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Wiimote
Jul 14, 2008 17:44:14 GMT 1
Post by yussef on Jul 14, 2008 17:44:14 GMT 1
the wiimote function is great, no problems on a palm TX, just the bluetooth connection buttons that are black (Ok, Cancel), but who cares? the response time is perfect, and the games are perfectly playable with the wiimote the only thing almost everyone would ask is keymapping, but in a temporary solution, a hardcoded configuration for holding the wiimote horizontaly would be nice
just out of curiosity, will you release the source code?
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Wiimote
Jul 14, 2008 17:49:29 GMT 1
Post by metaview on Jul 14, 2008 17:49:29 GMT 1
the buttons are black, because the UI-colors are defined in this way...
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Wiimote
Jul 14, 2008 19:04:35 GMT 1
Post by luckyluke on Jul 14, 2008 19:04:35 GMT 1
the wiimote function is great, no problems on a palm TX, just the bluetooth connection buttons that are black (Ok, Cancel), but who cares? the response time is perfect, and the games are perfectly playable with the wiimote the only thing almost everyone would ask is keymapping, but in a temporary solution, a hardcoded configuration for holding the wiimote horizontaly would be nice just out of curiosity, will you release the source code? Well I´ll ask Metaview how to change the UI colors. I´m happy to hear that it works fine for you. I found that with holding the wiimote vertically it was similiar to a joystick. But I also understand if you don´t like it. Yes, the source code of the wiimote stuff in LJP will of course be published. But for now I don´t see the need.
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Wiimote
Jul 14, 2008 19:33:46 GMT 1
Post by icefire on Jul 14, 2008 19:33:46 GMT 1
luckyluke: the WiiCurrentState is a function that is like KeyCurrentState. I made a sort of 68k wii library, but haven't gotten to finish the fake event part. BTW, while you have LJP compiling, mind making a version without the "stack use 10%", "unzip ok" messages and such?
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borka
New Member
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Post by borka on Jul 15, 2008 8:50:08 GMT 1
luckyluke: Wow, super! Only seeing your work I understood that this _is_ the choice for LJP on Palm My 3 cents - about the keymapping. 1) I think that the horizontal position of the mote is better, because you can simultaneously work with d-pad (one hand) and 1-2 buttons (another hand). This is very useful in action games, even in action-rpg like zelda on snes, since you should move and hit/block simultaneously. Using mote a-b buttons, I think, is less convenient. For example, for nes, gb: horizontal position, d-pad to the right, 1-2 buttons: a/b, +/- - start/select for snes: horizontal position, d-pad to the right, 1-2 buttons: a/b, +/-: x/y (!!!), a/b: start/select Does it make sense? 2) Talking about mapping... what are current mappings, especially for snes? (x/y, select?) 3) Is it possible to turn off leds on the mote? It is brighter than the palm screen. And they really distract one's attention
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Wiimote
Jul 15, 2008 17:48:26 GMT 1
Post by icefire on Jul 15, 2008 17:48:26 GMT 1
For me the wiimote keeps flashing the lights (but works). This should be easy to add, from what i know of the Wiimote code....
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Wiimote
Jul 15, 2008 23:08:03 GMT 1
Post by luckyluke on Jul 15, 2008 23:08:03 GMT 1
Thank you all for your good feedback! :-) At the moment I´m working on the function to map the core buttons of the wiimote. I would say that the GUI for this is more than 50% ready. Then I´ll add settings to improve the use of the accelerometer. A quick fix of the UI color unfortunately failed but though I think Metaview or I can fix it. But it isn´t important enough in the moment. borka: 1) I completly understand your point! I´ll try to solve it as fast as possible. But everyone already worked on the LJP Launcher can only agree that it isn´t very easy source code, I think. I´m sure that I´ll be able to work in it easier with the time. But now at the beginning it´s sometimes confusing for me. 2) I´m sorry. But you´ve to try it out since I don´t understand the code at this point. It´s a routine I just taken from Metaviews early stuff which translates the wiimote button presses to virtual codes handled by the modules. I´ve not enough knowledge about this system. 3) It should be possible. icefire: I can add an option to disable the debug messages but I personally like them. I´ll obtain the wiimote codes in my YAHM hack in ARM. So 68k stuff isn´t very useful directly but maybe it inspires me. If you want please send the code to me. The LED don´t stop flashing? This isn´t well. Is the accelerometer used if you choose it in the configs?
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Wiimote
Jul 15, 2008 23:12:24 GMT 1
Post by coder12 on Jul 15, 2008 23:12:24 GMT 1
More testing results! |_ >The error wasn't at [hid init loop], it was at [HID callback end] on my Zire 72, completely my mistake. Sorry about that. |_ >2. The joystic/accelerometer function just doesn't work on my zodiac, I tried everything I could think of to fix it too. |_ >3.The grey overlay is still only on the leftmost 320x320 pixels of the screen, I'll get a picture asap. *goes and opens zgrab* edit: edit2:This only happens when using the wiimote
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Post by icefire on Jul 16, 2008 3:39:02 GMT 1
Same for me with accelerometer and box on the zodiac....
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borka
New Member
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Post by borka on Jul 16, 2008 7:40:43 GMT 1
luckylukeIt is good, waiting for your update - yesterday about an hour playing zelda on snes with wiimote BTW, is it possible to use a nunchuck now? Especially its analog joystick and two extra buttons - it will come handy. If you need press/motion codes or like - may be some little program I can run and record them?
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Post by metaview on Jul 16, 2008 7:54:27 GMT 1
The keymapping is the same for all systems:
Key on emulator: KEY_QUICKLOAD, KEY_QUICKSAVE, KEY_B, KEY_A, KEY_SELECT, 0, 0, KEY_START, KEY_LEFT, KEY_RIGHT, KEY_DOWN, KEY_UP, KEY_TURBO, 0, 0, 0;
Key on Wiimote: '2', '1', 'B', 'A','-', 0xFFFF, 0xFFFF,'h', 'l', 'r','d', 'u', '+',0xFFFF, 0xFFFF, 0xFFFF
I don't have my Wiimote right here but I guess 'h' is 'home'. Example: A on Wiimote maps to KEY_A on emulator.
About the LED flashing on Zod:
We might need to check if a btLibSocketEventSendComplete comes back and see what sEvent->status tells us. If there was an error, we should send it again. If it was successfully, we should then send the desired input config. BT is quite different between different devices therefore one should carefully folow the docs and not assume success or certain timings.
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borka
New Member
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Post by borka on Jul 16, 2008 8:57:13 GMT 1
metaviewAnd what about X/Y keys on the emulator? They are very important too... BTW, can I help in mapping nunchuck keys? (It is an addon for the wiimote with analog stick, 2 buttons and another accelerometer).
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Wiimote
Jul 16, 2008 12:00:31 GMT 1
Post by metaview on Jul 16, 2008 12:00:31 GMT 1
Where do you want to map the XY keys? The Wiimote doesn't has enough keys. Use the device keys for these.
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Wiimote
Jul 16, 2008 14:16:42 GMT 1
Post by coder12 on Jul 16, 2008 14:16:42 GMT 1
Where do you want to map the XY keys? The Wiimote doesn't has enough keys. Use the device keys for these. The only way you'd have enough keys is when using the nunchuck, or using the classic controller. I'd honestly rather see the ability to use the classic controller more than the nunchuck, due to the fact that it looks (and feels) more like a real gaming controller.
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borka
New Member
Posts: 6
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Wiimote
Jul 16, 2008 14:17:50 GMT 1
Post by borka on Jul 16, 2008 14:17:50 GMT 1
metaviewI wrote this some posts above: for example - horizontal movement - d-pad (say, KEY_UP - l, KEY_DOWN - r, KEY_LEFT - d, KEY_RIGHT - u - horizontal position) - KEY_A - 2, KEY_B - 1 - KEY_X +, KEY_Y - - KEY_START A, KEY_SELECT B Because, quicksave/load, trubo are not needed on the joystick during the gameplay. And they should be on the device (IMHO). Strange d-pad assignment is due to the fact, that holding mote horizontally allows easier access to the action buttons - a/b/x/y. For example, in (legendary) zelda on snes, one use a for action, b for the sword, and y for the equipped item (say, boomerang). And they are used almost simultaneously (and while moving).
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Wiimote
Jul 16, 2008 18:59:41 GMT 1
Post by luckyluke on Jul 16, 2008 18:59:41 GMT 1
Maping of the Core Buttons basically works now. :-) Unfortunately something is broken in SNES. Some codes the Wiimote handlers throw out aren´t interpreted right by the SNES module. I´ll look if I can fix it. Since it works normally for the hardware key code I´ll look what are the difference to mine.
In GB everything works as it should.
[EDIT:] Well, it seems to work now. The above bug was found. :-)
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Wiimote
Jul 16, 2008 23:54:44 GMT 1
Post by icefire on Jul 16, 2008 23:54:44 GMT 1
Can't wait . PM me if you need more testing on zodiac (or do you have one?)
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borka
New Member
Posts: 6
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Post by borka on Aug 5, 2008 13:49:07 GMT 1
By any chance, is there a new build with the wiimote configuration?
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Post by luckyluke on Aug 8, 2008 4:42:27 GMT 1
By any chance, is there a new build with the wiimote configuration? Yeah, before I´ll go on holiday for three weeks I want to push out my unfortunately uncomplete work as nightly builds: Binaries, if you´re happy you can: - set LEDs freely - map the core buttons READ THE UNCOMPLETE DOCS BEFORE USE! SELECT THE "ARM" CORE! (described in the docs already) lukas-grundmann.de1.cc/Stuff/LJP1_2_wiimote2_bin.zipGrab of sources: lukas-grundmann.de1.cc/Stuff/LJP1_2_wiimote2_src.zipDocs: [EDIT:] lukas-grundmann.de1.cc/Stuff/WiimoteLJPDoc.pdf This is the new documentation. I switched to PDF now and removed the Doc files ... if you prefer Doc or Open Office Doc I can easily up them, too. I hope it will work at least for some at least a little bit. Worked overall well on my Centro. greetings, Lukas
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borka
New Member
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Post by borka on Aug 11, 2008 9:16:44 GMT 1
Wow! Palm T3, snes - works Ok, button mapping and such (didn't test accels though).
1) Didn't try nunchuck -> d/pad mapping, thinking about it. But highly doubt this since it is an analog stick...
2) At some moment the game screen moved itself to the top of the T3's screen (usually it is in the middle when the silder is open).
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Wiimote
Aug 11, 2008 13:53:37 GMT 1
Post by coder12 on Aug 11, 2008 13:53:37 GMT 1
On the zodiac, I had a couple of random errors (just the wiimote disconnecting while loading the game, and random crashes in the menu).
Otherwise, the accelerometer doesn't work. (Some buttons work with it on[turbo&frameskip], but still no acc. input).
And still the same graphical error as in the previous screenshot.
However, the U-I colors are correct!
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Wiimote
Aug 27, 2008 20:32:29 GMT 1
Post by luckyluke on Aug 27, 2008 20:32:29 GMT 1
Well, I´m back. borka: I´m happy to hear that it is working ok for you! Are the LEDs working? 1) No idea if the Nunchuck would generally work and I don´t own a nunchunk for testing. 2) Perhaps an side effect of the event stuff which is used while emulation since LJP 1.2. coder12: I see, still bad news for Zodiac users. Unfortunately I have to admit that I´ve really no idea why older BtLibs make such problems. On my Centro (BtLib 3.3A) everything around the Wiimote works well - on my Tungsten T2 (BtLib 1.0) the Wiimote stuff doesn´t work. I think that Zodiac users can forget the accelerometer stuff but I might be able to improve stability. But I´ve limited time and only few resources (= no Zodiac) Are the LEDs working? How does the key mapping?
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Wiimote
Aug 27, 2008 21:10:27 GMT 1
Post by icefire on Aug 27, 2008 21:10:27 GMT 1
No leds on zodiac for me, but the keymapping is great and it is stable.
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Post by coder12 on Aug 28, 2008 0:15:29 GMT 1
Well, I´m back. borka: I´m happy to hear that it is working ok for you! Are the LEDs working? 1) No idea if the Nunchuck would generally work and I don´t own a nunchunk for testing. 2) Perhaps an side effect of the event stuff which is used while emulation since LJP 1.2. coder12: I see, still bad news for Zodiac users. Unfortunately I have to admit that I´ve really no idea why older BtLibs make such problems. On my Centro (BtLib 3.3A) everything around the Wiimote works well - on my Tungsten T2 (BtLib 1.0) the Wiimote stuff doesn´t work. I think that Zodiac users can forget the accelerometer stuff but I might be able to improve stability. But I´ve limited time and only few resources (= no Zodiac) Are the LEDs working? How does the key mapping? Yes, LED's work, fantastically. Whenever it's connected it will automatically switch to it's settings. Keymapping works great, I'll check out the nunchuck and make a report of it. Maybe if I get a classic controller I'll try that too. I had tried the accelerometer on my z.72 and it worked fine (when it worked XP). And I honestly feel no need to use it on my zodiac. So I guess I'm fine without it.
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Post by icefire on Aug 28, 2008 1:07:36 GMT 1
Do the LEDs work on ur zodiac? that is where the problems are IIRC...
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Post by luckyluke on Aug 28, 2008 1:27:21 GMT 1
Well, I´m back. borka: I´m happy to hear that it is working ok for you! Are the LEDs working? 1) No idea if the Nunchuck would generally work and I don´t own a nunchunk for testing. 2) Perhaps an side effect of the event stuff which is used while emulation since LJP 1.2. coder12: I see, still bad news for Zodiac users. Unfortunately I have to admit that I´ve really no idea why older BtLibs make such problems. On my Centro (BtLib 3.3A) everything around the Wiimote works well - on my Tungsten T2 (BtLib 1.0) the Wiimote stuff doesn´t work. I think that Zodiac users can forget the accelerometer stuff but I might be able to improve stability. But I´ve limited time and only few resources (= no Zodiac) Are the LEDs working? How does the key mapping? Yes, LED's work, fantastically. Whenever it's connected it will automatically switch to it's settings. Keymapping works great, I'll check out the nunchuck and make a report of it. Maybe if I get a classic controller I'll try that too. I had tried the accelerometer on my z.72 and it worked fine (when it worked XP). And I honestly feel no need to use it on my zodiac. So I guess I'm fine without it. LEDs are working even on your Zodiac (and while the wiimote is used in the games)? Why the **** it doesn´t work on Icefire´s Zodiac then? I believe I missunderstood Coder12. If not I ask you, Icefire to make sure you tested really the latest version! Then let´s forget the accelerometer on Zodiac. About the unstable stuff: I´ll try to improve the debug stuff the next days. I believe it will be better if our debug functions will write the text into a file instead of writing it to the screen. I´ve the hope that this will help me finding the reasons for the crashes since I can log more details and it will be easier for the users to send internal results back to me. Just a little note: The newest wiimote stuff sometimes lead to a crash after leaving LJP on my Centro if there was barely enough free dynamic heap for the SNES module. (~5MB) Disabling the phone module or a reset helped in this cases.
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Post by coder12 on Aug 28, 2008 2:22:23 GMT 1
LEDs are working even on your Zodiac (and while the wiimote is used in the games)? Why the **** doesn´t it work on Icefire´s Zodiac then? I believe I missunderstood Coder12. If not I ask you, Icefire to make sure you tested really the latest version! About the unstable stuff: I´ll try to improve the debug stuff the next days. I believe it will be better if our debug functions will write the text into a file instead of writing it to the screen. I´ve the hope that this will help me finding the reasons for the crashes since I can log more details and it will be easier for the users to send internal results back to me. Just a little note: The newest wiimote stuff sometimes lead to a crash after leaving LJP on my Centro if there was barely enough free dynamic heap for the SNES module. (~5MB) Disabling the phone module or a reset helped in this cases. I just checked, LEDs are fully functional, on or off. (currently they are set to middle-on, outer-off.) And there is no external wiimote controller support (nunchuck, classic, buttons on the nunchuck, anything). Maybe that's a zodiac issue too though. . . *goes to get his zire 72*
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Wiimote
Aug 28, 2008 11:56:11 GMT 1
Post by luckyluke on Aug 28, 2008 11:56:11 GMT 1
LEDs are working even on your Zodiac (and while the wiimote is used in the games)? Why the **** doesn´t it work on Icefire´s Zodiac then? I believe I missunderstood Coder12. If not I ask you, Icefire to make sure you tested really the latest version! About the unstable stuff: I´ll try to improve the debug stuff the next days. I believe it will be better if our debug functions will write the text into a file instead of writing it to the screen. I´ve the hope that this will help me finding the reasons for the crashes since I can log more details and it will be easier for the users to send internal results back to me. Just a little note: The newest wiimote stuff sometimes lead to a crash after leaving LJP on my Centro if there was barely enough free dynamic heap for the SNES module. (~5MB) Disabling the phone module or a reset helped in this cases. I just checked, LEDs are fully functional, on or off. (currently they are set to middle-on, outer-off.) And there is no external wiimote controller support (nunchuck, classic, buttons on the nunchuck, anything). Maybe that's a zodiac issue too though. . . *goes to get his zire 72* Forget the extension controllers for now! I´ve just read about them another time in the wiibrew documentation. You need to switch in another data mode. This may cause problems on Zodiac but that the LEDs setting works even in ARM for you let me hope again. But there are more problems: Each extension controller sends out a 8 byte value! If I would map this 8byte value directly to an internal key (like 'A', 'B' ...) I had to change all the key mapping structures and for translating the 8byte value into the 2byte value used until now for the core buttons I had to know if a gamepad or a nunchunk is connected to the wiimote. But that the code which exist until now becomes more stable is much more important. After this we could talk about two wiimotes connected to the Palm or about using the gamepad as "second" wiimote.
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Post by notans on Aug 30, 2008 0:00:49 GMT 1
Tungsten|E2: Core Buttons: Working Keymapping: working LEDs: Working Accelerometer: Not Working Notes: Sometimes crashes at launch of game.
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Wiimote
Aug 31, 2008 21:19:30 GMT 1
Post by luckyluke on Aug 31, 2008 21:19:30 GMT 1
Thank you notans for your feedback! I´ve updated the documention and completed the help for the accelerometer settings which might be useful for other Centro users. But I´ve to optimize the size of the document because I´ve inserted a lot of photos without scaling them before. I´m doing this at the moment. coder12: Otherwise, the accelerometer doesn't work. (Some buttons work with it on[turbo&frameskip], but still no acc. input).I know it´s quite old but this is interesting! This means that activating the accelerometer on Zodiac isn´t ignored and changes the input from the Wiimote! The buttons not working/ working can give me a direction why the accelerometer doesn´t work. Which buttons worked but turbo&frameskip? Do it matter which Wiimote buttons you map on turbo & frameskip? [EDIT:] lukas-grundmann.de1.cc/Stuff/WiimoteLJPDoc.pdf This is the new documentation. I switched to PDF now and removed the Doc files ... if you prefer Doc or Open Office Doc I can easily up them, too.
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