oblomov / wiimote-pad Goto Github PK
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Small tool to expose a sideways Wii Remote controller as a gamepad
Hello, I played Project Zero 2 (Fatal Frame II: Crimson Butterfly Wii edition) with Dolphin emulator mmj on android.
everything worked fine until i have to photograph the thing that is on top of a floor, I can move the camera but it will always go back to the center of the screen, i need to keep the camera stay still on the bottom or top of the screen.
Is there a way to remove or disable auto center on Emulated Wiimote tilt in dolphin mmj or official build on android?
I got it work fine with my wiimote, but it's not the better way to play the most of the games... why classic controller isn't supported? (or it is and I don't know how?)
Anyway, thank you for this useful tool. ;)
I have some Patches for one or two Compile time issues.
--- /Makefile 2015-08-06 21:25:08.000000000 -0400
+++ /Makefile 2015-08-06 21:46:30.000000000 -0400
@@ -1,7 +1,7 @@
XWIIMOTE=../xwiimote/lib
wiimote-pad: wiimote-pad.c
$(CC) -Wall -o $@ $< -I$(XWIIMOTE) -ludev -lxwiimote
$(CC) -Wall -o $@ $< -I$(XWIIMOTE) -lm -ludev -lxwiimote
clean:
@rm -rf wiimote-pad
--- /Makefile 2015-08-06 21:46:30.000000000 -0400
+++ /Makefile 2015-08-06 22:36:06.000000000 -0400
@@ -1,7 +1,7 @@
XWIIMOTE=../xwiimote/lib
wiimote-pad: wiimote-pad.c
$(CC) -Wall -o $@ $< -I$(XWIIMOTE) -lm -ludev -lxwiimote
$(CC) $(CFLAGS) $(LDFLAGS) -Wall -o $@ $< -I$(XWIIMOTE) -lm -ludev -lxwiimote
clean:
@rm -rf wiimote-pad
Do you know of any way that the Wiimote IR Sensor could correspond to an Analogue joypad Axis for use as a Light Gun in Light Gun oriented games?
This Application needs to fork into the Background. During testing, on both wiimote-pad and wiimote-pad-lghtgun, I noticed that these applications will not fork into the background and give me my terminal back. Either this needs to be changed into a userspace module, or the application needs to have a way for udev to trigger it by a udev rule when the Wiimote is detected.
A nice thing to have would be a method to configure the button mapping, to work around limitations in clients that do not support it themselves.
Examples of what this should allow achieving:
A default configuration should be provided (e.g. the current one), together with a set of default alternatives. It should be possible to combine configuration file (e.g. 'portrait d-pad plus button swapping').
The syntax should be as simple as possible, without being exceedingly verbose. We probably won't need more than a couple of directives:
wii button or axis specification = action specification
for the mappings themselves, and
#include 'other configuration'
Both the Wii button/axis specification and the corresponding action should have clearly readable names; we can base them on the defines, but to improve readability and writeability we might want to allow both _
and
as separator for components, and prefixes such as XWII
or BTN
could be made optional, also allowing key
and button
as synonyms. So, for example, the swap could be written as:
XWII_KEY_A = BTN_1
XWII_KEY_B = BTN_2
XWII_KEY_ONE = BTN_A
XWII_KEY_TWO = BTN_B
but also
button a = button 1
button a = button 2
button 1 = button a
button 2 = button b
or even
a = 1
b = 2
1 = a
2 = b
The code works greatly for accelerometer inputs but I am not able to use IR input data. Is it possible for wiimote-pad to use it? How?
For the sake of completeness, I'm using jstest-gtk to calibrate analog axes, and it shows that "Nintendo Wii Remote in gamepad mode" does only have two axes (i.e., the accelerometers).
Thank you in advance for your reply,
Bad
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