Thanks, this did the trick. Amazing stuff. I have one last question and I thiiink I have everything under control. In demul, I'm noticing the P2 gun isn't working properly. Everything boots correctly, and the P1 gun works like a dream, but the P2 gun jumps around a lot. At one point in calibration it ended up stuck dead set in the middle of the screen, and moving the gun around only moved it left and right on one axis, no vertical movement.
This is with the mouse cursor turned off thanks to demousey etc. The instructions don't seem to hint at anything that could be the cause here, so figured I'd ask before I sat and tinkered with settings tomorrow. This is in 4:3, 'true fullscreen' mode.
It's a weird problem....
You can add a "-v" command to run DemulShooter (this will create a debug.txt file in DemulShooter's folder), play a little to have this bug and stop.
Then post your file here so that I can take a look, that's all I can do for now.
Same. -1.000 to +1.000 on both axes. Is that a good sign?
Yes
I have made a small testing program for you to test with your Wiimotes (you'll find it attached at the bottom) :
You can choose a controller (from 1 to 4, only visible if they are connected) and if it's working a red box should follow your aim.
You can also see when you push buttons
I'm sorry to make you work, but I can't test this alone without the hardware
You'll have to help me
That beeing said, if your Wiimote is tracked correctly, I can implement this in DemulShooter.
This brings some questions :
- I have no way to identify a specific Gamepad (= Wiimote mapped to a virtual Xbox controller) and the only way to select a controller is by it's number (from 1 to 4). So according to how microsoft decided to affect controller ID (plug order, hardware stuff, or something else), you might get some inverted controller between #1 and #2 at each boot
- If axis are fine, I have to handle buttons too (shoot, reload, ect...). If I'm not mistaken, tsoukkis' Touchmote software let you map any of your Wiimote button to any of the virtual Xbox controller button ? If so, I think I can arbitrary hardcode an Xbox button for a specific action (for example X = shoot / Y = Reload) and then you'll have to map your Wiimote correctly. What do you think ?
- Off-screen shooting reload...still don't know if I can handle this as I've no way to know you're off-screen. How did you set up your reload action with MAME for example ?
- Calibration : can you calibrate your Wiimote with Touchmote software ? If no, I guess screen limits are written somewhere in a config file. Because all I can do (for axis values) is putting minimum value to one edge of the screen and maximum value to the opposite edge. You'll have to calibrate/configure on your side so that Touchmote may output correct values with this principe. I won't need any other settings for 4/3 or 16/9 display with Demulshooter, it's already handled. Just need Axis range = full screen boundaries (that's how Aimtrak is working)