The developers apparently just snuck this in yesterday. The newest canary builds now allow Switch Pro/DS4/Steam controllers (as well as android phones with motion) to provide motion data to games, allowing the gyro to function pretty much just like it would on an actual 3DS system.
In order to do it, you'll need to set your controller up for cemuhook- there's a guide here that will explain how to do it for each controller type. Once configured, you should be able to open Citra and go to the menu at configure>input>motion, choose cemuhookUDP from the dropdown box, and start playing. I'm sure the Citra team will post a better guide soon.
I recorded a quick little demo of the shooting gallery minigame in Majora's Mask 3D with it- no audio, but you can see how the controller movements translate to in-game aiming (the padtest displays false jitters when pressing a button). This was done with the Switch Pro controller:
It seems to work really well. The only downside is that this conflicts with the ability to use Steam's support, which was really useful for handling the touch interface stuff on a gamepad.
In order to do it, you'll need to set your controller up for cemuhook- there's a guide here that will explain how to do it for each controller type. Once configured, you should be able to open Citra and go to the menu at configure>input>motion, choose cemuhookUDP from the dropdown box, and start playing. I'm sure the Citra team will post a better guide soon.
I recorded a quick little demo of the shooting gallery minigame in Majora's Mask 3D with it- no audio, but you can see how the controller movements translate to in-game aiming (the padtest displays false jitters when pressing a button). This was done with the Switch Pro controller:
It seems to work really well. The only downside is that this conflicts with the ability to use Steam's support, which was really useful for handling the touch interface stuff on a gamepad.
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