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#1 |
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Registered User
![]() ![]() Join Date: Dec 2003
Posts: 137
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Dolphin WII CONTROLLER plugin
Hi. I Would like to start a plugin for wii remote controller. I'm not an emu coder, this is my first attempt, but i can code c++ and other languages, not a guru but i can try. I will look at the source of others controller plugin to take hints. i need and i appreciate help and suggestions. |
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#2 |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2003
Posts: 422
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We don't have a Wii controller plugin interface yet, we need to figure out all the details on how the wiimote communicates with the wii first. See the existing threads about that.
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#3 |
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Registered User
![]() ![]() Join Date: Dec 2003
Posts: 137
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ok maybe i should have read further before starting looking at the code.
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#4 |
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Banned
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Sydney, Australia
Posts: 23,270
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Thats the hardest part. as far as i can tell, most of it is sent across via the bluetooth transmitter/reciever, the sensor bar is only used when used with a game that requires accuracy for aiming and the such.
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#5 |
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Registered User
![]() ![]() Join Date: Dec 2003
Posts: 137
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the sensor bar isn't used at all. it is only two source used by the controller itself. you can replace it with two candles for example. it is not to emulate. I'm interested, i will look at the current source a bit more and i will try to start somenthing. probably my skill are not so high but nevermind
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#6 |
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so i herd you like emu's?
![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: a country called Belgium
Posts: 731
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soooo true, i did it and it was fun ![]() EDIT: btw as Squall under neeth my post says you do need to emulate it, its needed for the wiimote so it can see at what position its at
__________________
![]() ![]() my DolphinWx rev Builds: http://www.nyleveia.com/daco/ Njoy with rumble disabled: 32bit clickme and 64bit clickme Last edited by daco; August 27th, 2008 at 12:51.. |
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#7 | |
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Banned
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Sydney, Australia
Posts: 23,270
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Quote:
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#8 |
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Registered User
Join Date: Aug 2008
Location: France
Posts: 4
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But you can play with two candles, and without the sensor bar, it works.
__________________
OS: Windows Vista Edition, 32-bit CPU: DualCore AMD Athlon 64 X2, 2200 MHz 4200+ Video: ATI Radeon HD 3650 (512 Mo) RAM: 2Go |
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#9 | |
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so i herd you like emu's?
![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: a country called Belgium
Posts: 731
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Quote:
__________________
![]() ![]() my DolphinWx rev Builds: http://www.nyleveia.com/daco/ Njoy with rumble disabled: 32bit clickme and 64bit clickme |
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#10 |
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Registered User
![]() ![]() Join Date: Jan 2006
Location: Romania
Posts: 105
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No ... you don't need the lights. When the wii remote initiates a handshake bluetooth connection with the WII, it is a normal handshake bluetooth connection (much like OBEX), only that the data is a bit crypted. Now, the wii remote has a MAC address. The WII has a MAC address list table, in which it keeps active (and inactive) registered WII REMOTE connections. At BOOT-UP/on wii remote closing, it updates the controller table (4 entries) to determine which remote is player 1. The camera lights need no emulation. The WII remote sends IR_X IR_Y and IR_Z data, as well as ACC_X ACC_Y ACC_Z data which get translated to yaw, pitch and roll by the WII. It's not that hard, (the input interface should be similar to the current PAD) but it needs lots of rewriting and hacking, ghetto style (bleh :P) EDIT: Look at WII REMOTE -> PC libraries to see the actual format of the data packets. I don't think every bit of the comm process WII <-> remote needs to be emulated just to get basic support. Someone must look at WHAT ADDRESSES ARE CHECKED FOR WII REMOTE DATA and insert it there in BIG ENDIAN (crypted) format.
__________________
My development (& gaming) PC: OS: Windows XP Pro 64 SP1 CPU: AMD Sempron 1150-LE @ 2 ghz GPU: GeForce 6200 128 MB RAM HDD: Western Digital 80GB SATA Mem: 1024 MB DDR2 Mobo: K8M800 Micro AM2 --------------------- Out of lazyness when posting. Last edited by eyepopper776; September 1st, 2008 at 17:30.. |
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#11 |
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Registered User
![]() ![]() Join Date: Dec 2003
Posts: 137
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no... you need two phisical infrared sources ( the wii sensor bar or two candles ) you need it physically. and you need ( phisically ) a wii remote and a blutooth interface. What you need to emulate is the bluthoot protocol in dolphin and data exchange with the remote ( the wi remote can play sounds too ). i'm looking at the source code of wii remote interface for linux to understand something more. I'm not so good, i can look and understand, but create is another thing. I hope someone with more skills will do it more quickly |
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#12 |
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Registered User
![]() ![]() Join Date: Jan 2006
Location: Romania
Posts: 105
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I meant you don't NEED to EMULATE lights. You can make a plugin that uses the mouse and hotkeys (an ideea) to SIMULATE WII INPUT. A WII REMOTE plugin will be even harder to code if you don't simulate it first. Get the WII (Dolphin) -> Remote part done first, THEN do the Remote -> WII (Dolphin) plugin. To get you started, get the libogc source code from devkitpro. Or, if you're an official WII developer you already have that info in your LEGALLY obtained REVOLUTION SDK copy (PS: I'm not one.)
__________________
My development (& gaming) PC: OS: Windows XP Pro 64 SP1 CPU: AMD Sempron 1150-LE @ 2 ghz GPU: GeForce 6200 128 MB RAM HDD: Western Digital 80GB SATA Mem: 1024 MB DDR2 Mobo: K8M800 Micro AM2 --------------------- Out of lazyness when posting. |
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#13 |
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so i herd you like emu's?
![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: a country called Belgium
Posts: 731
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not directly, but you need something internally to make the input plugin know its xyz
__________________
![]() ![]() my DolphinWx rev Builds: http://www.nyleveia.com/daco/ Njoy with rumble disabled: 32bit clickme and 64bit clickme Last edited by daco; September 1st, 2008 at 18:26.. |
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#14 |
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Registered User
Join Date: Nov 2007
Location: close enough
Posts: 34
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Yes, if the wiimote is consider as a simple pad. But it contains a filesystem and a speaker too. There are necessary for a lot of games I suppose. So all the job done for this kind of hack will be throw away for future needed features. But you can propose your wii-input-simulator since none wiimote interface is available yet. I'm interested
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#15 |
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Banned
![]() ![]() ![]() Join Date: Aug 2008
Location: Cyber Space
Posts: 355
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Yes, we are all interested, but that does not mean any real info is around to know how to do it right or that any dev can accomplish this properly. We can all hope, though.
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#16 |
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Registered User
Join Date: Dec 2006
Location: Earth
Posts: 2
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Hey eyepopper, you'd be best off not bothering with any of these idiots. They have no idea what they're talking about.
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#17 | |
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Banned
![]() ![]() ![]() Join Date: Aug 2008
Location: Cyber Space
Posts: 355
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Quote:
There really should be a jagoff smiley of some kind, I would have used that one next.
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#18 |
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Registered User
![]() Join Date: Jul 2008
Location: Sweden
Posts: 86
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#19 | ||
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Registered User
Join Date: Dec 2006
Location: Earth
Posts: 2
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Quote:
Keep reading this line until you understand it: Quote:
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#20 |
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Registered User
![]() ![]() ![]() Join Date: Aug 2008
Location: Norway
Posts: 430
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Please, stop this douchebaggery. I´m tired of this whole argument where one side says it is possible, while the other side says it is not (yet). Why not work on it instead? This is ridiculous, all you are doing is to try to prove the other one wrong. Childish.
__________________
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