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Holding a button down disables/enables or switches the preset of an asm Graphic Pack #1199

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Captainkittyca2 opened this issue May 11, 2024 · 0 comments
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feature request New feature or request

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@Captainkittyca2
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For some graphic packs, you can enable/disable them while the game is still running. Notably, this works for graphic packs that only do asm patching.

Since Cemu can already detect when the player presses an input that corresponds to a Wii u controller being pressed via the "input settings", I believe there's a lot of potential that could come from simply allowing the player to disable/enable, or at least, switch the preset of an asm graphic pack when it is detected that he pressed a button based on the "input settings".

I believe this feature would work better as a preset swap feature than it would for disabling/enabling the mod itself, because you could add the conditions for pressing the button within rules.txt itself and then that would cause the preset to change. Here's an example to persuade on why i believe this could make for a great feature.

Example

Context: In Twilight Princess HD, Link defends with his shield as soon as you L-target. In other Zelda games, you'd have to L-target and then also hold down R-trigger to defend with shield.

This graphic pack asm mod makes it so Link never defends with his shield when L-targeting.

Since we can enable/disable this mod while the game is running, we can switch back-and-forth between defending with shield and not-defending with shield when L-targeting!

Example1

So by allowing the player to disable the mod or switch the preset of it by holding down the R-trigger that the "input settings" detect and then re-enabling the mod (or switching back the preset) when releasing the R-trigger button, we could have manual shielding in Twilight Princess HD!

This can make for some interesting combat in the game too!

Example2.mp4
@Captainkittyca2 Captainkittyca2 added the feature request New feature or request label May 11, 2024
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