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Wiimote Plugin Test #184834
02/20/08 23:47
02/20/08 23:47
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
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FBL  Offline OP
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F

Joined: Sep 2003
Posts: 9,859
I didn't know where to put this,so I decided to place it here. For testing, I compiled as a console application, but the final version will be a DLL for Acknex7.

>>>>> http://www.firoball.de/upload/ackwii_console.exe <<<<<

Console Applications usually look very boring, so sorry - no screenshots
This small executable should be able to detect all connected Wiimotes (including extension controllers) and it lists the current output values of the first Wiimote (the one at index 0 - which might be just about any connected Wiimote depending on your driver).

What I ask from you:
If you own a Wiimote and a bluetooth dongle and are interested in this project, can you please:

- connect your Wiimote(s) and check whether they are detected? The console window will show something like dev: [x], where x is the number of devices

- if connection is successful, the "first" Wiimtoe will be enabled. Check the output values like button presses

- check all your extension controllers you have. Currently supported are Nunchuk, and Classic Controller. The Guitar Hero guitar should be detected as Classic Controller and therefore be usable (buttons are mapped to certain Classic controller buttons)

- if you have the possibility, try out IR support. The first 2 dots are listed (code supports up to 4). To use the sensor bar which comes with Wii, first connect your Wiimotes with the PC, and afterwards turn on your Wii as power supply.

- plug in and out extension devices, try weird things, see what happens


Finally I'd need following data:
- Number of Wiimotes you connected and the extension devices you used for testing

- Your bluetooth driver (two methods are supported, Bluesoleil, MS driver and compatibles should do)

- if my test app. does NOT work I'd need details about your bluetooth driver as well. If you can't connect your Wiimtoe to the PC at all - sorry I can't help. There are some dongles and drivers which have problems with Wiimote.

- Did you experience any delay (output on console window might get slow, but that's not what I mean. Best way is to check how long it takes until a button press is recognized)? Currently I'm polling every 2 ms, sometimes I have some lag. Still searching where it is coming from. Might be a driver or even a compiler issue.


Known issues:
- When using Bluesoleil stack, any detected Wiimote is always listed as connected, even if it is not connected. There seems to be no fix for this.

- MS stack *should* work correctly when searching the devices, but is not yet tested. Please tell me

Remarks:
- When connecting another Wiimote during runtime, it can take up to a minute until the number of connected devices is corrected. This is no bug, it has to do with the way I programmed the console starter. I didn't want to poll this information too often (makes things slow)


Facts and features:
- based on cWiimote 0.2 of Kevin Forbes
- supports multiple Wiimotes
- Nunchuk support
- Classic Controller/Guitar hero controller support
- IR support (up to 4 dots, standard sensor bar delivers two dots)
- IR can be turned off if not needed - increases battery lifetime
- orientation estimation with simple smoothing (vague)
- reading of battery level as raw and percentage value
- changing of extension controller at runtime
- LED control
- Vibration control

Thanks for helping.

It took me some time to get all the new features in (the original source was very basic and had some bugs - but the layout was very nice and understandable). I still need to update the whole interface to A7 for multiple Wiimote support. I hope it will be fun for you to use Wiimote with 3dgs.

Re: Wiimote Plugin Test [Re: FBL] #184835
02/21/08 08:02
02/21/08 08:02
Joined: Jul 2005
Posts: 421
Germany
DoC Offline
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DoC  Offline
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Posts: 421
Germany
ehm well you only need a bluetooth usbstick... a bluetooth connection programm like Bluesoleil, ppjoy to say its a virtual jostick and glovepie set the button. Thats it!
And now ^^why a "new Feature BY YOU?" hehheee your funny

Re: Wiimote Plugin Test [Re: DoC] #184836
02/21/08 12:21
02/21/08 12:21
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
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FBL  Offline OP
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Joined: Sep 2003
Posts: 9,859
If you don't have to say something useful then simply don't post. Thanks.
Also I never said I'm the first one ever to implement these things, but I wrote them on my own for this library.

Glove PIE is not really suitable for commercial use. Also it is limited, as you can only do mappings to keyboard/mouse including short scripts.
This is sth. to play around with for fun, but not useable at all for more serious things. Simply NOBODY is going to install Glove PIE for a game which claims to work with Wiimote. It's hard enough to convince people to install ogg filters for music playback, so don't even THINK about expecting them to install some extra app for using Wiimote.

Re: Wiimote Plugin Test [Re: FBL] #184837
02/21/08 15:00
02/21/08 15:00
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
wiimote and PC and COMMERCIAL USE...
sure

but interesting for indie freeware devs

Re: Wiimote Plugin Test [Re: Samb] #184838
02/21/08 15:50
02/21/08 15:50
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
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ulf  Offline
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Joined: Aug 2005
Posts: 1,012
germany, dresden
yep its a nice effort, thumbs up

Re: Wiimote Plugin Test [Re: ulf] #184839
02/21/08 16:27
02/21/08 16:27
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
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FBL  Offline OP
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Bugfixes (thanks to ChrisB):
- strange delays are gone now
- Device number is now correctly detected with MS stack

@Samb: I've already done so, no need to laugh.

Re: Wiimote Plugin Test [Re: FBL] #184840
02/21/08 19:45
02/21/08 19:45
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
I would love to experimentate and help you Firo but unfortunately, I don't own it yet
Nevertheless, this is a great project which I will certainly keep an eye on
I apologize for posting this note as it's off-topic since you only need replies which can be salutary for you.

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
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Re: Wiimote Plugin Test [Re: frazzle] #184841
02/26/08 17:58
02/26/08 17:58
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
Senior Expert
FBL  Offline OP
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F

Joined: Sep 2003
Posts: 9,859
http://firoball.de/upload/wiimote.zip

Very small sample application. It shows all recieved values inside a panel.

ESC - leave demo (don't use F10 or the x button of the window - it will crash!)
V - toggle vibration (off by default)
I - toggle infrared camera (off by default)
B - update battery status

All bugs found so far are fixed in this version. It should run pretty stable.

Re: Wiimote Plugin Test [Re: FBL] #184842
02/28/08 16:51
02/28/08 16:51
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
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FBL  Offline OP
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F

Joined: Sep 2003
Posts: 9,859
Beta release!

http://www.firoball.de/upload/ackwii_beta.zip

You may use this with your own Lite-C code for playing around.
I've rewritten the interface to make it as slim as possible.
Most things are now handled directly in the DLL.

Bugfixes:
- infrared X direction data inverted so it fits to the A7 2D coordinate system


How to:
1) Connect Wiimote to PC (otherwise demo will just close)
2) Start SED and run wiimote.c (requires A7.07)
OR
Start wiimote.exe from /bin folder

Have fun!

Re: Wiimote Plugin Test [Re: FBL] #220350
08/07/08 05:20
08/07/08 05:20
Joined: Jul 2008
Posts: 223
Pittsburgh
The_Clyde Offline
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The_Clyde  Offline
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Joined: Jul 2008
Posts: 223
Pittsburgh
This is really great! It works perfectly with the DIY virtual reality setup I'm building. I've mounted a wiimote and a little video screen to a bike helmet and the head tracking provided by the plugin means that when I move my head, the camera moves!

Thanks!

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