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Emulated Motion Plus [UNOFFICIAL]
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Emulated Motion Plus [UNOFFICIAL]
12-02-2011, 03:29 PM (This post was last modified: 12-02-2011, 04:24 PM by John Peterson.)
#541
John Peterson Offline
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Thanks again for all the great comments everyone!

(11-29-2011, 12:08 AM)akskiller Wrote: Awesome work JP! I am using my real wii mote but all this work you are doing will make me play hero mode with emulated controls.
(11-29-2011, 01:38 AM)Gabriel Belmont Wrote: I'm impressed. It seems like this is coming along nicely.
(11-29-2011, 02:05 AM)chip211 Wrote: many thanks jp !!!!!
(11-29-2011, 02:17 AM)euphustus Wrote: newest build works PERFECT.

and for all the compliments and overall interest in the effort!

(11-29-2011, 12:49 AM)Starscream Wrote: If someone could load this state, make the eyes roll and save state directly after that and post it here, that would be great.
(11-29-2011, 05:29 AM)Starscream Wrote: Trying to put the gold key in the slot is like a bad dream.
(11-29-2011, 05:41 AM)yodenny Wrote: i was finally able to pull out that sword finally tried new build = Sweet that goes to show nothing cant be solved
(11-29-2011, 07:00 AM)Silentsurvivor Wrote: Also, Starscream, if you think the gold key is hard, try catching a Grasshopper or a Mantis. LOL.
(11-29-2011, 01:29 PM)kaicooper Wrote: sooo..with new builds meens still cant aim word full circle motion..cus JP is working on it now Smile
(11-30-2011, 01:00 PM)disraelie Wrote: drawing a circle with "Emulated Motion Plus" is really crazy !!!
(12-01-2011, 09:45 AM)Centaur444 Wrote: You said you switched to get past the eyeball part.

and for all the suggestions and problem reports!, they are very helpful!

If it's any consolation some of these moves are kinda hard to perform with the real m+ too, especially if the framerate is far from 100% it seems, for example the circle movement to get past the spinning eyes in the Skyview Temple is hard to perform at 50% framerate with either of two common bluetooth adapters (Trust Bluetooth 3.0 or Asus USB-BT211). If you get the hang of it (for example not rotate too fast) you can do the move fairly easily with a gamepad now even at 50% framerate.

(11-30-2011, 01:26 PM)foggyspider Wrote: I found a new bug introduced in the latest version, while the game is running you can only use the up or down arrows to change range or sensitivity. you used to be able to manually key in a value and it would accept it.
I don't think I can reproduce this problem, you need to press enter or go to another box for it to take an effect. An exact way to check when the change takes effect is to have the console window opened (as described by the screenshot in post two in this thread). Minor ui differences may be to the new wx version 2.9.2. Please tell me if this is still a problem!

(11-30-2011, 01:26 PM)foggyspider Wrote: Also it would be helpful to set the default range for all of the Rotate binds (except for modifier), instead of having to right click on each one and set it down to around 10-13 going through 6 menu's you could put it in one Rotate Sensitivity box. (it may be good to have a default setting of 12 for this field, the only problem would be to make sure people understand setting a key to the modifier for "swinging")
Great idea!, and that should be exactly what the "Acc Range", "Gyro Range", "IR Sensitivity" and "Gyro Sensitivity" settings do, they are a master setting that apply to all keys in the group, except the modifier keys. The range modifier key is multiplied with the result, and the fast modifier key is either on or off.

(11-30-2011, 01:26 PM)foggyspider Wrote: Some other helpful features could be configurable hotkeys to set for toggling some of the important checkbox options, such as IR Off and Upright Wiimote.
Great idea again!, the need to constantly change the ir off button is addressed with a new "Show" button (that I bind to the stab attack key which needs a visible IR), that way IR can be off all the time in zelda ss which doesn't need the IR most of the time.

Please continue to post comments and suggestions!

A new update is posted too! in the same place as before, see links in the second post in this tread. The primary change is the addition of a Fast modifier button that enables the fast mode, previously a force above a certain threshold triggered the fast mode but that left out the possibility of full slow control which is important. So this will address many of the aiming and cursor issues, give overall better aiming and cursor controls, make it easier to perform a full circle motion, easier to point the sword upwards to perform a Skyward Strike, and all the moves work close to flawlessly with the right key bindings with the only exception being that a spin attack sometimes result in a backflip/frontflip slash and vice versa if they are performed after each other, possibly because the gyro rotation matrix become temporarily off, but it's an overall minor problem since both moves often do the job well.

Aiming and cursor control now works well with both mouse input and gamepad input so if your controls are too slow, too fast or choppy you should be able to fix that by adjusting your settings. The documentation in post two http://forums.dolphin-emu.org/showthread.php?tid=20167&pid=181825#pid181825 is updated to reflect the latest changes!

And the savestates fixes from october are merged into the texcache build so that savestates work in this build too! Savestates from the main branch can be loaded in the texcache branch build and vice versa, but the texcache build is obviosuly preferable in Zelda SS until the banding problems are fixed in the master.
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12-02-2011, 03:50 PM (This post was last modified: 12-02-2011, 04:24 PM by foggyspider.)
#542
foggyspider Offline
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All I can say is Awesome update! I can't wait to try out all the new features, I believe this will make many motion+ games very playable!

unfortunately I am having a problem when I launch the game the DInput/0/Keyboard Mouse will disappear, leaving RInput/0/Mouse and RInput/1/1Mouse which won't work even for mouse only commands =/

I'm not quite sure why this could be happening, i will try to mess with the config and see if I can get it to work.

*EDIT*
I was able to get my controller to work still, just not the keyboard. It also seems that Pitch Forward and Pitch Backward have become reversed somehow, I will keep editing this post if I find any more issues.

It also seems that Rumble does not show any entries anymore, This would be low priority though, as it is rarely used just something neat to have.

The motion+ commands are working GREAT on this build! this will be the best one yet, it's almost seamless. Thank you so much for all of your work! It almost feels like it was built for controllers!

I like the way the new Fast works, so you can use analog stick full movement to position sword and aim slingshot around without swinging, and the fast button will swing the sword,

I'm still a little confused about the gyro sensitivity, it seems that if I put the gyro sensitivity down to say 25, and circle stick 100 for smooth analog movements, then when I press the fast button it will fail to swing. I'm not quite sure what I am doing wrong.

This is why I used to set the input on all controls down from 100 by right clicking, and then leaving the modifier high. It is quite tedious to setup and tweak when using this method.

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12-02-2011, 04:50 PM (This post was last modified: 12-02-2011, 04:53 PM by kaicooper.)
#543
kaicooper Offline
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JP or anyone else

could u plz tell me whats the diffrecn between retex build and normal ?
cus i always c 2 new updates..whats the best and why?

im downloading both now and i'll test then feedback hopefully
My [color=#FF4500]PC[/color]:
Intel i7 950 OC 4Gh,

EVEGA GTX 780 SC ACX 3GB,
Asus Sabertooth x58
RAM 16 GB 1600mhz
CM HALF-X,
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12-02-2011, 05:18 PM
#544
Tezuka Offline
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let me know John Peterson when you've tested out Red Steel 2 on that please cause that would be awesome thanks, Tezuka, oh and can you run a real Wii Mote using this version and emulating it with motion plus???

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12-02-2011, 05:47 PM
#545
kaicooper Offline
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i did everything correct in the same test but i wasnt able to let the bird gooo sooo high up cus i think there's somthing missing i didnt do
but i missed up everything and i have headech..but thanx JP..i know the solutoin now is here in this build

just u guys try to do ur best cus i spent again more 2 hours to just know how to make him soo high
im gonna sleep now and c ya later
My [color=#FF4500]PC[/color]:
Intel i7 950 OC 4Gh,

EVEGA GTX 780 SC ACX 3GB,
Asus Sabertooth x58
RAM 16 GB 1600mhz
CM HALF-X,
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12-02-2011, 06:46 PM (This post was last modified: 12-02-2011, 06:48 PM by John Peterson.)
#546
John Peterson Offline
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(12-02-2011, 03:50 PM)foggyspider Wrote: All I can say is Awesome update! I can't wait to try out all the new features, I believe this will make many motion+ games very playable!
thanks again foggyspider for testing the new builds right away!

(12-02-2011, 03:50 PM)foggyspider Wrote: unfortunately I am having a problem when I launch the game the DInput/0/Keyboard Mouse will disappear, leaving RInput/0/Mouse and RInput/1/1Mouse which won't work even for mouse only commands =/

I'm not quite sure why this could be happening, i will try to mess with the config and see if I can get it to work.

*EDIT*
I was able to get my controller to work still, just not the keyboard. It also seems that Pitch Forward and Pitch Backward have become reversed somehow, I will keep editing this post if I find any more issues.

It also seems that Rumble does not show any entries anymore, This would be low priority though, as it is rarely used just something neat to have.
I can't reproduce this I'm afraid, we'll have to wait for confirmation of these problems until we can track the problem.


(12-02-2011, 03:50 PM)foggyspider Wrote: The motion+ commands are working GREAT on this build! this will be the best one yet, it's almost seamless. Thank you so much for all of your work! It almost feels like it was built for controllers!
I agree! I play with a gamepad now and it works great!

(12-02-2011, 03:50 PM)foggyspider Wrote: I'm still a little confused about the gyro sensitivity, it seems that if I put the gyro sensitivity down to say 25, and circle stick 100 for smooth analog movements, then when I press the fast button it will fail to swing. I'm not quite sure what I am doing wrong.
25 is too low for a swing, 40 in fast mode is the minimum for a swing.

(12-02-2011, 03:50 PM)foggyspider Wrote: This is why I used to set the input on all controls down from 100 by right clicking, and then leaving the modifier high. It is quite tedious to setup and tweak when using this method.
try mapping the range, fast and rotate to the same button. for example i've mapped Button A to both yaw right, fast and range (range 1000 i.e. 10x) to swing the sword with A.
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12-02-2011, 07:11 PM
#547
krakatau Offline
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@JP : Great build just a little problem : sword has to be defaut I think. is it possible to have slow button rather than fast button ?
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12-02-2011, 07:24 PM
#548
thisisashan
Unregistered
 
So far controls are MUCH better.

Currently I have found a very happy control setup using R1 for fast, makes for a very smooth transition between the two.

Flying the bird went very well... However, I have stopped playing momentarily as I have found absolutely no ability to pull the sword.

I have messed with just about every value I can think of, and no love on the sword pulling. I can rotate the control just fine, but when it gets upside down where i need to pull... nothing works.

It should be Y+/Y- (thrust) at that point i believe, and regardless of what the range/gyro range/fast button etc, and regardless of if i have thrust set to analogs or digital buttons, there seems to be no way to pull it.

If anyone has a quick solution, please let me know.
12-02-2011, 08:40 PM (This post was last modified: 12-02-2011, 09:38 PM by John Peterson.)
#549
John Peterson Offline
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(12-02-2011, 07:11 PM)krakatau Wrote: @JP : Great build just a little problem : sword has to be defaut I think. is it possible to have slow button rather than fast button ?
Sure! if you want fast all the time you can bind the fast key to the gyro buttons! and have separate keys that are only bound to the gyro buttons and not to the fast buttons when you want slow control.

(12-02-2011, 07:24 PM)thisisashan Wrote: So far controls are MUCH better.
Super!

(12-02-2011, 07:24 PM)thisisashan Wrote: It should be Y+/Y- (thrust) at that point i believe, and regardless of what the range/gyro range/fast button etc, and regardless of if i have thrust set to analogs or digital buttons, there seems to be no way to pull it.

If anyone has a quick solution, please let me know.
Hold A, pitch forward, thrust backward. Acc Range must be 100 to be able to pitch forward 90°. And thrust range can't be too low.

(12-02-2011, 05:18 PM)Tezuka Wrote: let me know John Peterson when you've tested out Red Steel 2 on that please cause that would be awesome thanks, Tezuka, oh and can you run a real Wii Mote using this version and emulating it with motion plus???
Sure! I've tested it now and can confirm that the m+ handshake fails! I'll try to fix that as soon as I can!
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12-02-2011, 09:17 PM
#550
Promised_Pain Offline
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Can someone post ini file with good settings for mouse and keyboard?
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