. I unhooked all of the SDL2 joystick code and replaced it with code that directly reads from the vpad/wpad/kpad libraries, meaning I can get gyro to work in theory. Gyro code isn't part of the recent release I made, but my latest commit includes a simple gyro test - holding ZL will enable aiming with the gyro. I don't own the switch version of Doom so I can't compare it, but if you get a chance then feel free to try it out and give me suggestions. If you don't have devkitpro and wut setup for compiling Wii U executables or just don't want to go through the trouble, then let me know and I can include a compiled one. |
Nice. I'll compile Wii U Crispy soon. Also I don't mind if the gyro isn't the same between the Switch version of Doom and Wii U Crispy. |
Could gyro aiming be added? I enjoyed the official port on the Switch having gyro as it made it much better to control. Could this have gyro as well within the Game-pad?
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