![configure mouse dolphin emulator 5.0 wii mote configure mouse dolphin emulator 5.0 wii mote](https://www.fantasyanime.com/emuhelp/images/dolphin-controllers.jpg)
- #Configure mouse dolphin emulator 5.0 wii mote code#
- #Configure mouse dolphin emulator 5.0 wii mote tv#
Lets say the upper left is coordinate 0,0. You can find the offsets by making the user aim at what they feel is a corner, or the center. Since the coordinates are absolute, if the bar is on the top, you just add a constant number to lower it.if you know the right and left offsets, you can add constants there too to make the range line up with a 4:3 screen. I think for the most part it is just an offset. Just making so that where you point the wiimote lines up with what is on the screen. Top/bottom or screen calibration, we are basically talking about the same thing.
#Configure mouse dolphin emulator 5.0 wii mote code#
Probably some code can be found in Dolphin emulator. It's something probably not implemented in current driver. Still wiimote needs one important setting - bar top/bottom position, as even Wii requires this setting. I think it must be done in either special calibration core, or in Menu core. So if you are just looking to natch red cross with in-game cross, then simply use in-game calibration - it will do the job.Īctually for precise physical calibration it should be done on HPS side, where selected window will be cut from the whole range of wiimote coordinates leaving some outside gap for calibration, so core will get a clean calibrated coordinates. It won't help to match SNES game target with wiimote target (as different SNES games treat SS coordinates differently).
![configure mouse dolphin emulator 5.0 wii mote configure mouse dolphin emulator 5.0 wii mote](https://jilaxzone.com/wp-content/uploads/2019/11/dolphin-emulator-controller-settings-jilaxzone.com_.png)
This is just to match the physical position of wiimote in hand with screen coordinates. The way the wii does it, and I assume most other things that use the wiimote, is they apply an offset to the input based on user feedback. Kitrinx wrote:To the best of my knowledge, there's no internal method for doing this.
#Configure mouse dolphin emulator 5.0 wii mote tv#
Since the TV doesn't really change the area that it draws in much, and we use scaled joystick input for the cores, you can make it very close to real LoS this way. Doing this sequentially for 3 or 4 targets in the corners can let you easily calculate offsets to apply to raw input to make it line up with real positions on the screen.
![configure mouse dolphin emulator 5.0 wii mote configure mouse dolphin emulator 5.0 wii mote](https://i.imgur.com/uYxKFcC.png)
If you display a target on the screen, and tell the user to shoot that target (without providing crosshairs) then X/Y that is read when they pull the trigger can be associated with a real position on the screen. To the best of my knowledge, there's no internal method for doing this. It's just games have random calibrated point, so you need to use in-game calibration which is the part of standard usage scenario of SuperScope. Thus from HW point of view wiimote is more precise than original Super Scope. My lightgun module gives only 1-2 pixel shifts horizontally between visible cross and real latched values. For example in "T2: Arcade game" you have to hold the cursor button and press the fire on the title screen. Some games have hidden calibration screen opened by specific button press. P.S.: if you are talking about calibrating inside the SNES to match the wiimote cross with in-game target, then all games i've tried have calibration screen where you can do this. On the Wii i even can define the position of bar top/bottom. If you point me to such info, then i will tell you how hard it to implement. I didn't find the info about calibrating the Wiimote. With your custom wiimote module, would it be hard to make a small calibration routine so it could be set up for true LoS targeting? Then it would be just like a real lightgun.