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GUNS: Mayflash DolphinBar Wii controller interface
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Howard_Casto:
Well my first problem is I can't find ppjoy.  I finally found a version, but it's unclear which version it is.  I installed it in test mode, but it didn't install properly warning I should install manually.  Then I right clicked on the inf files and installed that way and windows didn't complain, but it still won't work.... I can't even get the controller setup to load. 

I'm finding more fault with the dolphin bar I'm afraid.  In any of the mouse modes, when you press the trigger, movement pauses for a split second.  This is ok for lightgun games, but it'll ruin your game for positional gun games.  I did try the game mode and in mame mapping the z and rz makes it playable, BUT no force-feedback.  fedit.exe can't even find the controller. 
Howard_Casto:
Well glovepie is kind of a mess anyway.  I looked at other libraries and sadly they all came up short.  freepie is dead and they never implemented ir support and the .net wiimote library has some serious bugs. 

I guess I'm going to have to roll my own.  I already know how to communicate to the wiimotes.... I did that for led+rumble control in mamehooker.  I'm just going to have to hook up the read values as well. 

wiibrew's documentation of the wiimote protocol is fairly confusing for the ir portions so if anyone has done this before or can illuminate things for me I sure would appreciate it. 


When I'm done I'm just going to pump all the wiimote data into an app that will allow you to bind them to a button/axis in vJoy and be done with it. 
Howard_Casto:
Ok I managed to get button/accelerometer reading working but I'm noticing a significant amount of lag.  I must be doing something wrong.  I'll look into the .net code and see if I can figure it out.  IR data, as I mentioned, is more confusing.  baby steps. 

Anyway, my eye hurts so that's it for today.
BadMouth:

--- Quote from: Howard_Casto on September 02, 2016, 05:37:51 pm ---Ok I managed to get button/accelerometer reading working but I'm noticing a significant amount of lag.  I must be doing something wrong.
--- End quote ---

Maybe not.  I tinkered around with it a bit more this evening.  It turned out that where my cab is currently located, there isn't enough room for the player to stand back far enough.  So much for adding guns to my cab.

So I decided maybe it would work on the console PC in the living room.
Since there isn't any calibration, I moved the IR bar left and right to compensate.
The mouse pointer was still a few inches low (on a 70" screen).

I fired up Duck Hunt on VituaNES.  I also experience enough lag to effect gameplay (at least in my opinion).
I had to use the crosshairs on the screen since there was no further calibration and it was still shooting low.
I did ok, but due to the lag had to aim where the duck was going and wait for the crosshairs to catch up before firing.

Not sure if it was the distance (15ft), but the gun disconnected for no reason and didn't seem to want to reconnect until I leaned forward.
The timing could have just been a coincidence.  I didn't do any testing to determine it.

EDIT: Not sure if relevant, but I didn't notice the lag when using it on my 14" laptop screen.  Wasn't playing games on it either though.
Howard_Casto:
I'm slowly but surely figuring it out. 

I tweaked the data that wiibrew said I needed to use until it worked right.  I think I've eliminated lag at this point just by doing that and tightening up my code loop.  I've got all the buttons and XYZ acceleration reading more or less correctly (the xyz values are bit-shifted for some reason so I need to fix that)  Tomorrow if I feel like it, I'll try to add in the complicated init sequence to get IR working and then I can try to hook it up to something.  I might need help with "the mathz".  The wiimote is actually capable of reading dot size as well, so with x,y and z of two points I'm thinking a virtual plane could be calculated and the aim pos determined that way. 

There's still more to do though.  Stuff plugged into the expansion port is really weird and a lot of hand-holding is needed to manage wiimotes when they cut-out or are added as a device, ect so that everything "just works"
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