add option to set right trigger as boost only during the day stages#1760
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bluechilliz3 wants to merge 1 commit into
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add option to set right trigger as boost only during the day stages#1760bluechilliz3 wants to merge 1 commit into
bluechilliz3 wants to merge 1 commit into
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matches the modern boost sonic games like sonic frontiers and shadow generations. The entry in the config.toml file will be an enum with options for "drift" or "boost" under "RightTriggerAction" the benifits rather than the user using controller remapping software is this ONLY effects the day stages so the trigger will function normally when the using plays the night stages. The option especially works well in Eggmanland. The right trigger seemlessly de/activates when switching between sonics that stage
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matches the modern boost sonic games like sonic frontiers and shadow generations. The entry in the config.toml file will be an enum with options for
driftorboostunderConfig::RightTriggerActionbenefits
no need for remapping software
rather than the user using controller remapping software is this only effects the day stages so the trigger will function normally when the using plays the night stages
cohesive experience
the option especially works well in Eggmanland. The right trigger seamlessly de/activates when switching between sonics in that stage. This means the user no longer needs to go into the remapping software once completing a section in that stage
keeps the user in the moment
the user can still press square/X while sonic is boosting via the right trigger which is great for homing attacks or QTEs (with a caveat)
modernization
the config option in the game's option menu matches up with the official remaster of Sonic|Shadow Generations as they provide
legacyorstandardcontrol schemesNote
it looks like the house style of this project to provide descriptive options to the user, so i went with
boostanddriftas the option shown in the options meno rather thanlegacyandstandardcaveats
responsiveness of square/X while holding right trigger
if the user is holding down the right trigger for boost the square/X button is only 95% until the user releases right trigger and the square/X button will function normally. this is why i added "EXPERIMENTAL" in the options description. to be able to reach 95% minimum responsiveness on square/X while right trigger is being held down I needed to add
bool xWasHeldLastPollanduint32_t xCancelUntilTickto theControllerclass and add some checks on bothPoll()andPollAxiselse the square/X button would only respond 40% while right trigger is being held and either thumsticks were moving. I'd recommend the user to release the right trigger when doing QTEs or time sensitive homing attackslocalization
the description (in the option) is only available in English
Note
we welcome any translators to provide localization for this new option
playing as Chip in the final boss
as the option is making the use of
App::s_isWerehog, as chip is technically not a werehog, the input diversion I added will also apply to Chip. this means the user can only throw punches on their left hand as the right trigger is still diverted to boost for Chip. this can be a benefit for someone who's too used to holding right trigger for boost/dash and it's one level with an unpopular play style. but this still does limit chips combat ability and doesn't match the button instructions on the bottom right corner matchthe prompt to boost will still say to press square/X to boost
you can still boost with pressing square/X when
Config::RightTriggerActionisboostso the prompt is still correct. this caveat is only cosmeticNote
getting the prompt to boost to say "R2" or "RT" needs some research on the games PPC binaries
QTE will see the user pressing square/X while right trigger is being pressed
this is basically from how this option works. however, the good thing, if the user already has right trigger held down before the QTE prompt the section will work normally (other than the responsiveness caveat on square/X until the trigger is released)
