Project

General

Profile

Actions

Emulator Issues #2380

closed

Synchronize mouse movement with sensor

Added by romaniox over 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

Also available in: Atom PDF