In almost all circumstances, I'm going to prefer to play an FPS on a PC with a keyboard and mouse.
I'm finding this thread very interesting just since there's such a disagreement about preferred console FPS controls systems. Hell I'm playing thru the PC version of RE4 right now and even with hacked in mouse controls I'm still better than I was with the gamecube version. I was much better at Halo, but it still doesnt hold a candle to kb+mouse ofr me. After a while they told me I couldnt play multiplayer with them anymore because I was "An easy kill" and unbalanced the game - View image here:. I found it clunky and I always ended up looking at my feet or the floor. (precision-aim)Īnyway, Arsians what do you think? Should all console shooters aspire to Goldeneye's control scheme? And for the kb/mouse people that have played Goldeneye: How close does it come to kb/m quality? (For you)ĭid we play the same game? I never had a N64, but when I played golden eye with friends I always sucked. The ability to aim the gun/guns independently of the camera was what did it for me. So far I've only gotten responses to the kb/m one. Note: keep in mind there are TWO questions asked here. come to kb/m quality in your view/experience? (About as much as they would be with a mouse.)Īnyway, Arsians what do you think? Should all console shooters aspire to Goldeneye's control scheme? And for the kb/mouse people that have played Goldeneye: How close does G.E. (precision-aim) Headshots were quite common for me. I thought that the aiming system in Goldeneye was JUST reaching parity with the speed and accuracy of a kbm/mouse combo. Goldeneye was one of the few games I have not heard ONE kbm/mouse fan complain about. Why have other games not mimicked this control setup? The only thing I thought it lacked was a secondary trigger so the guns could be fired individually. SDL2 Keyboard configuration and layout (Spanish)Įmulador : Solo puedes asignarle una tecla a cada función.To my memory, it was the best control system for a shooter ever made.
The Core Parameters page gives the names of the config parameters to set up the Emulator Core key commands, while the Plugin Parameters page tells how to configure the controls for the input plugin.Ĥ.
On Windows XP and prior, this is C:\Documents and Settings\username\Application Data\Mupen64Plus\, while on Windows Visa and newer this is C:\Users\username\AppData\Mupen64Plus.įor documentation about the keyboard settings in this configuration file, refer to our Emuwiki site. On Linux or OSX, this is located at ~/.config/mupen64plus/, and on Windows it is in the "Application Data" sub-folder of your user folder. You may set your own key bindings for the emulator core and input plugins, by editing the Mupen64Plus config file. In this case, you can move the analog stick more gently by holding down the Right Control key (for -50%) or Right Shift key (-25%), or both (-75%). Sometimes you may need to make smaller moves.
When using the keyboard, the analog stick is normally moved by its full range when you press an arrow key. If there is no supported joystick connected, the input plugin will enable a default keyboard control mapping, as given below: The SDL-Input plugin contains an auto-configuration function which will provide default joystick mappings for any recognized joystick. The keys or joystick/mouse inputs which will be mapped to the N64 controller for playing the games are determined by the input plugin. Default Key Mappings for SDL-Input Plugin Press "Game Shark" button (only if cheats are enabled)įast Forward (playback at 250% normal speed while F key is pressed)Ģ. Select virtual 'slot' for save/load state (F5 and F7) commands The default key bindings are given below, but may be changed by editing the configuration file as described later in this document. The emulator core supports key commands for many functions. SDL2 Keyboard configuration and layout (Spanish)