Open sigboe opened 9 years ago
Acceleration is already done (but might be broken), that is the normal Wiimote feature. Motion Plus is just 3 gyros which measure rotation velocity in each axis.
The good news is, Dolphin seems to already have Motion Plus emulation mostly implemented, it just has the checkbox removed from the input config dialog. But I just added it back.
Now I need to work out what's missing and how to plug real data into it.
EDIT: OK, I've started implementing it.
I've just finished emulating Wii Motion Plus. But now I need to connect it to the hydra inputs, otherwise it does nothing except allow you to start games that require Wii Motion Plus.
Nice, I will try it with skyward Sword when implemented, I can compiled my self :-) On 12 Jan 2015 21:31, "Carl Kenner" notifications@github.com wrote:
I've just finished emulating Wii Motion Plus. But now I need to connect it to the hydra inputs, otherwise it does nothing except allow you to start games that require Wii Motion Plus.
— Reply to this email directly or view it on GitHub https://github.com/CarlKenner/dolphin/issues/12#issuecomment-69640180.
Skyward sword was very broken last time I checked. Wii Sports Resort is also pretty broken.
The dolphin Wiki says that Skyward Sword is working okay, maybe it wont work with the Rift, but I still feel the need to play trough them before The Legend of Zelda for Wii U gets released.
so does the current source support motionplus
@emmauss Its been a while since I have l thought about this issue. But as far as I know Dolphin source upstream is able to emulate motion plus, this is disabled progrematically. The reason for this is that currently the only consumer hardware that makes sense to use to emulate the motion plus is the hydra, and even that is not in production anymore. AFAIK there has been more than one pull request to be able to map the inputs required to emulate motion plus, but the gui has been a mess, and managing so much different inputs with controllers that don't support it naively was horrible.
But as far as I know Dolphin source upstream is able to emulate motion plus, this is disabled programatically.
I don't think that's true. But I think it is implemented in Dolphin VR, just without any actual rotations being emulated yet. The problem is, I need to work out how to calculate angular velocity, when all I have is a sequence of rotations. Fortunately, betavr has already coded what I need for the Hydra OpenVR driver, so I'll steal that: https://github.com/betavr/steamvr_driver_hydra/blob/master/drivers/driver_hydra/driver_hydra.cpp#L888
As you can work out from the paragraph above, SteamVR already provides the angular velocity already, so it should be easier to implement with the Vive controllers. The Oculus SDK also provides it directly. So I only need to calculate angular velocity for the Hydra.
I know its a long shot opening up a ticket for this. But a reputable dolphin dev basically solved the emulation part of this, but the dolphin devs would not accept it upstream because the UI was messy and there was little to no point emulating it with something like an xbox controller, keyboard and mouse etc.
github - mirror/dolphin-emu
I do not think you would need any UI, and I believe the Hydra would be a good candidate. One should be able to calculate acceleration out of the periodic amount of change in the absolute position. acceleration = change in speed / time taken