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Old February 4th, 2008   #1 (permalink)
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Plugin for rotate window on real time with sensor keys as real console.and rumble.

Hello,i am new on the forum.I am a spanish male,i hope my language not be very bad. I did not knew vba has back again and i am happy for it.thanks.now my request.

1)I would ask a new option for video.In game boy and gameboy advance are three games which uses sensor motion (yoshi,wario and kirby) and we can play with it with other keys,but there are a thing we can not see.in yoshi ,for example,you move the gameboy and you create a angle with the console,and “your view” (human view) change,but in the emulator you can not perceive it.(for example you can see the floor more inclinate because you add console inclination.

I was searching alternatives and ideas and i discover freewins for linux,but you need linux,with compiz,....(see video :Freewins el nuevo efecto de Compiz | PixMedial -- Design & Geek)

I would like something similar but on sdl and opengl .I think it would be easy (but i am a new progrmator,only math funtions,... ) .his freewins.c is not very huge and he only use opengl and compiz,change compiz.h with sdl funtion for events.

it would be implement as a video pluggin as simple2x . the initial idea was not use shaders (the original emulator has not sopport and i have just discover your emulator now ) ,only a video pluggin.

But the two options will be ok.

I was thinking and maybe it is more dificult,because you need create a cube and rotate it (only the principal face) and use as texture the outpout of vba.

2)Also it would be interesting,for games as wario with vibration,some way user know when it moves and use the Rumble.

I have a wiimote and i wanna use (and with the freatures i told for configurate it ,for example in windows with a glovepie script,and use with the emulator.

My main ideas,when i finish exam i will investigate and tried to create the script for wiimote are:

1)kyrby and yoshi ,using wiimote as a clasic pad (as master system pad ) and sensor of wiimote to move the word (as a wheel).//In emulator also rotate the screen (in window mode and full screen mode)

2)in wario script add vibration of wiimote

3)pilot banko,use wiimote as mouse for move .

4)mario kart as a wheel

......

(note the games :Warioware Twisted ,Drill Dozer (Rumble only) Yoshi’s Universal Gravitation ,Koro Koro Puzzle,Kirby tilt tumble)

thanks Daniel
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Old February 7th, 2008   #2 (permalink)
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new ideas

Hello again.Yesterday night i was thniking about it.
i think it would be more simple than using opengl.
I was reading the sources of simpleFilter.cpp and i think it would be easy implement
rotation here,only need the angle (teta) and r,which would be calculate with the keys for motion and apply here.
for example in funtion Simple4x32, calculate cos(teta) and sin(teta) before the bucle,and apply it to all new points.
x = r cos a
y = r sin a
when it enter again in next frame it will do the same .

no??


I see there are two bucles for x and two for i,and i dont undertand well why are the second.
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Old February 7th, 2008   #3 (permalink)
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theres no need to have a filter,
the different render modes have techniques available to flip, rotate, or invert the image if needs be, all that is needed is for the program to have the ability to make use of them
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Old February 8th, 2008   #4 (permalink)
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Ideas

hi,
Squall-Leonhart can you give me more info about??
i think it would be done of almost 3 ways,passing angle as argument
one is as pluggin,only add the ecuation of rotation (do it software)
other is similar but using shader (for do it in video card with shaders)
and the 3 is using render to texture on opengl (for cards without shaders)

The angle is calculate according the input,for example in a fist version using glovepie in windows,and a mouse or a wiimote,(or other devices),or keyboard but it would be more difficult,and pass the filter and the emulator as input.
After do it with SDL for portability and dont need a 3st program.

And for rumble,send a signal when emulator detect rumble funtion ,and pass to input device.


An example of yoshi motion in windows with glovepie (using yoshi cracked version,and not angle):

//yoshi.PIE
// Control yoshi with the mouse!
//Keymaps control position

Keyboard.Z=mouse.LeftButton
Keyboard.X=mouse.RightButton
Keyboard.A=mouse.DirectInputX < 0.5 inches OR mouse.DirectInputY < 0.5 inches
Keyboard.S=mouse.DirectInputX > 0.5 inches OR mouse.DirectInputY > 0.5 inches



And a example for make rumble the wiimote (it is on glovepie scripts

wiibrator : if press up on wiimote it activate rumble.when press down it close.



if wiimote.Up
wiimote.Rumble=1
endif

if wiimote.Dowm
wiimote.Rumble=0
endif


http://carl.kenner.googlepages.com/glovepie_download

and info about rumble and tilt

Specifications
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Old February 10th, 2008   #5 (permalink)
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the chance of rumble being added is very low.,
using shaders to flip the image is definitely a no go

doing it within the render mode itself would be the best course of action.
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Old February 10th, 2008   #6 (permalink)
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doing it within the render mode itself would be the best course of action.
Which means, within the render mode, to do it in a hardware accelerated fashion, its possible to use render to texture & offscreen textures. The D3D renderer uses auxiliary textures for motion blur, and flips between them by using a XOR operation to alternate frames. To add to that, there will need to be a texture to capture the screen with, and that can eat up memory bandwidth, especially on low end systems.
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Old February 10th, 2008   #7 (permalink)
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true, but VBA-M is hardly for low end systems is it :P
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