![mario kart wii emulator controller mario kart wii emulator controller](https://oyster.ignimgs.com/mediawiki/apis.ign.com/mario-kart-for-wii-u/e/e3/Mk8m11.png)
YAY! Our beloved Dolphin has loaded up! Let's go! Wait for just a second, there are a few things you need to know before we proceed. Once you have done this go on ahead and launch dolphin. I highly recommend using the default gamepad binding's as a starting point, this guide will assume you have done this so if you haven't just hit X on the controller and select this from the list of pre-installed templates. Let's select our Dolphin shortcut and select manage shortcut and then configure the controller. Now it's time to start Dolphin! One thing to do before we actually start, though. If you encounter issues the steam controller forums are a good place to start.
![mario kart wii emulator controller mario kart wii emulator controller](https://www.xda-developers.com/files/2020/05/dolphin-emulator.jpg)
#Mario kart wii emulator controller how to#
I won't be going into detail here about how to install the controller as the process is mostly automated. If you have a multi-monitor setup or need to have access to other apps while playing, this can be a more convenient way for some people. Alternatively, you can also access the steam controller configuration menus right from desktop mode without having to actually open BPM fully. If you like you can run BPM in a window by going to the setings in BPM and checking the "start BPM windowed" checkbox under the interface section.
![mario kart wii emulator controller mario kart wii emulator controller](https://i.redd.it/kedvekn0kk551.jpg)
Additionally, we will need to use Steam Big Picture Mode (Henceforth referred to as BPM) for any and all configuration as the interface for normal desktop steam is not available. This is because the Steam Controller uses the Steam client to do all the input device emulation and is fully required to use this controller in anything but a basic mouse style mode.
#Mario kart wii emulator controller license#
I finally finish by proving that everything is unlocked by creating the new license and returning to the main menu screen with B (which involves pressing 64 input units left on the control stick of controller 1 due to the doubled input range).Firstly we are going to need the steam client installed. The unlock events only occur for one frame so by doing one event every frame I can unlock all required things before the power on -> menu screen event finishes. I do so on the rewritten double scaled input table, so it turns out I have to actually hold 64 input units right on the C stick of controller 1. What I do is run an event in the background, unlocking each individual aspect that goes towards having 100% of the game unlocked, which writes to the save region after the event memory, meanwhile on certain frames that I need to actually input A.
![mario kart wii emulator controller mario kart wii emulator controller](https://wololo.net/wagic/wp-content/uploads/2015/12/Wii_u_emulator_Cemu_1_2_0-1024x576.png)
Because an event is already occurring (power on -> menu screen), changing these values will only affect the screen itself until the event that’s running is already over, as long as the value is changed by the time the event is over. After the input region of memory are the event and save regions. By having (gamecube) controller 1 pressing half of the inputs, and controller 2 pressing the exact negative of those inputs, the game cancels out the inputs and reads only half the size on all following frames (until power off), so by inputting all possible inputs on 2 controllers on the next frame (which will fill up double the amount of space - so 4 controllers), you can use the third controller to read past the 4 controllers’ memory region and into “garbage” data. Mario Kart Wii polls for inputs multiple times per frame.