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Old August 26th, 2008, 08:49   #1
AndreaB
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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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Old August 26th, 2008, 09:06   #2
ector
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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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Old August 26th, 2008, 09:21   #3
AndreaB
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ok maybe i should have read further before starting looking at the code.
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Old August 27th, 2008, 11:16   #4
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Quote:
Originally Posted by ector View Post
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.
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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Old August 27th, 2008, 11:20   #5
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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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Old August 27th, 2008, 11:32   #6
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Quote:
Originally Posted by AndreaB View Post
you can replace it with two candles for example.
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
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Old August 27th, 2008, 12:12   #7
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Quote:
Originally Posted by AndreaB View Post
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
Try operating the wii without a sensor bar, you won't be able to move the hand cursor.
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Old August 27th, 2008, 13:46   #8
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But you can play with two candles, and without the sensor bar, it works.
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Old August 27th, 2008, 13:53   #9
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But you can play with two candles, and without the sensor bar, it works.
you can but you said that it isn't needed to emulate (or thats what we understood from your post) which is completely wrong. you NEED 2 light sources for the wii. so you need the emulate that whole system too(including the 2 light sources)
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Old September 1st, 2008, 17:25   #10
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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.
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Old September 1st, 2008, 17:42   #11
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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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Old September 1st, 2008, 17:53   #12
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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.)
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Old September 1st, 2008, 18:10   #13
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Quote:
Originally Posted by eyepopper776 View Post
I meant you don't NEED to EMULATE lights.
not directly, but you need something internally to make the input plugin know its xyz
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Old September 1st, 2008, 18:16   #14
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Quote:
Originally Posted by eyepopper776 View Post
...SIMULATE WII INPUT.
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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Old September 2nd, 2008, 03:04   #15
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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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Old September 3rd, 2008, 01:51   #16
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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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Old September 3rd, 2008, 02:52   #17
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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.
Really, I guess you have your Wii-mote plugin almost ready for us to test and use? There really should be a jagoff smiley of some kind, I would have used that one next.
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Old September 3rd, 2008, 15:15   #18
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Really, I guess you have your Wii-mote plugin almost ready for us to test and use? There really should be a jagoff smiley of some kind, I would have used that one next.
Here ya go:
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Old September 4th, 2008, 00:26   #19
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Originally Posted by -Shockwave- View Post
Really, I guess you have your Wii-mote plugin almost ready for us to test and use?
I fail to see how that comment has any relevance whatsoever. As eyepopper already said, the workings of the Wii remote itself are fairly well documented, with only a few (I assume to be) small things as yet not understood, which can be obtained illegally. Already we have the information to create a Wii remote interface that sends its accelerometer and IR information, as evident by the plethora of applications for the PC that makes use of those functions; a fact that eyepopper knows very well, unlike the posters who believe he's wrong.

Keep reading this line until you understand it:
Quote:
Originally Posted by eyepopper776
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.
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Old September 4th, 2008, 00:37   #20
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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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