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Emulator Issues #1740

closed

IR dots don't rotate

Added by rodiabloalmeida over 14 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

What steps will reproduce the problem?

  1. Run Trauma Center Second Opinion
  2. Get to the the stage "Nurse Angie->From Overseas"
  3. Try to rotate the bone pieces while holding both A and B buttons (using
    emulated wiimote)

What is the expected output? What do you see instead?
expected: the bone pieces to be rotated
see instead: the bones doesn't rotate

What version of the product are you using? On what operating system?
Latest version on WinXP or Vista, but it doesn't matter. This function
never worked anyway and I think I discovered why. Not a big deal. More info
below.

Please provide any additional information below.

I'm not a programmer but I'm good with logic. I've been looking in
dolphin's code, in the EmuDynamics.cpp of Plugin_Wiimote's source hoping to
find out what is wrong when you twist the emulated wiimote pointed to
screen and the bones never rotate. And I discovered the section "IR data
functions".

So after reading some code, I figured out there are 2 dots like in the real
hardware (4 coordinates been 2 for x and 2 for y, I guess) and it seems the
dots are always reordered based on it's x-values. And then there is this
part (line 417):

/* For the emulated Wiimote the y distance is always zero so then the
distance is the simple distance between the x dots, i.e. the sensor bar
width */

So correct me if I'm wrong, but if y-distance is always zero, there is no
rotation of the wiimote IR sensor at all but only the accelerometer does
rotation. And if my assumption is correct, so to be able to twist/rotate
the bone pieces, there must be a distance between y dots to
detect/calculate rotation. In the real hardware, there is a IR camera-like
inside the wiimote, I think (based on sensor calibration observation).

Like I said, I'm not a programmer but my suggestion is: modify the code so
when emulated wiimote twist/rotate while pointed to the screen, the IR
twists/rotates too based in it's x and y axis, and not just x.

If I said a lot of bullshit above and the code modification is not possible
by some reason, I apologize.

Thanks for your hard work, Dolphin DEV Team o/

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