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Emulator Issues #1972

closed

Nunchuck's gravity is wrong (Tested on Punchout)

Added by styleryo over 14 years ago.

Status:
Invalid
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. Open Punchout and do a punch with the Nunchuck.
  2. Punching with the Nunchuck dosn't work (works barely...) because of a
    wrong G-Force Calculation in Dolphin.

What is the expected output? What do you see instead?
I expected the nunchuck to work properly, but it doesn't. For additional
information take a look at:
http://code.google.com/p/dolphin-emu/source/detail?r=4794

What version of the product are you using? On what operating system?
r4794, Win7 x64

Actions #1

Updated by snzgoo over 14 years ago

Changing the nunchuk threshold settings had almost no real effect for me, still the
same issue with the nunchuk(but im still gonna recheck that any time later).
But it could also be, that some packets of the nunchuk gets dropped, because moving
the nunchuk slowly works(punch gets executed), but when moving the nunchuk very fast
it wont have any effect.
Hence, my assumption on this issue is, that either it's still just a wrong treshold
due the fact that the nunchuk gets treated just as a wiimote during its
initialization (which is not nice tbh, cuz both are different you can verify that by
checking the g-values etc. @wiimoteplugin/recording, the wiimote and the nunchuk
gforce needed quite different displaying settings to still get displayed similar)
or well just not all nunchuk accel/gravity data gets passed, so we would loose a lot
of data points inbetween making it hard to notice a very short and fast movement.
Feedback on my hypotheses would be appreciated;)

Actions #2

Updated by snzgoo over 14 years ago

Issue also confirmed on other games, shaking/fast movements@nunchuk = wont get noticed.

Actions #3

Updated by snzgoo over 14 years ago

possible solution:
Writing a wrapper class for the outgoing wii report requests to the wiimote.
the class will take the wii requests and will fill it with polled data from the wiimote.
The wrapper will continously read event data from the wiimote/nunchuk, and will
generate report replies to report requests from the wii by its own polled data(which
is somehow more up2date/responsive than just triggering specific reports itself).
I tested it and it works in an extern application(w/o the wrapper, just the method
itself of data consistency and reliability by polling).
I will try to implement it... as soon as I'll have more time.

Actions #4

Updated by snzgoo over 14 years ago

Mmh unfortunately it looks like its a hardware issue/limitation of the
nunchuk/wiimote. The real wii suppose to have that issue as well. I guess we will
have to live with that..
However it would be still possible to increase the sensitiviy of the nunchuk, by
modifing the acceleration values, but that would just make the nunchuk more
triggerhappy.

Actions #5

Updated by Anonymous over 14 years ago

  • Status changed from New to Invalid

So...invalid then...the hardware is just dense :P

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