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Emulator Issues #2380

closed

Synchronize mouse movement with sensor

Added by romaniox about 14 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

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

Description

This enhancement is concerning Virtual Wiimote only.

I also created thread here: http://forums.dolphin-emu.com/thread-7431.html
but all important info is here.

For example:

  • just moving mouse left/right/up/down mouse would by default MOVE "virtual
    wiimote"(x/y axis, scroll wheel z axis, could be toggled if cause problems)

  • moving mouse with "ctrl" held would PITCH/YAW " virtual wiimote" in all
    directions(hope yaw is correct english word I meant)

  • moving mouse left/right with "alt" held would ROLL "virtual wiimote"

  • moving up/down with "alt" would PUSH/PULL "virtual wiimote"(this could
    also be done with mouse wheel as z axis)

  • ALL above with "shift" held would apply to nunchuck(either in parallel
    with virtual wiimote or separate - maybe put option for it)

push/pull of virtual wiimote could actually be done using mouse wheel,
making it possible for some more complex movements that couldn't be done
just by switching shift keys(if that axis would already be used).

Some practical examples:
Dead Space require to shake left/right >> simply "shake" mouse
left/right(in other games up/down as well no problem)
Metroid 3 wand to push and turn >> I could hold "alt" and move mouse up(or
use scroll wheel), then while still holding "alt" move left/right to "roll"
SMG want to pitch wiimote up >> "ctrl" + mouse up
House of Dead:overkill want to shake but like by moving pitch left + right
>> "ctrl" + mouse left/right
Dead Space want to "flip" wiimote >> "alt" + left or right
Shaking nunchuck? >> "shift" + mouse movement(parallel with v-wiimote for
silent hill:sm movements)
etc... no 1001 shortcuts

Now, I know its still not all games solution, but for most out there this
would be enough and we could remove shortcuts. For other more complex
movements, recording would be used(as it is now anyway). This would also
add new axis(push/pull) now unimplemented. It also would be fully analog,
not counting on some recorded movements that could not work across
games(button for shaking nunchuck in Dead Space doesn't work). So, please
think about it, you can give feedback in thread linked above, I would like
to know devs opinion.


Related issues 1 (0 open1 closed)

Has duplicate Emulator - Emulator Issues #2395: Emulated Wiimote movementDuplicate

Actions
Actions #1

Updated by BhaaL about 14 years ago

  • Status changed from New to Accepted
  • Issue type set to Feature request

I already saw a couple of topics like this one on both the Dolphin forums and NGemu
(commented on some of them).

One point to that would also be to eliminate the IR Pointer settings and use the
mouse position directly.

Actions #2

Updated by romaniox about 14 years ago

hmm, I don't know how it works with relation to IR pointer, but maybe that was also
reason for an on-screen cursor lag so it could also make it lag-free. 2 issues solved
;) Thanks for accepting!

Actions #3

Updated by BhaaL about 14 years ago

  • Status changed from Accepted to Work started

I'm poking around this right now, maybe I can get something useful out of that.
Values are still off, but I get a pretty consistant off-ity between the
Wii-Applications I tested.

Actions #4

Updated by romaniox about 14 years ago

You know, maybe you will also need to include sliders to change sensitivity for each
axis. Because people have different resolutions and mouse settings. That would be
easy, slider would just multiply/divide nominal value up to say +-2x or +-4x at its
max/min position. Still, you will need to fine-tune that basic nominal value that you
will find optimal on your system. Moving mouse about 10-15cm should probably equal to
about full swing by hand with real wiimote from say, left to right. One pull should
be one time full scroll with wheel as much as finger allow. Fine-tuning will probably
take as much time as coding, but in long run it will be very revolutionary. You gonna
be hero dude ^_^ Just take your time and don't rush it.

Actions #5

Updated by romaniox about 14 years ago

If you would need me for testing, I have Metroid 3, DeadSpace and Silent Hill for
example. Also SMG but would need save where pitching is needed. Just PM me on forums if
you need any help with it, my nick is "elite".

Actions #6

Updated by BhaaL about 14 years ago

I'm mainly focusing on removing the need for IR pointer settings, we'll see where I
can go from here. JP left some notes on why he did that, but that doesn't necessarily
mean anything.

Actions #7

Updated by Billiard26 about 14 years ago

Issue 2395 has been merged into this issue.

Actions #8

Updated by BhaaL about 14 years ago

  • Status changed from Work started to Accepted

Meh, not enough time for this lately, and some of the more recent works with GCPad
New might be better suited for this...

Actions #9

Updated by Billiard26 about 14 years ago

The "Wiimote New Incomplete" plugin already supports many of the OP's listed features.
It still needs buttons to map emulated swinging.

Actions #10

Updated by Anonymous over 13 years ago

issue up for status and killing :p

Actions #11

Updated by Anonymous over 13 years ago

  • Status changed from Accepted to Fixed
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