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#Okami iso gamecube windows#
VJoy - Simply an interface, it makes windows think there's a directInput device (a.k.a. So we need something to transition the analog movement (Since this uses vJoy, it's only windows compatible, maybe there's something similar for other OSes but i dunno):įast forward some hours and I have the solution:įreePie - this is the one responsible to get all our inputs on the keyboard and mice then calculate the appropriate analog sticks and wiimote IR behavior, as well as button presses and send it over to: Here's an example (Sry for the FPS, normally it runs at the 30 fps cap): Okami has a weird implementation over "not losing speed when changing directions", winch require the player to smoothly transition from position to position on the nunchuck, something dolphin does not offer on the emulated wiimote (devs please? haha)ĭolphin's implementation simply "TAP" the analog in the direction you required, providing a fast feedback to the game, this is generally ok.
![okami iso gamecube okami iso gamecube](https://madloader.com/wp-content/uploads/2020/04/Battle-Princess-Madelyn-Royal-Edition-Feature-520x245.jpg)
![okami iso gamecube okami iso gamecube](https://romhustler.org/img/screenshots/ps2/ingame/51cb4c8b3b283.jpg)
After creating a ISO from my Okami disk, I started playing around with the various controls configurations dolphin offers, and after a while, I got some pretty solid controls working and could play Okami like a boss, however, if you ever tried playing Okami on the keyboard, you'll know that Amaterasu loses all her speed when changing directions on the nunchuck (from forward to forward+right, for example) and that almost makes the game unplayable, since some cut scenes require the player to run like hell!