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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
Posts: 6
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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 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 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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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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Post by icefire on Sept 2, 2008 0:17:12 GMT 1
Zodiac 1 is the same as zodiac 2 on EVERYTHING but RAM size. so a report from one is the same as from both.
From an old version, i know that Treo 650 works with button mapping and core buttons.
I'll try the new version as soon as i can.
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Post by icefire on Sept 2, 2008 0:37:14 GMT 1
Accelerometer doesn't work on Zodiac, it causes no controls to work .... LEDs do work . Buttons and mapping works .
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Wiimote
Sept 2, 2008 18:24:52 GMT 1
Post by icefire on Sept 2, 2008 18:24:52 GMT 1
The game recieved NO input from the wiimote (IDK about internal buttons) when the Accelerometer was enabled.
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Wiimote
Sept 3, 2008 17:48:44 GMT 1
Post by luckyluke on Sept 3, 2008 17:48:44 GMT 1
I´ve updated the documentation with the new test results. Also I´ll be away from home one week. But this time I´ll be in Germany and can get and send e-mails with my Centro. Out of this reason I polished up my small wiimote test application a little bit. I used it for basically researches and implemented good experiences from it into LJP. The very good thing about this application is that it is developed with NaPP and so I can work on it onboard and on the go. You can get the test application here: lukas-grundmann.de1.cc/Stuff/BTLibTest.prcIt appears at "Wiimote test proggy" in the launcher and generates a RAM based log file "BTLibTestLog" with the results. After start you´ll be asked if you want to log in raw mode or not. In raw mode the test application will log everything which comes from the wiimote. This is pretty much but can help to find out what goes wrong on Zodiac & other devices which doesn´t support the accelerometer (yet?). Without raw mode the test application debugs the successful parsed data from the Wiimote in a nicer way. It outputs for every key press a code and every 1/10 second the data of the accelerometer. You can exit the application like any application. (Home button, application key ...) At least on my Tungsten T2 this nasty "Try to connect" alerts were fixed away. In all other test applications and LJP (fix not implemented yet) they (hopefully still) occurr. If you own a device which doesn´t support the accelerometer please check out the test application and send me the debug file: supportMHH@lukas-grundmann.de1.cc You can zip the file before sending! If you want to analyse the debug file yourself I recommend Resco Explorer onboard or any notepad application offboard. The debug file is plain text.
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jdo8
New Member
Posts: 4
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Post by jdo8 on Sept 6, 2008 2:54:30 GMT 1
hey I'm new here but have followed the wiimote stuff for ages. @ coder 12 the reason the wiimote isn't working with your zodiac is because the wiimotes pitch and role can measured accurately but the yawl can't be measure accurately. anyways I'm not claiming to be a genius this video explains better www.youtube.com/watch?v=KyvIlKSA0BA&NR=1basically you can't track the wiimote when it turns left and right also i have a treo 680 so i would be more than willing to help testing and not being funny but whats the point of that test luckyluke posted what info are we suppose to get from it. also how do you link the movement with the button e.g. up, down, left and right. p.s. if I'm wrong about anything I've said feel free to call me a f**ktard. ???
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jdo8
New Member
Posts: 4
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Wiimote
Sept 6, 2008 21:04:10 GMT 1
Post by jdo8 on Sept 6, 2008 21:04:10 GMT 1
okay so i was wrong. but what i still can't figure out is how to assign the movements of the wiimote to button. if that's even possible with treo680 also i know this has already been said but can someone fix Mario kart, it worked perfectly untill you added the wiimote stuff.
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Wiimote
Sept 9, 2008 22:33:54 GMT 1
Post by drmario on Sept 9, 2008 22:33:54 GMT 1
now that you can read bluetooth input from a wiimote and use it to play LJP, do you think you could create an app for palm that reverses this and sends out this bluetooth information so you could use your palm as a wiimote to play on the wii?
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Wiimote
Sept 10, 2008 1:47:58 GMT 1
Post by icefire on Sept 10, 2008 1:47:58 GMT 1
No accelerometer.
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Wiimote
Sept 10, 2008 2:37:38 GMT 1
Post by drmario on Sept 10, 2008 2:37:38 GMT 1
you don't need the accelerometer to play VC games or Brawl, and as for syncing, i don't if this helps but it is possible to have 2 remotes both being the same player and it still works so it would just have to clone the signals of one of the remotes so the wii thinks the remote was already synced.
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Wiimote
Sept 11, 2008 2:02:37 GMT 1
Post by drmario on Sept 11, 2008 2:02:37 GMT 1
already got 4, just wanted to fool around with it and mess around with my friend's wii and thought it would be easy to reverse the code.
Just think of it, u and 4 guys are playing wii so when it's ur turn to sit out, u can mess up their game of brawl by taking over one of the characters with your palm and they are all like WTF and smash your palm!
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Wiimote
Sept 11, 2008 2:34:21 GMT 1
Post by icefire on Sept 11, 2008 2:34:21 GMT 1
That doesn't sound that good
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btc
New Member
Posts: 2
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Post by btc on Jan 13, 2009 4:42:58 GMT 1
Wiimote implementation project abandoned? I wish there as also a version of LJP RC8 with wiimote in order to play mario kart with it, no solution?
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Wiimote
Jan 14, 2009 19:38:57 GMT 1
Post by tedyun on Jan 14, 2009 19:38:57 GMT 1
Great job everyone on the Wiimote input, and on LJP in general. I've been using LJP since the early days, and it has come a long way.
To update the info in Lukas' documentation, I am using it on a Tungsten T3. I've got the LEDs working, and the accelerometer works as well. I have to play around with the configurations to adjust to the way I hold the wiimote, but for the most part the L/R, U/D axes work when holding like a joystick.
I've used it on the GB, Genesis and SNES modules. I'll try more as time goes on.
With the SNES module, it modifies the speed of the game -- it will slow down, then speed up.
I am experiencing random crashes, and random problems with the two devices linking to each other. But very, very cool guys. Keep up the good work!
Update: Playing with it a little more on my T3, and I am noticing that when not using it in Joystick mode (ie., no accelerometer), I get less crashes, and the speed issues are less apparent. It still is a bit choppy.
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Wiimote
Jan 19, 2009 22:59:26 GMT 1
Post by beavis on Jan 19, 2009 22:59:26 GMT 1
Has anyone tried the Datel Retro Wireless controller? It is similar to the Wii classic controller, but does not connect to the wiimote, it is used in place of the wiimote. It has bluetooth, and users have reported success using it on their PCs with GlovePIE.
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Post by palmer on Feb 19, 2009 2:48:00 GMT 1
I'm having some serious troubles with the Wii remote and I'm wondering if there's anyone left to help. Both the 68K and ARM cores allow me to map the buttons just fine, but when I actually try to launch a game is where I run into trouble. With The 68K core on it asks me for my device, and I can connect the remote just fine. However, none of the buttons do anything in-game. The ARM core is even worse. When I launch a game, it doesn't even ask to connect the remote, it just loads the game. I was really looking forward to trying this out, but now it isn't working Does anyone have a clue what could be causing this? EDIT: Lol fixed it, it seems I forgot to update my zem files with the new version.
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Post by beavis on Feb 27, 2009 7:49:54 GMT 1
I've tried the Retro Wireless controller, and here's the results with LJP. It can be discovered by bluetooth, and a Link can be created. But when LJP says "Press a button of your Wiimote", nothing happens with any button presses. Any chance this controller could be compatible with a later version of LJP?
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Wiimote
Feb 27, 2009 15:00:51 GMT 1
Post by luckyluke on Feb 27, 2009 15:00:51 GMT 1
Wiimote implementation project abandoned? Nope. Just my mood was / is (?) gone and I don´t have an excuse for this. But I have finished a small ... a little binary update today which improved things a little bit for me - perhaps for others too. lukas-grundmann.de1.cc/Stuff/LJP_1_2_Wiimote4.zipUpdates: - a major bug fix in the accelerometer translation code: behavior of Wiimote move directions doesn´t depend on wiimote button maping any longer - some small tweaks of the wiimote connection code (takes now noticeable longer in 68k and in ARM parts) - added a accelerometer initialization trick by Metaview - some minor bugfixes of the accelerometer analyse code - preconfigured accelerometer settings (Backup and delete your old .ini files) icefire: Metaview also had problems with his Wiimote and his Centro. He did some strange trick (activated the rumble motor for a short time) and then the accelerometer worked for him. So there is still hope that this acc. stuff will work someday with (your) Zodiac, too. drmario: Palm as Wiimote? Maybe possible but I´m not motivated for such a project at the moment. btc: I´ve really no experiences about the SNES emulation itself. So I´ve no chance to fix the mario kart problem and going back to R8 for just one game ... I´m sorry. tedyun: I know that the speed issues and crashes are a problem. The main reason is that the bluetooth stuff of Palm OS is driven over the normal event loop => much side effects and much system stuff done which isn´t useful for emulation nor the wiimote connection. When the accelerometer is used much more information have to be handled by the Bluetooth library / hardware => even more eaten system resources palmer: Since most of the ARM code (also for the wiimote) lays in the .zem files, they are important as the .prc file. beavis: Is there any developer information avaible about this controller? greetings, Lukas EDIT: Found and fixed another very very big bug after writing this post. A new package willl be avaible soon. I just have to test it a little bit. EDIT2: new stuff uploaded
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Post by shadow666 on Mar 20, 2009 4:03:06 GMT 1
Has anyone else noticed that when you don't use the wiimote it still tries to connect anyway? I'm still waiting for my wiiMote to arrive but i have updated to the wiiMote version anyway, but i noticed that even when "use wiiMote" is unchecked my TX still tries to activate bluetooth and connect. I also noticed that i seem to be getting the occasional crash when i exit a game and try to run another (very rarely happened before the wiiMote version). Maybe the wiiMote code is not deactivating and leaving something behind in memory? But so far guys, great work. I can't wait for my wiiMote to arrive
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Wiimote
Mar 20, 2009 17:08:38 GMT 1
Post by luckyluke on Mar 20, 2009 17:08:38 GMT 1
You are sure that you are using LJPwiimote4 and that you updated all .zem files?
I just checked it out on my Centro:
"use Wiimote" unchecked => no try to connect to the Wiimote "use Wiimote" checked => connecting process
Nevertheless unfortunately I lend my Wiimote to my little brother which visits a friend at the weekend. So I can´t do any further testing.
Crashes between quiting/starting games? I´ve never discovered this behaviour. But I only have six games (three GB, two SNES, one NES) and all in all I don´t play often with LJP. (Except then I code for it =) ) Even if started the wiimote stuff should clean up after a game was quit.
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Wiimote
Mar 21, 2009 11:07:21 GMT 1
Post by shadow666 on Mar 21, 2009 11:07:21 GMT 1
I just re-installed all the .zem files and the .prc and the issue remains. It's not really much of a problem but it just seems wrong.
When i start a game i get a message saying bluetooth is off would you like to turn it on, i hit cancel it says something like "bt open failed" then the game starts normally. If i start with bluetooth on i get a popup of nearby bluetooth devices, although i can still just cancel the connection and the game starts. Just seems it shouldn't be doing this since it makes having an option to disable the wiimote kinda pointless.
I'll keep playing with it and post again if i find anything
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Wiimote
Mar 21, 2009 21:53:02 GMT 1
Post by _Em on Mar 21, 2009 21:53:02 GMT 1
Did you remove all your .ini files -- especially on a per-game basis? It's possible you have a custom prefs file for the game you're playing, and the wiimote is enabled in there.
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