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Emulator Issues #8756

closed

Emulated Wiimotes do not support full range of tilt inputs

Added by MalleoHax over 9 years ago. Updated almost 6 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

Hi there! Some friends and I are aiming to begin a 32 track Mario Kart Wii TAS. Mario Kart Wii has been a competitive TASing scene, evolving to include more and more precise driving. We began using the Gamecube TAS Input to make incredibly precise drift angles.

It's been known for a very long time that the Wii Wheel actually has a tighter drift than the Gamecube controller, so the major stall for there not being a MKW TAS is the fact that there isn't a proper WiiMote TAS Input.

Post from another forum:
Quote:
So, in GCN TAS input, there are 14 horizontal inputs.

Dasher told me some things about the input values in Mario Kart Wii (such as the -7 to 7 range and miniturbo releases), so I decided to try a few things out.

Going with drift radius (this was me doing a right drift while holding the same inputs the entire time): from the values 205-255 on Dolphin TAS Input, the drift radius is the exact same, as well as the miniturbo release

Ranges where the drift radius is the same (right drift if holding the same inputs):

205-255 (7) - This is the tightest drift radius

197-204 ( 6)

188-196 (5)

179-187 (4)

170-178 (3)

161-169 (2)

152-160 (1)

113-151 ( 0)

105-112 (-1)

96-104 (-2)

87-95 (-3)

78-86 (-4)

69-77 (-5)

60-68( -6)

0-59 (-7) - This is the widest drift radius

Ranges where the miniturbo release time is the same (right drift if holding the same inputs):

170-255 (takes about a second to charge)

0-169 (takes a little over two seconds to charge)

So it seems the range is typically 8 to 9 frames (except for the outer ranges of TAS input, which have a much larger range). I'll test left drift after this post. It's probably the same ranges as above but mirrored numerically.
The wheel TAS Input is only capable of 0, ±4, and ±7, when we reckon it should be able to do all of the inputs that the above text mentioned.

Two people have confirmed with real wiimotes hooked up to Dolphin that the real wiimote is capable of getting all of those turn radii that GCN TAS input has.

Actions #1

Updated by Fog over 9 years ago

so if I'm understanding the issue properly, GCN TAS Input provides the correct values, but not Wii TAS Input?

Actions #2

Updated by Fog over 9 years ago

Also, if the Wii Wheel has a tighter drift radius, does that mean it supports even more drift radius compared to GCN?

If I recall correctly, TAS Input hooks into emulated wiimote, so it may be less of an issue with the TAS Input and more of an issue of the implementation of the emulated wiimote.

Actions #3

Updated by Fog over 9 years ago

Can confirm that this is an emulated wiimote issue

Actions #5

Updated by Billiard26 almost 6 years ago

I'm not fully understanding what the problem is. Is it related to wiimote TAS input or is the issue present when using an emulated wiimote without TAS features?

And what is the issue? Are you saying the emulated tilt doesn't have as much granularity as it should?

Actions #6

Updated by Billiard26 almost 6 years ago

  • Status changed from New to Invalid

No response from user and it's not clear what the issue actually is.

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