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(Unofficial) Rebased Wii MotionPlus build
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(Unofficial) Rebased Wii MotionPlus build
10-15-2017, 02:43 AM
#1
SonofUgly Away
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This is a rebase of J-Peterson's 2011 Wii MotionPlus build onto the latest master (5.0-5667). It was rebased a few months ago by an anonymous user, then I updated it again for ubershader support.


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Included is a config for XInput controllers made by the anonymous user as well as a readme on how to effectively use it.
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10-15-2017, 02:46 AM
#2
Helios Offline
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note for anybody reading, if you have issues with this build, you have to get support in this thread. Nobody will care outside of this thread.
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10-15-2017, 03:43 AM
#3
JMC47 Offline
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Instead of just rebasing something that was deemed not high enough quality to be used in mainline Dolphin, it'd be great if someone put this effort toward actually cleaning up the code and fixing some of the issues people pointed out with the branch.

This kind of thing will give people false hope that it'll actually be useable when it's really just a pain in the ass to do anything in the Wii Motion+ games.
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10-15-2017, 04:20 AM
#4
Helios Offline
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Yeah, I just glanced through this and it's still just shoving everything into existing UI controls. That is not going to be usable for anything that isn't Skyward Sword, and even Skyward Sword will be miserable.
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10-23-2017, 03:01 PM (This post was last modified: 10-24-2017, 12:55 PM by berniemarg.)
#5
berniemarg Offline
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I'm gonna use this, thanks!
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10-24-2017, 03:15 AM
#6
JulianLoehr Offline
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(10-15-2017, 03:43 AM)JMC47 Wrote: Instead of just rebasing something that was deemed not high enough quality to be used in mainline Dolphin, it'd be great if someone put this effort toward actually cleaning up the code and fixing some of the issues people pointed out with the branch.

I recently finished my masters thesis, so now i have some spare time till year's end. I'd like to do some some research regarding "TR"-Audio and the thrill of rewriting the Wiimote Codebase is also still there. I recently had an idea on how to do the Accelerometer and Gyro emulation. I'll see what i get done in that time, though no promises Smile
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10-24-2017, 05:50 PM
#7
Kurausukun Offline
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(10-15-2017, 04:20 AM)Helios Wrote: Yeah, I just glanced through this and it's still just shoving everything into existing UI controls. That is not going to be usable for anything that isn't Skyward Sword, and even Skyward Sword will be miserable.

(10-23-2017, 03:01 PM)berniemarg Wrote: I'm gonna use this, thanks!

The internet in a nutshell.
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10-24-2017, 05:51 PM
#8
berniemarg Offline
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(10-24-2017, 05:50 PM)Kurausukun Wrote: The internet in a nutshell.

AHAHHAHA well I really want to play skyward, and I'm saving all my money for a Switch so I can't buy a wiimote.
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12-07-2017, 02:38 PM
#9
gamerk2 Offline
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(10-24-2017, 03:15 AM)JulianLoehr Wrote: I recently finished my masters thesis, so now i have some spare time till year's end. I'd like to do some some research regarding "TR"-Audio and the thrill of rewriting the Wiimote Codebase is also still there. I recently had an idea on how to do the Accelerometer and Gyro emulation. I'll see what i get done in that time, though no promises Smile

Software engineer with little spare time here, but I've debated taking a look through the code and giving it a go.

I know people have questioned how you can assign motion controls in the past, but that is a separate problem from Dolphin emulating them.  A few years from now Wiimotes/Motion Pluses are going to be impossible to find, so users shouldn't be required to have one for normal system functionality.  Basically, how you *assign* the controls is independent of Dolphin actually emulating them.  

That being said, I have some ideas.  I was wondering if it's a correct assumption that in 90% of all use cases you only have to worry about one axis of rotation at a time?  If so, the control issue becomes a lot easier to solve.
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12-07-2017, 02:58 PM
#10
AnyOldName3 Offline
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One thought I had for a modernised emulated MotionPlus system was that when OpenXR is finalised, we'll have a reasonably simple way to support a wide range of motion controllers, although they'll probably all have completely different tracking methods to the Wii. If we implemented a simulation of the Wiimote, we could have that be controlled by a more generic motion controller, and then use the simulation to calculate what the values reported by each Wiimote sensor would be. Anything else would require hacks, even if it would be potentially a lot simpler than this.
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