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Lichtknarre: Unmodified Wii remote as a sight accurate Lightgun using 2/4 LEDs
Fusselkroete:
--- Quote from: Posad on July 07, 2023, 01:33:21 am ---I first came across this a few days ago and ordered the bits and pieces to make the led harness. While I wait for it, I am working on integrating the wii remote permanently into a gun shell with proper trigger action. I have two questions:
1. Does Lichtknarre take advantage of Wii Motion Plus? That is, do I need Motion Plus or can I use an earlier model without loosing accuracy, response time or any other benefit? Not sure if there is any other relevant difference between wii remote revisions.
2. Possibly related to the first question, does Lichtknarre rely on the camera only, or does it also read other wii remote sensors? Testing my work in progress gun with the Wii, it seems the camera orientation has to match the remote pcb. I tried to have the pcb sideways for easier button access while keeping the camera in the normal position as if the buttons were facing up (think TV remote control) and it did not work. The Wii was confused and the cursor moved erratically.
Thank you for all your work. I cannot wait to set it up and play.
--- End quote ---
Hi :D
Lk does not use motion plus but uses the motion sensor. It makes no difference if you use motion plus or not. With the 4 LED tracker it takes about 0.8 seconds to adjust when you tilt the wii with the 4 LED tracker. Not for the 2 LED tracker. So in summary, LK is camera and motion sensor dependent.
LK is currently still in beta status as described in the tutorials and may therefore be incompatible with some emulators. However, other connector plugins are being worked on.
Regarding the side buttons, hopefully a guncradle will be released soon as a 3d print which will hopefully eliminate this problem.
I can't give any timeframe for this, because this is only a hobby project.
karoloydi:
Can someone show me a screenshot of what it is supposed to look like in retroarch input config when you have set it up correctly?
I managed to get it to work with MAME, but it does not work with Retroarch.
I tried to do:
Analog to Digital Type: Left Analog Forced
Left Analog Y- (Up) Axis -1
Left Analog Y+ (Up) Axis +1
Left Analog X- (Up) Axis -0
Left Analog X+ (Up) Axis +0
Fusselkroete:
--- Quote from: karoloydi on October 24, 2023, 03:16:28 pm ---Can someone show me a screenshot of what it is supposed to look like in retroarch input config when you have set it up correctly?
I managed to get it to work with MAME, but it does not work with Retroarch.
I tried to do:
Analog to Digital Type: Left Analog Forced
Left Analog Y- (Up) Axis -1
Left Analog Y+ (Up) Axis +1
Left Analog X- (Up) Axis -0
Left Analog X+ (Up) Axis +0
--- End quote ---
Hello, I think it is not compatible yet. Can you explain what is going wrong with the setup? Do you see vjoy gamepads in retroArch? This will be fixed in future versions for sure. Many things are currently in the works.
I bet it's not compatible because retroarch itself implemented a Wii client and it steals the handle from Lichtknarre. There is a hook in the current version of LK that takes over the Dolphin 5 process and blocks all Bluetooth capabilities so LK can keep the handle. I'll have to try this out on retroArch if retroarch has implemented a Wiiremote client. Steam should have the same problem since it is wiiremote compatible. If the program has implemented the functionality properly and provides an option to disable wiiremote functionality, then it should work with LK, but that was not the case with Dolphin. LK also unhooks the Dolphin 5 process when it is closed. it is just a process hook.
karoloydi:
It was a nightmare to setup. Every time I was assigning an axis retroarch controls would stop responding, then I had to quit retroarch and come back to do the next Axis. The Y-Up axis was almost impossible to do, but somehow I managed to do it at the end.
When I started I could see the target moving at the bottom of the screen. It appeared that I was kind of affecting it's movement, but I couldn't see any pattern for the movement.
Fusselkroete:
There is a utility for the axes to calibrate the emulators:
https://geekonarium.de/forumPics/axiscalibrationhelper.png
sry this is still missing in the tutorials.
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