If it's not easily reviewable, no one will review it, and if it's not reviewed it won't be merged. Easily reviewable in particular means that it's not one big megacommit, but instead everything is well separated into individual commits, each of which is exactly one change of a particular code area. It also means that there are no unrelated changes anywhere, because if I want to review motion+ emulation I don't want to come across odd RawInput changes that seemingly have nothing to do with anything else in the branch.
To pass the request for WiiMotion+
|
10-23-2013, 08:06 AM
SORRY for bad english. (i don't use translater )
I think the dev teams didn't accept JPeter build because he did it like scratch, muddled. The dev teams insterested about JPeter build because it work but when they try to ask him something (i thing something to clean code, or homogeneous code to merge with current build) he didn't answer, like : Hey i did it, but now try yourself to merget it (assumption ) Like Neobrain said, if they can reviewable the code about WiiM+ emulated (well ordered) it have a great chance to be merged. Just in my idea, okay it be harder with controller and axis, but i thing we can switch some profile in game when it needed 10-23-2013, 01:48 PM
Disclaimer: If you're not a dev or programming literate tester, disregard this post. It will smoosh your kittens and eat your puppy dogs.
Well, I made it compile. And that's about all it does right now. I can't get past the first screen in Skyward Sword. After unchecking and rechecking the motion-plus box, it goes to calibrate and immediately fails. I don't know enough yet of the code to track that down. To the devs: Is there someone competent with the input subsystem willing to put some work into this? I *think* I have it split down to the relevant sections. Close enough at least to compare the two trees and get it to work if you know what's going on. Without having a clue about that subsystem, there are three things I know that need fixed in this patch. 1. Lots of warnings from one of the headers due to enum comparisons. I should be able to fix this myself, but I've run out of time for a couple days. 2. WiimoteEmu::Spy - This function is completely different between the trees. I just pulled the one from jpetersons tree. I don't know if this puts the function anywhere near what it should be doing. 3. In ControllerEmu.h, Cursor::GetState references a isrelative function in jpetersons tree. I didn't keep the control changes because they seemed way out of scope. So, the relative function doesn't exist. I hard-coded it to false as that seemed the default. This is the one place that referenced it. But the function in master isn't anywhere close to this, so the new one may need scrapped and rewritten. 4 (ish). The patch is something I just threw together over the course of the day. It isn't pretty or meant for review. There are a few places I brute-forced his trim functions. But it could be a better jumping off place for someone with more knowledge and time than me. The patch against rev 187827624fc3 changes 22 files and 8 of them just because the attachment constructor (through the reg object) changed. If no one else picks this up, I'll try to continue as I have time. Steel01 10-23-2013, 02:06 PM
I think it is important to emulate the Wiimote+ to make Zelda SS playable, because it is a notable game.
If it is impossible, the game could be hacked and patched to use classic controllers. I understand that Wii Sport without Wiimote breaks the purpose of the game, but Zelda is a game that should not require motion stuff to be played, because it is enjoyed with its contents, and the control method is not important. 10-23-2013, 03:03 PM
(10-23-2013, 02:06 PM)Goku Wrote: but Zelda is a game that should not require motion stuff to be played, because it is enjoyed with its contents, and the control method is not important.wrong, will see if you enjoy trying 2hour to pass CircleEye door, and other complicated stuff, its ruinning gameplay and so the game.
P6T i7 920 @3.65Ghz-1.15v | Kingston 2x4GB 9-9-9-24 1600MHz | BeQuiet StraightPower E6-600W 48a/12v
MSI N560Gtx Ti TwinFrozr II/oc @990MHz-1.062v RVL-CNT-01-TR with ToshibaStack 10-23-2013, 08:16 PM
(10-23-2013, 03:03 PM)Soopah Wrote:the control method is important, because :(10-23-2013, 02:06 PM)Goku Wrote: but Zelda is a game that should not require motion stuff to be played, because it is enjoyed with its contents, and the control method is not important.wrong, will see if you enjoy trying 2hour to pass CircleEye door, and other complicated stuff, its ruinning gameplay and so the game. 1 : Okay, you need this function to just play Zelda SS wwithout that you can't pass over the screen ask WiiM+ After you can play as you want 2 : The control method is important, not for the begining, but when the WiiM+ function need to pass over something in the game, if you have the control method, you are able to switch profile (the only issue about less axis on controller than Wii+WiiM+) to pass over something in game. PS : This idea doesn't work for Wii SPort resort, because all axis needed for some game like Saber, you can only try have Ir key for another axis and it's might playable. Tested with Razer Hydra
@Steel01: if you are done with that, then you should open an issue in Google Code with a [PullRequest] at the title. I can't tell if you're using the coding style from Dolphin, but only by isolating the relevant motion plus changes, it may get some attention from the developers
(10-23-2013, 02:06 PM)Goku Wrote: I think it is important to emulate the Wiimote+ to make Zelda SS playable, because it is a notable game. Zelda SS wasn't designed to use regular controls in any way. Most of the people that try the JPeterson build with SS thinks the only issue they'll get is the "Circle Eye" door, but it's much more than that. How are you going to throw and roll bombs to pass the second boss? How are you going to put the big key in the doors (it get harder in every dungeon)? How are you going to draw the figures needed to open gates and to get things from goddess walls? These are only some of a lot small things like that that makes Zelda SS unplayable with the emulated motion plus, but most of time a random guy come here and say that is possible because they just managed to pass the first "Circle Eye" of the first dungeon of the entire game. I bet that you'll pass most of the time that you should be enjoying the game by messing around settings of the emulated motion plus hoping to be able to pass a small part of the game... And before someone else come here and starts saying that my post didn't help or isn't useful (like random guys already did in other threads related to that), I tried the emulated motion plus branch before getting a real Wiimote, and trust me, you won't beat the game with the emulated motion plus branch, period.
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 32 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2) 10-29-2013, 02:30 AM
Since I don't want to respond to a closed issue, I'm responding to neo's comments on issue 6757 here.
Fair enough. You had mentioned that none of the devs wanted to sort through the unrelated changes (rawinput, chunkfile, etc), so I thought if I could get the patch down to just motion plus and gyro changes (which I believe I've done in that patch), one of the devs might be more interested in picking it up and finishing the polish. I understand fixing merge issues is trivial, I was trying to do a little bit more (though honestly, it really wasn't any more difficult, just a bit time consuming). I'll probably continue poking at it off the radar and won't bother y'all any more with it. Good luck with project, Steel01 10-29-2013, 02:51 AM
I hope you understand why I closed that issue. There was no point in having an issue for it, since it'd just be lying around unused.
10-29-2013, 03:14 AM
Oh yeah, I do. You're the only dev to even respond to me. And if you don't want to touch it, it goes to reason none of the others do either. It just sounded like you thought I was trying to hand off a patch with all the extraneous stuff in it that still needed a lot of general cleanup. I was wanting to clarify that.
Well, here's hoping someone eventually comes up with a better solution. Steel01 |
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)