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Main => Driving & Racing Cabinets => Topic started by: tomato123 on February 15, 2019, 10:24:42 am

Title: Wiimote rumble effect and Model2 emulator
Post by: tomato123 on February 15, 2019, 10:24:42 am
I am currently using wiimote to play Daytona USA in Model2 Emulator.  I got the wiimote work with GlovePIE + PPjoy. 


Everything works except the rumble effect.   Is there way to get it working? (EnableFF=1 in EMULATOR.INI  <-doesn't seems to do anything)


Here's my GlovePIE script:
Quote
//debug = 'RawX: ' + Wiimote.RawForceX + ' RawZ: ' + Wiimote.RawForceZ // Type your script here, or click the GUI tab to autogenerate it!
debug = 'RawX: ' + wiimote.SmoothPitch + ' RawZ: ' + Wiimote.RawForceZ
//Steering wheel

ppjoy.Analog0 = smooth(removeunits(maprange(wiimote.SmoothPitch, -50, 50, -1, 1)))


ppjoy1.Digital6 = Wiimote1.Up
PPJoy1.Digital4 = Wiimote1.Left
PPJoy1.Digital1 = Wiimote1.Right
ppjoy1.Digital14 = Wiimote1.Down
PPJoy1.Digital0 = Wiimote.1
ppjoy1.Digital7 = Wiimote.2
Key.Escape = Wiimote.home
ppjoy1.Digital12 = Wiimote.Minus
ppjoy1.Digital10 = Wiimote.Plus

ppjoy1.Digital15 = wiimote.A
ppjoy1.Digital13 = wiimote.B



var.ButtonFreezeTime = 250ms
var.PointerBump = KeepDown(Pressed(wiimote.A),var.ButtonFreezeTime) or KeepDown(Pressed(wiimote.B),var.ButtonFreezeTime)
Wiimote.Led1 = true

// Mouse movement
if wiimote.PointerVisible but not var.PointerBump then
  mouse.x = wiimote.PointerX
  mouse.y = wiimote.PointerY
end if
Title: Re: Wiimote rumble effect and Model2 emulator
Post by: Boomslang on February 15, 2019, 05:29:13 pm
try FFB Arcade Plugin

http://forum.arcadecontrols.com/index.php/topic,157734.0.html (http://forum.arcadecontrols.com/index.php/topic,157734.0.html)


properly will work
Title: Re: Wiimote rumble effect and Model2 emulator
Post by: Howard_Casto on February 15, 2019, 11:27:20 pm
GlovePie/ppjoy doesn't magically turn a wiimote into a device that supports force feedback.  That script doesn't mention rumble anywhere either.  Even if it did, Model 2 supports force feedback, not rumble.  There is a difference. 
Title: Re: Wiimote rumble effect and Model2 emulator
Post by: baritonomarchetto on February 17, 2019, 02:03:10 am
Howard, on this regard, would it be possible with an external software (who said mamehooker!) to turn those force feedback outputs into simpler on/off messages for rumble? Obviously only some of those should be translated (wall/car crash and offroad comes to my mind)
Title: Re: Wiimote rumble effect and Model2 emulator
Post by: tomato123 on February 18, 2019, 10:25:16 am
I think Model2 emulator does support rumble but only to "xinput" (xbox controller)

I know the command to rumble the wiimote but don't know how to map to PPjoy.

GlovePie/ppjoy doesn't magically turn a wiimote into a device that supports force feedback.  That script doesn't mention rumble anywhere either.  Even if it did, Model 2 supports force feedback, not rumble.  There is a difference.
Title: Re: Wiimote rumble effect and Model2 emulator
Post by: Howard_Casto on February 19, 2019, 12:55:42 am
ppjoy doesn't support force feedback xinput or ect or any kind, so you can't do it.... at least not with glovepie.


To answer baritonomarchetto's question, it might be possible, but I don't know if it would be worth it.  Whatever is sent to xinput would have to be active even without a gamepad present (which might require mapping controls via one of hte virtual xbox 360 drivers out there) and then troubleshooter 2 would have to be an intermediate to read the memory locations and pass it along to mamehooker.  Even then it's just the effects model 2 emu made up, so they can be kind of meh.    I've been wanting to modify one of the open source xinput drivers to send xinput rumble to mamehooker forever but I never seem to get around to it. 

Title: Re: Wiimote rumble effect and Model2 emulator
Post by: baritonomarchetto on February 20, 2019, 12:42:22 am
Reading memory locations for sure is the best method, but needs a per-game settings I suppose.
I was thinking to something more bovine, a sort of "filter" able to discern from a pure FF signal (i.e. the one that activate the wheel resistance while tuning when raceing on track, constant signal) from a "crash" signal (pulsed). I don't know what the structure of FF signals is, so I cannot comment more on this, just trying to share my poor idea :D .