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Post by Tinnus on Jun 14, 2008 3:47:45 GMT 1
So, uh, make the beltbar customizable? Load from a BMP if it exists or something?
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Post by metaview on Jun 14, 2008 7:59:32 GMT 1
Nope, but I've added 3 versions: the old, new 1 and new 2. I've also added "Detect Phone Calls" as option. I think I will have a short look into the Tungsten T issue then I make a release.
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Wiimote
Jun 14, 2008 18:25:12 GMT 1
Post by coder12 on Jun 14, 2008 18:25:12 GMT 1
So, uh, make the beltbar customizable? Load from a BMP if it exists or something? I think that something like that would be quite buggy and unstable for the most part.
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Wiimote
Jun 14, 2008 19:54:13 GMT 1
Post by vilmos on Jun 14, 2008 19:54:13 GMT 1
Actually it works great, that is what I do for PalmMAME. Just have a series of statbar images (they are separate for ease of editing) and then load them up if they exist at startup.
It is very simple and lets people skin the in-game interface however they want (well within reason).
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Wiimote
Jun 14, 2008 22:30:20 GMT 1
Post by icefire on Jun 14, 2008 22:30:20 GMT 1
Or you could do it like PalmPDF..."skin" files...choose a skin file with a certain CreatorID and just load Bitmap 1000 or something.
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Wiimote
Jun 23, 2008 22:39:46 GMT 1
Post by metaview on Jun 23, 2008 22:39:46 GMT 1
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Wiimote
Jun 23, 2008 22:55:21 GMT 1
Post by samphex on Jun 23, 2008 22:55:21 GMT 1
Quality of the vid is pretty bad but I can see how the wiimote works. EXCELLENT!
MY only concern now is whether it can also detect other buttons and waves.
Also, as you mentioned, there is a slow response noticeable. Is this because it is BT or is it something in the coding that can be worked on? If it is slow, I could still play turn based rpgs.
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Post by laddspencer on Jun 24, 2008 1:59:59 GMT 1
MY only concern now is whether it can also detect other buttons and waves. What do you mean other buttons and waves? All 11 buttons on the Wiimote are equally easy to read. By "waves" I assume you mean waving the Wiimote around (and using the accelerometer data). I've gotten it to output accelerometer data, but if you think this is slow now, wait until you try to add that to LJP It spits out lots of accelerometer data very fast (the rate is actually a function of how often the acceleration changes).
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Wiimote
Jun 25, 2008 20:16:51 GMT 1
Post by coder12 on Jun 25, 2008 20:16:51 GMT 1
Or by "waves" he might mean a bt signal sent out by a different controller (a non-wii one possibly) and that different frequencies might interfere with it.
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Wiimote
Jun 25, 2008 22:19:28 GMT 1
Post by samphex on Jun 25, 2008 22:19:28 GMT 1
No. I meant wiimote sword swinging madness.
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Wiimote
Jun 25, 2008 22:28:56 GMT 1
Post by metaview on Jun 25, 2008 22:28:56 GMT 1
laddspencer: were you able to switch the output mode? I've tried
// Set Data report mode. { UInt8 buffer[] = {0x52, 0x12, 0x00, 0x31}; BtLibSocketSend(gBtLibRefNum, _controlSocket, (UInt8*)&buffer, sizeof(buffer)); }
But I still get only 0x30.
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Post by icefire on Jun 26, 2008 0:39:33 GMT 1
metaview: Is it slower or faster to make an internal struct that has weither each button is pressed and poll it from that thing. That would be filled when the events arrive?
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Post by laddspencer on Jun 26, 2008 2:26:35 GMT 1
Yep, pretty much the exact same code as you: void hidInterruptCallback(BtLibSocketEventType* sEvent, UInt32 refCon) { ...
if (sEvent->event == btLibSocketEventConnectedOutbound) { // Set LED pattern. UInt8 ledBuffer[] = {0x52, 0x11,0x90}; BtLibSocketSend(gBtLibRefNum, _controlSocket, (UInt8*)&ledBuffer, sizeof(ledBuffer)); // Set report mode to 0x31: core buttons + acceleration UInt8 modeBuffer[] = {0x52, 0x12, 0x00, 0x31}; BtLibSocketSend(gBtLibRefNum, _controlSocket, (UInt8*)&modeBuffer, sizeof(modeBuffer)); return; } }
Also, if you're interested in a struct like Icefire mentioned, I've got a few I've been using: struct WiiCoreButtons { union { struct { UInt8 reserved5 : 1; UInt8 reserved4 : 1; UInt8 reserved3 : 1; UInt8 plus : 1; UInt8 up : 1; UInt8 down : 1; UInt8 right : 1; UInt8 left : 1; } bits; UInt8 byte; } high;
union { struct { UInt8 home : 1; UInt8 reserved2 : 1; UInt8 reserved1 : 1; UInt8 minus : 1; UInt8 A : 1; UInt8 B : 1; UInt8 one : 1; UInt8 two : 1; } bits;
UInt8 byte; } low; };
struct WiiAccelerometer { UInt8 x; UInt8 y; UInt8 z; };
...assuming data is a pointer to an HID packet: WiiCoreButtons* buttons = (WiiCoreButtons*)(data + 2); WiiAccelerometer* accel = (WiiAccelerometer*)(data + 4);
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Post by metaview on Jun 26, 2008 8:34:14 GMT 1
strange... I can not switch the data mode. I even wait for the SendComplete event from the LED setting before I send the command. It results: ErrPending, then ErrNone but it still reports 0x30. Weird. Also BtLibTest seems to crash on Treo 680 but not on TX when launched a second time, weird too.
About LJP: Don't know what I changed but now it stops working (it hangs) after some seconds if I enable Wiimote (might be because of too much event processing calls?)
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Wiimote
Jun 26, 2008 15:54:00 GMT 1
Post by laddspencer on Jun 26, 2008 15:54:00 GMT 1
I'm not sure what the problem is. I've run into a few issues myself: - Sometimes the btLib gets into a bad state and it won't connect; I need to reset the palm.
- Sometimes I close the sockets but the Wiimote doesn't disconnect or turn off; I need to hold the power button on the Wiimote to force a disconnect.
- Printing accelerometer data overloads btLibTest (dozens of messages per second); I print one out of every ten packets and even then it's a lot.
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Wiimote
Jun 26, 2008 18:36:05 GMT 1
Post by metaview on Jun 26, 2008 18:36:05 GMT 1
www.metaviewsoft.de/BtLibTester.zip that's my test. I can't get it to report accelerometer data. Maybe one of you could check it and tell me if it works for you. laddspencer: could you send me an example which prints acc. data? Maybe my wiimote is defect? Regards Henk
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Wiimote
Jun 30, 2008 20:07:30 GMT 1
Post by aron1138 on Jun 30, 2008 20:07:30 GMT 1
I have a wiimote so I will test this when I get the chance. Keep up the good Work
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Wiimote
Jun 30, 2008 21:15:19 GMT 1
Post by coder12 on Jun 30, 2008 21:15:19 GMT 1
@ metaview : Is there going to be an option for turning the accelerometer on and off in ljp? (assuming you are even porting it into ljp) and I just got a wii, so I'll be sure to check your app. also.
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Wiimote
Jun 30, 2008 21:32:53 GMT 1
Post by aron1138 on Jun 30, 2008 21:32:53 GMT 1
I don't really see the point unless it somehow slows down performance. You will just be configuring this like any other controller it's not just wiimote [ ] you set up ABXYLR up down etc in the input menu. So if you don't set an accelerometer movement as a button it won't do anything. (uh, I think)
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Wiimote
Jun 30, 2008 23:43:50 GMT 1
Post by coder12 on Jun 30, 2008 23:43:50 GMT 1
I've gotten it to output accelerometer data, but if you think this is slow now, wait until you try to add that to LJP Actually, it apparently does slow it down.
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Post by aron1138 on Jul 2, 2008 18:53:20 GMT 1
:/ yeah, but what I was thinking was if you don't assign the accelerometer as a control then it won't do anything.
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Post by icefire on Jul 2, 2008 21:38:38 GMT 1
The events are still sent. however, your right that it could be an option.
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Post by metaview on Jul 5, 2008 12:24:28 GMT 1
Any results about me test app?
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Post by icefire on Jul 5, 2008 17:20:39 GMT 1
No Accelerometer for me
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Post by metaview on Jul 5, 2008 19:43:18 GMT 1
ok, thank you. Then it seems to be my fault.
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Wiimote
Jul 13, 2008 21:40:20 GMT 1
Post by luckyluke on Jul 13, 2008 21:40:20 GMT 1
Hi everybody, put out your Wiimote if you own one! I´m very happy and glad that I am able to present you a new version of LJP which can be controled with a Wiimote. First a little bit about me. You can skip it if you´re not interested in it. Well, I´m 18, live in Munich, Germany and I´ve written More Heap Hack (Some of you might know it) and some other stuff for Palm. I found LJP some years ago (when it was around RC2). I used it sometimes to play especially old Gameboy games, looked into this forum regularly and was very thankful for the hard work several people spent into this great project. Then few weeks ago I saw the Wiimote thread by laddspencer and got very excited. I read that a Yahm hack would be needed. Since developing MHH I know how to create Yahm hacks. So I contacted Metaview over ICQ and asked him some questions. He told me that the Wiimote stuff would slow things down. I suggested to move the Bluetooth callbacks from the 68k part to the ARM part and started researches about it. After one or two days I finished some working test code. Metaview then supported me much so that I was able to compile LJP and could start with ARMing the Bluetooth callbacks. Special thanks to Metaview! Though I had a problem = no Wiimote. Then Friday a week ago I finally decided to order one. It arrived at Monday. :-) I worked hard until Wednesday to solve several problems with Bluetooth in ARM. Unfortunately a speed improvment wasn´t there since the handlers aren´t called often. The expensive point is the still needed event loop. We have to live with that but all in all I think the speed is alright even in SNES. Wednesday the Wiimote stuff was still very unstable. I made it the last days much more stable and added use of the accelerometer. Before you all get to much excited I have to point out that this Wiimote stuff is beta stuff. Known issues are: - Crashes may still occur. - The buttons of the device choose form are black. (most left button is 'Ok', the middle button 'Cancel' and the most right 'Search again' if avaible) - Cancel the choose of a bluetooth device often leads to hang up. - Still much debug messages. (no blocking ones; Ignore them) - My joystick (use of accel.) function isn´t very well worked out yet. (I´ll add a calibration function but hadn´t the time for that yet. Also use of the accelerometer data has to be improved.) - The functions of the core buttons are hard coded. (You can´t map the Wiimote buttons; It isn´t really a problem I think.) I played some hours with this LJP version on my Palm GSM Centro SNES and Gameboy games with only one crash in a SNES game where I can´t really say that it was caused by the wiimote stuff. But you should save regularly! NES was just started one time with Wiimote connected. Wondersan (or how it´s called) hasn´t the Wiimote support since I didn´t got the module compiled. All WS lovers, please don´t kill me. Now finally here is the download link: lukas-grundmann.de1.cc/Stuff/LJP_1_2_wiimote.zipI hope that it will work for you and if Have fun! .... The YAHM hack is in work. The GUI is finished. I can already remap KeyCurrentState to KeyCurrentState, keydown event to keydown event and KeyCurrentState code to keydown event. The Wiimote stuff isn´t implemented yet. I hope that I´ll have soon some time and especially the mood to finish it. greetings Lukas
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Wiimote
Jul 13, 2008 22:18:26 GMT 1
Post by coder12 on Jul 13, 2008 22:18:26 GMT 1
First of all, welcome to the forums. 2nd, I hope to (finally ) open my wii today and get some of this stuff tested out. I'll post bugs, info etc. later when I get the chance. icefire: The YAHM hack is in work. The GUI is finished. I can already remap KeyCurrentState to KeyCurrentState, keydown event to keydown event and KeyCurrentState code to keydown event. The Wiimote stuff isn´t implemented yet. I hope that I´ll have soon some time and especially the mood to finish it. greetings Lukas Weren't you working on something like this?
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Post by icefire on Jul 14, 2008 0:13:06 GMT 1
luckyluke: NICE! Trying right now! If you want for the YAHM side of things, I quickly hacked up a 68k side WiiCurrentState(), don't know if it would help BTW, love your apps (especially MHH). Any news on the ARM to 68k to ARM resource converter?
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Wiimote
Jul 14, 2008 14:56:23 GMT 1
Post by coder12 on Jul 14, 2008 14:56:23 GMT 1
Awesome! Works Perfectly on my Zodiac!!! . . . almost. . . The only thing with it is a/: The device buttons still work, and I assume that this must slow it down somewhat. and b/: The buttons in the in-game menu are shaded out, I'll post a pic. if I can later. On the Zire 72 it works great, I had a few minor crashes after the [init event loop], but only when "use as joystick" was selected. I never really figured out what it does anyway. . . Otherwise just stupendous! I'm starting work on the installation video now that the wiimote is implemented! [edit]: The only thing I could ask for is for keymapping, because I don't really like holding my controller vertically, and would rather hold it horizontally.
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Wiimote
Jul 14, 2008 15:23:58 GMT 1
Post by luckyluke on Jul 14, 2008 15:23:58 GMT 1
Awesome! Works Perfectly on my Zodiac!!! . . . almost. . . The only thing with it is a/: The device buttons still work, and I assume that this must slow it down somewhat. and b/: The buttons in the in-game menu are shaded out, I'll post a pic. if I can later. Happy to hear that overall it seems to work. I can add a function that disables the device buttons but it shouldn´t bring a significant speed improvement. The buttons in the in-game menu are shaded out? I´ve really no idea why this happens. It isn´t like this on my Centro. Maybe Metaview has an idea. I thought this crashes was fixed. Use as Joystick: The accelerometer isn´t used then this checkbox is disabled and it is used when the checkbox is selected. Doesn´t it work on Zire 72? On Zodiac? :-) Include a topic "Don´t ask for Roms in the Forum" It´s planned. The "joystick" function needs much improvements. It depends on my free time and as said on my mood how fast I´ll improve it. icefire: What is your WiiCurrentState doing? About Turmfalke (the converter): lukas-grundmann.de1.cc/Turmfalke/
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