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Merge branch 'master' of github.com:JonnyHaystack/HayB0XX
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README.md

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@@ -13,7 +13,6 @@ Features include:
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- 16MHz AVR MCUs (e.g. ATMega32U4 which several Arduinos are based on)
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- Supports many existing controllers/PCBs, e.g. B0XX, LBX, Smash Box, Crane's
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GCCPCB/Model S
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- Melee mode up to date with B0XX V3 specifications
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- Supports a variety of communication backends which can be used either separately or in conjunction with each other:
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- DInput (PC)
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- GameCube console
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- Switch matrix (as typically found in keyboards)
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- Wii Nunchuk
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- GameCube controller
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- Melee mode up to date with B0XX V3 specifications
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- Existing modes for popular games (e.g. Melee, Project M, Ultimate, Rivals of Aether, traditional fighting games)
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- Easy to create new controller modes (or keyboard modes) for different games
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- USB keyboard game modes for games that lack gamepad support
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- Fully customisable SOCD cleaning, allowing you to configure SOCD button pairs (e.g. left/right, up/down) for each controller/keyboard mode, and also easily change the SOCD resolution method
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- Switch modes on the fly without unplugging your controller
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- Automatically detects whether plugged into console or USB
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- Game modes and communication backends are independent entities, meaning you can use any game mode with any supported console without extra work
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- Easily switch between different GameCube/N64 polling rates in order to have optimal latency on console, overclocked adapter, etc. Not necessary for Pico/RP2040.
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- Easily switch between different GameCube/N64 polling rates in order to have optimal latency on console, overclocked adapter, etc. (not necessary for Pico/RP2040)
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[![GitHub issues](https://img.shields.io/github/issues/JonnyHaystack/HayBox)](https://github.com/JonnyHaystack/HayBox/issues)
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[![GitHub pull requests](https://img.shields.io/github/issues-pr/JonnyHaystack/HayBox)](https://github.com/JonnyHaystack/HayBox/pulls)
@@ -77,8 +77,8 @@ After that:
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3. Choose the appropriate build environment for your controller's PCB by
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clicking the environment selection button near the bottom left of the window
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![Screenshot 2021-10-19 003017](https://user-images.githubusercontent.com/1266473/137824617-4a282217-c6cc-48fb-a55c-1ca40d460538.png)
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![Screenshot 2021-10-19 003055](https://user-images.githubusercontent.com/1266473/137824641-4a21c8df-abe1-41fe-a15e-a6e9f5a95467.png)
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![image](https://user-images.githubusercontent.com/1266473/187039372-485c5f0d-60b3-4534-befb-e713f138a7c8.png)
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![image](https://user-images.githubusercontent.com/1266473/187039585-cea18994-fd12-45fb-b43f-427eb7affb81.png)
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4. If your controller has a different pinout than any of the existing configs, you may edit the button mappings and other pins at the top of the config (`config/<environment>/config.cpp`). Any buttons that your controller doesn't have can simply be deleted from the list.
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5. If you see a message in the bottom bar saying "Rebuilding IntelliSense Index" or "Loading Project Tasks", wait for it to disappear. For Pico especially it may take quite a while the first time because it has to download 2-3GB of dependencies.
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Communication backends are selected slightly differently depending on the type
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of microcontroller used in the controller.
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On Pico/RP2040, USB vs GameCube vs Nintendo 64 is detected automatically. To
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select the Nintendo Switch USB mode, hold X on plugin. This will also set the
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initial game mode to Ultimate mode.
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On Pico/RP2040, USB vs GameCube vs Nintendo 64 is detected automatically.
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Other backends are selected by holding one of the following buttons on plugin:
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- X - Nintendo Switch USB mode (also sets initial game mode to Ultimate mode)
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On Arduino/AVR, the DInput backend is selected if a USB connection is detected.
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Otherwise, it defaults to GameCube backend, unless another backend is manually

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