
Shake = same key/button as Wii Remote shake

Tilt = (only ever remember needing left/right tilt, I have them bound to 3 and 4 on my keyboard) Swing = any 5 keyboard keys (up/down/left/right/forward), use touch d-pad w/ click (or gyro d-pad with another button for the forward swing) Shake = any keyboard key or gamepad button (right bumper, perhaps) for all three axesĭ-Pad = left pad as d-pad up/down/left/right Tilt = (only ever remember needing left/right tilt and have those bound to 1 and 2 on my keyboard)

Swing = Right Joystick (RS Click = Forward) (if using gyro, assign RS Click to another button) And in cases where the d-pad is only really used in one direction, like in Metroid Prime Trilogy was "down" to fire a missle, that could be bound to any other button on the Steam Controller. Or swing the nunchuck on the left pad, and mode-shift in an actual d-pad for the lesser used things like changing equipped items in Twilight Princess. Set one swing on the right pad and one on gyro to handle Wii remote and nunchuck independently. The nunchuck swing can be done with a d-pad input. A 5th "click" could be bound to the forward swing, though honestly I don't remember any games using forward/back swings, the only times I remember using forward or back was with the IR pointer. Technically the swing doesn't have to be analog though, so it could be bound to a d-pad input and 4 keyboard keys, though if you do that on the gyro you'd want a huge deadzone. I'm thinking the controller swing can be handled by the right pad (or gyro) as joystick. If there is one, then two keys could just as easily be set up.) The shakes are fairly easy and can be bound to a single button (I have all three axes on both the remote and nunchuck bound to the same key, I can't think of any game that's ever needed them to shake independently. The main problems I can see are going to be the Swing bindings for both the remote and nunchuck. I'd still probably map tilt in Dolphin to the right joystick, though, then just set up the gyro as right joystick in BPM :) Gyro for tilt would work out pretty great. I've done basically this "universal" layout for the GameCube controller already (and reading your guide I forgot about the click at the end and need to fix that!), which was considerably easier not having to worry about pointer and motion controlls like shaking the remote/chuck. And if in one game the A button is jump, and another B is jump, I can map those to the right grip on a per-game basis through BPM so "jump" is always pressing the right grip. And vice-versa, if it's primarily pointer driven, the right pad would be mouse, and mode-shift to joystick if needed. So for example, if the game is primarily motion controlled, the right pad would by default be a joystick for dealing with controller tilt, and if there is the occasional need for IR aiming/pointing, I'd mode-shift the pad to be mouse during those instances.

If I can use both Xinput and Mouse (possibly keyboard if needed), that should handle everything. This video is for entertainment and educational purposes only.I think you answered a question I had, whether the Xinput and Keyboard & Mouse controls would work simultaneously in Dolphin, I was about to do some testing today because I'm thinking I can set up "universal" gamepad bindings with mouse as IR to cover everything needed for all Wii games, including tilt and shake, then tweak on a per-game basis in BPM as necessary. By clicking on an affiliate link and buying something, I may earn a small commission of the sale at no extra cost to you. Note that this description may contain affiliate links. Theme song sampled from “Rosetta” by T-120: If you want to support the channel, please consider Patreon: In this video we’ll create our own “remaster” of the Metroid Prime Trilogy by upscaling the graphics, adding new textures, and implementing a modern control scheme thanks to a forked version of the Dolphin emulator called PrimeHack.
