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hello everyone! 2 quick questions:

1- is there any way at all to use six-axis tech (the motion capture used on ps3 and ps4 controllers) to emulate the wiimote motion capture? even as using non-official dolphin builds or other software?

2- if there is not, anyone has an option configuration for playing zelda SS and metroid prime trilogy?

thanks
no
To actually answer this better, it would be possible for non-MotionPlus games if drivers actually exposed the motion controls, but they don't. Same will be true about MotionPlus emulation, but, again, your standard DS3/DS4 controller drivers don't give us any access to motion controls.
You can actually access the accelerometer/gyro data of DualShock controllers, on Windows at least, by using patched versions of SCP DS3/DS4Windows. As far as I messed around, the motion data is then broadcast in network packets on 127.0.0.1 and that's used by plugins such as CemuHook for Cemu emulator. However, that's a non-standard way and given we dropped UDPWiimote due lack of maintenance I doubt something like that would get merged on Dolphin, especially as it would be an OS-specific thing.

Said that, however, OpenXR is a thing nowadays, it's cross-platform and open-source and should allow getting motion data from VR controllers. Maybe someday Dolphin get motion controller support through it, who knows...
OpenXR would still need to have access to the gyro. Since none of the drivers for the DS controllers expose this in a way OpenXR can work with, that won't help there.

Personally, I don't see how useful gyros are for emulating a wiimote anyways. Okay, so you can emulate motion+ a bit more easily. How are you going to point? Swings and shakes will still need to be fudged and guessed in software because gyro != accelerometer

It's theoretically possible to guess where you're pointing based on gyro orientation data, but that would get out of sync very quickly as soon as you try to move the pointer by moving the controller rather than tilting it.
(04-20-2019, 02:57 PM)mbc07 Wrote: [ -> ]You can actually access the accelerometer/gyro data of DualShock controllers, on Windows at least, by using patched versions of SCP DS3/DS4Windows. As far as I messed around, the motion data is then broadcast in network packets on 127.0.0.1 and that's used by plugins such as CemuHook for Cemu emulator. However, that's a non-standard way and given we dropped UDPWiimote due lack of maintenance I doubt something like that would get merged on Dolphin, especially as it would be an OS-specific thing.

Said that, however, OpenXR is a thing nowadays, it's cross-platform and open-source and should allow getting motion data from VR controllers. Maybe someday Dolphin get motion controller support through it, who knows...

I was about to mention CemuHook to the second poster. That uses a plugin that captures all motion sensors on the DS4, I tested it myself with Zelda BotW. So it is possible in theory since they did it with Cemu/WiiU controller.

But thanks anyway for the replies
(04-20-2019, 02:03 AM)Stip Wrote: [ -> ]hello everyone! 2 quick questions:

1- is there any way at all to use six-axis tech (the motion capture used on ps3 and ps4 controllers) to emulate the wiimote motion capture? even as using non-official dolphin builds or other software?

2- if there is not, anyone has an option configuration for playing zelda SS and metroid prime trilogy?

thanks

To answer 2:

Skyward Sword is a MotionPlus title, since there is no emulated MotionPlus you NEED to use a REAL WiiMote Plus (or a normal one with the MotionPlus attachment) a Bluetooth adapter (preferably one that works with passthrough since that seems, at least in my experience, much more stable) and a Wii (U) Sensor Bar (or something that emulates that like 2 candles next to your screen). There is no stable way around it, even though there is some sort of unofficial build that emulates the WiimotePlus that is far from ideal as it uses quite an old build which has some bugs concerning Skyward Sword which makes it very hard to complete, on top of that you need to do a lot of controller profile switching to get past some parts of the game (meaning alt-tabbing out of the game, changing your controller profile, alt-tabbing back into the game, doing the actions, alt-tabbing out, changing the profile back to the original one, continuing to play until this happens again like 2 minutes later)

For Metroid Prime Trilogy there are some perfectly fine controller schemes around if you Google around a bit but I personally prefer to play 1 and 2 on the GameCube as the Wii version doesn't really add all that much.

But if you are serious about emulating a Wii (and a Wii U) I can really recommend you get a Bluetooth adapter with passthrough support, a (wireless or USB Powered) Sensor Bar and a (1st party) WiimotePlus controller and Nunchuck you really won't regret it.
For what mstreurman say about that you need to change your settings for the unofficial build, this isn't true. You just need to map on your gamepad some modifier keys. Even old PC game like Tomb Raider used one for walking/running (Hold Shift (modifier key) + WASD).

Recently, there's also someone who is working to implement the emulated MotionPlus in the official build. But there's still a lot of work that need to be done, before to have something as awesome as the build of Peterson.

Anyway, it will always be a pain to understand how to configure properly a Motion Plus Game. Even normal games are hard to configure for new users. So the easiest way to configure it, it's to use bluetooth passtrough (not Dolphin Mayflash).

MCorgano

(04-20-2019, 03:18 PM)Helios Wrote: [ -> ]Personally, I don't see how useful gyros are for emulating a wiimote anyways. Okay, so you can emulate motion+ a bit more easily. How are you going to point? Swings and shakes will still need to be fudged and guessed in software because gyro != accelerometer

I know that DS4Windows exposes both gyro and accelerometer data, which while not so useful for pointing, can still help with the more immersive features of various games like steering in mario kart, or shaking the controller in various other games. Cemu, Citra, and Yazu all support it, with 0 configuration whatsoever besides maybe changing the source IP. It'd be awesome if Dolphin could also support this.

mikeyedi

(04-20-2019, 02:03 AM)Stip Wrote: [ -> ]hello everyone! 2 quick questions:

1- is there any way at all to use six-axis tech (the motion capture used on ps3 and ps4 controllers) to emulate the wiimote motion capture? even as using non-official dolphin builds or other software?

2- if there is not, anyone has an option configuration for playing zelda SS and metroid prime trilogy?

thanks

YES YOU CAN. I AM DOING IT RIGHT NOW. Unfortunately you have to use really terrible old drivers, the venerable "motion joy", you must find the driver files manually install them through device manager and use better ds3 to configure it. It allows you to bind tilt to controller axis and works through Dinput. I use it to play metroid prime 3 and I can aim with the tilt and do tilt functions. The grapple is kinda bad tho.
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