Rivals2
The Rivals2 mode provides optimized input handling for Rivals of Aether 2, featuring improved diagonal coordinates, angled tilt support, and shield mechanics designed for the sequel’s updated engine.Constructor
src/modes/Rivals2.cpp
Button Layout
Standard 20-button layout with Rivals 2-specific mappings:Attack Buttons
- RT1 (A) → A button (normal attacks)
- RF1 (B) → B button (special attacks)
- RF2 (X) → X button (jump)
- RF6 (Y+) → Y button (short hop)
- RF3 (Z) → R button (grab/parry)
Shield & Triggers
- LF4 (L) → L trigger (digital)
- RF5 (R) → R trigger (digital)
- RF7 → Left stick click (taunt)
- RF8 → L button (alternative mapping)
System Buttons
- MB1 (Start) → Start
- MB2 → Home
- MB3 → Select
D-Pad Layer
Hold Mod X + Mod Y to activate D-Pad layer:- RT4 (C-Up) → D-Pad Up
- RT2 (C-Down) → D-Pad Down
- RT3 (C-Left) → D-Pad Left
- RT5 (C-Right) → D-Pad Right
Analog Stick Mechanics
Diagonal Coordinates
The mode uses optimized diagonal values designed for Rivals 2 mechanics: Without shield button pressed:Angled Tilts (Mod X)
When holding Mod X, angled tilts use precise coordinates:Analog Range
Full analog range for maximum precision:- Minimum: 0
- Neutral: 128
- Maximum: 255
Nunchuk Support
If a Wii Nunchuk is connected:- Nunchuk C → Lightshield (analog value 49)
- Nunchuk Z → L trigger (digital)
- Nunchuk stick → Left analog stick
Special Features
Shield Mechanics
The mode detects when shield buttons (L or R) are pressed and adjusts diagonal coordinates accordingly to prevent unintended spot dodges while holding shield on the ground.Crouch Tilt Optimization
The slightly reduced diagonal X-axis value (0.78) allows for crouch tilts and crouch turn-around tilts, which are important techniques in Rivals 2.Fast Fall Support
The diagonal Y-axis value of 0.83 (above 0.8 threshold) ensures fast fall can be triggered reliably from diagonal inputs.Usage Example
Differences from RivalsOfAether
| Feature | RivalsOfAether | Rivals2 |
|---|---|---|
| Diagonal coordinates | Standard platform fighter | Optimized for Rivals 2 engine |
| Shield detection | Not implemented | Adjusts diagonals when shielding |
| Angled tilts | Basic modifier angles | Precise 0.506×0.31 angles |
| Stick click mapping | Right stick click | Left stick click (taunt) |
| Engine optimization | Rivals 1 mechanics | Rivals 2 mechanics |
See Also
- RivalsOfAether - Rivals of Aether 1 mode
- Ultimate - Similar platform fighter mode
- ControllerMode - Base class reference
