Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Added 1.0 Cardinals Option for Calibration #10665

Closed
wants to merge 1 commit into from

Conversation

Sage-King
Copy link
Contributor

No description provided.

@jordan-woyak
Copy link
Member

What's the use case for this?

@Sage-King
Copy link
Contributor Author

@jordan-woyak Competitive Melee is what I made it for, but anybody who wants to have 1.0 cardinals.

Copy link
Member

@lioncash lioncash left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Left some minor comments to address once Jordan's comment is.

Source/Core/Core/HW/GCPadEmu.cpp Outdated Show resolved Hide resolved
@JMC47
Copy link
Contributor

JMC47 commented May 15, 2022

I'm not a tournament organizer myself, but wouldn't going beyond the shell of the controller be considered... cheating? We've had this come up with Tales of Symphonia, where game logic changes when going beyond the bounds of the shell, allowing faster than intended movement through the world. This made testing speedruns impossible on Dolphin without using official controllers until we used proper boundaries.

As well, having this setting so readily available is a bit worrying, as games like Pokemon Colosseum and Metal Gear Solid: The Twin Snakes "overflow" at the edges of the controller, resulting in the very extremes of "up" being down, etc.

Unless there's a damn good reason for this, I don't want it.

@Sage-King
Copy link
Contributor Author

@JMC47 Nope. Modifications to the case of the controller are legal and people do 1.0 cardinal modifications on their actual controllers all of the time. It's my understanding that it makes your character actually run faster in-game.

@jordan-woyak
Copy link
Member

The problem I have with this is that the average user isn't informed enough to know that they don't want this setting enabled. They are going to enable it and break their games.

If we need this setting I think it should be more hidden. Maybe there should be an "Advanced" dialog for each stick? This new setting and "Virtual Notches" could be moved there. And there can be big red warning and a "Default" button to hopefully unbreak stuff.

Also instead of just allowing for 1.0 and the current value it could be a percentage value setting. It could be called "Stick Gate Size" or whatever and default to the currently hard-coded value.

@JMC47
Copy link
Contributor

JMC47 commented May 15, 2022

I talked with some of the Slippi devs, and they did confirm that Melee players do this, and it does result in a very slight increase in speed... so I'm not against placing this in the advanced input dialogue if we want. Considering how much it would break other games, I don't want it to be easily accessible to casual users. If a fork wants to move it to be more direct, then they can do that as a very simple change that would be easy to maintain.

@Sage-King
Copy link
Contributor Author

Jordan, I will draft that up and do that. Billiard seems to agree and I'm totally down to stuff it somewhere hidden away.

@JMC47
Copy link
Contributor

JMC47 commented May 15, 2022

This doesn't not result in the actual extremes of the controller being hit, the actual difference is extremely slight. It does not break the aforementioned games, and is not really noticeable even in Tales of Symphonia.

However, this seems to be an extremely devisive topic even among Melee players. While I'm not against having magic numbers be customizable, the actual difference in reality seems to be almost nothing. Couldn't Melee itself be modified to just... give the full range? Like a cheatcode might be better in this case.

@Sage-King
Copy link
Contributor Author

Melee can use the full range. It's whether or not your controller can. This levels the playing field for people not playing on gamecube controllers while still giving all of the benefits of the calibration gate for ease of use.

@iwubcode
Copy link
Contributor

While Dolphin team doesn't really push for this, I liked other emulators' PR rules that stated these kinds of changes should have a screenshot showing the UI change.

@Sage-King
Copy link
Contributor Author

Sage-King commented May 16, 2022

While Dolphin team doesn't really push for this, I liked other emulators' PR rules that stated these kinds of changes should have a screenshot showing the UI change.

Ok, I'll do that for these upcoming changes and in the future
.

@Rumi-Larry
Copy link

IMO, there should be a warning to users that changing the gate radius beyond default won't correspond to behavior of a retail controller, but that of a controller with a modified shell. The user can then ask for the warning to never show up again.
This way there's no need to ceate an "Advanced" section.

@JosJuice
Copy link
Member

Users have an amazing ability to ignore warnings and then come and complain anyway. (As demonstrated by CPU clock override, RAM size override...)

@Sage-King
Copy link
Contributor Author

IMO, there should be a warning to users that changing the gate radius beyond default won't correspond to behavior of a retail controller, but that of a controller with a modified shell. The user can then ask for the warning to never show up again. This way there's no need to ceate an "Advanced" section.

One-time warnings are REALLY easy to forget in my experience. Even repeated warnings. I like having an advanced section since it retains all of the functionality, but it's physically different than the other controls and looks different (new window that says Advanced). It creates an easy spot to partition the settings in people's brains. That way they feel like they're deep in the underbelly of the program and understand it might mess things up. Advanced usually indicates great potential to ruin something in my experience.

@Sage-King Sage-King force-pushed the one_cardinals branch 4 times, most recently from ee6f4ad to 43c6c57 Compare May 19, 2022 20:57
@Sage-King
Copy link
Contributor Author

Ready for a review whenever :>

@Sage-King
Copy link
Contributor Author

Weird bug with the advanced button that I don't want to fix because I think it will take too much time. Donezo project for now, feel free to revive and I may come back to it later

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
7 participants