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Full Version: Emulated Motion Plus [UNOFFICIAL]
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@foggyspider and everyone, a new build is posted where you can connect tilt to the third m+ axis too, it may help in some circumstances.

swing is now connected to the m+ too, it works the same way as tilt, except the difference that it's a single jolt of force while tilt is a constant force

moves information to first post http://forums.dolphin-emu.org/showthread.php?tid=20167&pid=181825#pid181825

the files and code are in the same place as the last time http://www.mediafire.com/?eta17d97uw4m4 http://code.google.com/r/jpeterson57-dolphin/source/list and the main part of the code is here http://code.google.com/r/jpeterson57-dolphin/source/browse/Source/Core/Core/Src/HW/WiimoteEmu/WiimoteEmu.cpp#620
(11-25-2011, 03:31 AM)fideoman Wrote: [ -> ]Madskillz, John,
r7719 was the last build that did not include the merged 'scissoring-fixed' branch. That branch fixed some graphical issues with some games, but produces the "scanline" effect in Zelda: Skyward Sword (without copying EFB to RAM), messing it up.

Thus, any branch without the 'scissoring-fixed' code will look great with Skyward Sword. The best thing would be that John merge the MotionPlus code into the most updated branch without 'scissoring-fixed' code. That could bring Zelda players the best of both worlds (updated Dolphin code with m+ and good textures).

Best Regards,
Fideoman //
Thanks! very insightful! Can you post a link to this commit, I can't find it.

Did it make the game slower too?

Do you have any suggestions about how to disable it?

fideoman

(11-25-2011, 04:19 AM)Starscream Wrote: [ -> ]http://code.google.com/p/dolphin-emu/source/detail?r=11933bf6b5fdc23e28d15cf99959f18c0951f210

Yes, that's the build that makes Zelda: Skyward Sword look with "scanlined" textures.
I noticed it by testing every Dolphin build: r7719 was the last one working fine with Zelda, and that's the only reason why it is recommended for the game.

In fact, latest versions of Dolphin run better and faster with Skyward Sword. That's the only reason why it is not used (because of the "scanline" effect after "scissoring-fixed" merge).

I'm a novice in terms of Dolphin code & compilation. Is it possible to compile Dolphin ignoring the effects of that merge (a flag, etc)? Or maybe an option in Graphics plugins for disabling the "scissoring-fixed" merge effects?

Best Regards,
Fideoman //
Thx you soo much!! I just got pass putin up the Sword with your new is build usein the new Up and Down on Swing with my ps2 gamepad joystick
(11-25-2011, 05:20 AM)fideoman Wrote: [ -> ]
(11-25-2011, 04:19 AM)Starscream Wrote: [ -> ]http://code.google.com/p/dolphin-emu/source/detail?r=11933bf6b5fdc23e28d15cf99959f18c0951f210

Yes, that's the build that makes Zelda: Skyward Sword look with "scanlined" textures.
I noticed it by testing every Dolphin build: r7719 was the last one working fine with Zelda, and that's the only reason why it is recommended for the game.

In fact, latest versions of Dolphin run better and faster with Skyward Sword. That's the only reason why it is not used (because of the "scanline" effect after "scissoring-fixed" merge).

I'm a novice in terms of Dolphin code & compilation. Is it possible to compile Dolphin ignoring the effects of that merge (a flag, etc)? Or maybe an option in Graphics plugins for disabling the "scissoring-fixed" merge effects?

Best Regards,
Fideoman //

Hey, if you want to get this fixed possibly, post screen shots of the build that caused this and the build before it when it was okay. Post all the settings that were used with both and make sure the revision number is at the top of the window for all to see in the pictures.
New build has a problem, can only move cursor left and right.
If anyone has an NTSC game savestate from just after the first bird riding area, please post it so it can be added to the first post.
Here is a diagram that shows how I believe Wii Motion+ and IR work together when tilting the X-axis.

[Image: 5f5d7l.jpg]

I believe Motion+ needs it's own control section, and the tilt should control the IR source and the tilt of the Wiimote. While using Motion+ tilt, it should force the IR source to stay in a fixed position. (when tilting at 45° or greater the IR source should be completely hidden)

that way you are not fighting the center-screen calibration that occurs when you are pointing straight at the screen.

This should work relatively the same way for the Y-axis.

At the moment when you try to tilt up or down, it will do so for a moment, but if you attempt to hold it in the same position it will slowly drift back to the middle of the screen.
The Upright wiimote check box seems to work great for motion+ games, so the motion+ tilt could base movement off whatever that checkbox is doing to the IR and tilt controls.
(11-25-2011, 05:20 AM)fideoman Wrote: [ -> ]I noticed it by testing every Dolphin build: r7719 was the last one working fine with Zelda, and that's the only reason why it is recommended for the game.
Great! I've done the same thing a number of times, takes a lot of effort. Thx!

(11-25-2011, 05:20 AM)fideoman Wrote: [ -> ]I'm a novice in terms of Dolphin code & compilation. Is it possible to compile Dolphin ignoring the effects of that merge (a flag, etc)? Or maybe an option in Graphics plugins for disabling the "scissoring-fixed" merge effects?
I understand, I know what you mean. The new files are posted in the same place as the last time, see the links in my post above. Please tell me if it makes any difference!
Just so you don't miss it, these builds output the m+ status in the console, so you can see what we're telling the game while playing, and the next build will have the wiimote config window parentless so it doesn't interrupt the main window, see the picture below, and see here for an explanation of the log message http://code.google.com/r/jpeterson57-dolphin/source/browse/Source/Core/Core/Src/HW/WiimoteEmu/WiimoteEmu.cpp#671

moved image to first post http://forums.dolphin-emu.org/showthread.php?tid=20167&pid=181825#pid181825