(02-28-2017, 07:18 PM)JMC47 Wrote: [ -> ]Honestly I think we're getting to the point where it's time to take another stab at emulated motion+. Once the config rewrite is done, it may be time to design something.
That would be awesome! (If I weren't a full time engineering student I'd love to contribute myself.)
(03-01-2017, 10:19 AM)Prawn Wrote: [ -> ]There are people who got the old motion plus emulation to work well enough to play full games, so I think if some effort was put into it something usable could be made.
You mean the people who managed to play through the first 30 minutes on a very poor control scheme then assumed it would work until the end of the game? (hint: it wouldn't)
(02-28-2017, 07:18 PM)JMC47 Wrote: [ -> ]Honestly I think we're getting to the point where it's time to take another stab at emulated motion+. Once the config rewrite is done, it may be time to design something.
I think you're greatly underestimating the effort to "design something"
What needs to be done is already known. How to present it in a sane way is the hard part, and I'm personally against any half baked solutions.
(03-01-2017, 02:20 PM)Jhonn Wrote: [ -> ]You mean the people who managed to play through the first 30 minutes on a very poor control scheme then assumed it would work until the end of the game? (hint: it wouldn't)
I've seen people claim they finished entire games, don't have time to dig up the videos right now but try googling something like "skyward sword emulated motionplus". One person shared the several controller configs he used for the different parts of the game.
If you need more than one control config within a single game, I'd say the system isn't working and may never work. Since different games use the axes differently (and apparently they might not even be consistent throughout one game), I personally don't think an emulated Motionplus solution is really feasible, though I don't claim to be an expert on the subject.
Back when they were a thing, threads about emulated MotionPlus were always full of people sharing saved games in order to skip past parts which were awkward. if some people managed to complete games without doing so, then good for them, but it wasn't the usual user experience.
However, in order to do everything 'properly', we may need to add plugin support (as most motion controllers don't just use XInput/SDL, so would need something custom to interact with them), and may need to allow something like scripting for controls (as things like gyroscope measurements may need to be generated based on other readings).
There was a tool to record various motion+ motions a long timme ago. I think that'd be necessary, record various motions, and then let people bind those motions to buttons.
(03-01-2017, 03:11 PM)Helios Wrote: [ -> ]I think you're greatly underestimating the effort to "design something"
What needs to be done is already known. How to present it in a sane way is the hard part, and I'm personally against any half baked solutions.
Would something similar to a 3D modelling UI work? You could have a representation of the Wii remote in a 3D space and be able to rotate it in 3D, define the movement and acceleration, and then record that/bind it to keyboard shortcuts.
Funnily enough, another dev considered a UI that basically replaced everything with a visual representation of the controller with things you could click on to bind. It never really got past the "huh yeah, that could be an interesting idea." stage
Does anyone have a copy of the code to JPeterson's MotionPlus fork? All I can find are broken google code links, but I'm sure someone out there has got to have a copy of it.