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kunalkunal2
Joined: 13 Dec 2006 Posts: 279
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Posted: Sat Jan 06, 2007 10:31 pm Post subject: Star Fox 64 Script(updated With new Control Sceme) |
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Hey, all, Just updated it to Flight Control Style
See Next Post
| Code: | //Star Fox 64 Controls
//by Kunal
//all controls are defualt
//note: aim and shoot style
//n64 right
right = Wiimote.smoothroll < -10 degrees
//n64 left
left = Wiimote.smoothroll > 10 degrees
//n64 up (up, down controls where inverted in the orginal game
//these ones are not)
down = Wiimote.smoothPitch > 10 degrees
//n64 down (up, down controls where inverted in the orginal game)
//these ones are not)
up = Wiimote.smoothPitch < -10 degrees
//n64 A
x = wiimote.B
//n64 b
c = wiimote.A
//n64 Z (left barrle roll)
z = wiimote.Minus
//n64 L (right barrel roll)
s = wiimote.plus
//n64 c-stuck
delete = wiimote.left
pagedown = wiimote.Right
home = wiimote.up
end = wiimote.Down
enter = wiimote.home |
enjoy 
Last edited by kunalkunal2 on Sun Jan 21, 2007 11:04 pm; edited 1 time in total |
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kunalkunal2
Joined: 13 Dec 2006 Posts: 279
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Posted: Sun Jan 21, 2007 11:03 pm Post subject: |
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| Code: | //Star Fox Flight Script
//by Kunal
//configure your emulator to defaults
//use as if it was excite truck
//pull down and the star fox will go up
//pull up and star fox will go down
//kunalkunal2@hotmail for questions or comments
//Left and Right movements based on Peter Grifrins N64 racing script
var.zCutoff1 = 6/30
var.zCutoff2 = 12/30
var.zCutoff3 = 23/30
var.xRot =Wiimote.gx
var.yRot =Wiimote.gy
var.zRot =Wiimote.gz
debug = 'X:' + var.xRot + ', ' + 'Y:' + var.yRot + ', ' + 'Z:' + var.zRot
if var.zRot > var.zCutoff3 then
key.right = true
key.left = true
key.left = false
wait 20ms
key.right = false
else if var.zRot < -var.zCutoff3 then
key.left = true
key.right = true
key.right = false
wait 20ms
key.left = false
else if var.zRot > var.zCutoff2 then
key.right = true
key.left = true
key.left = false
wait 12ms
key.right = false
else if var.zRot < -var.zCutoff2 then
key.left = true
key.right = true
key.right = false
wait 12ms
key.left = false
else if var.zRot > var.zCutoff1 then
key.right = true
key.left = true
key.left = false
wait 2ms
key.right = false
else if var.zRot < -var.zCutoff1 then
key.left = true
key.right = true
key.right = false
wait 2ms
key.left = false
else
key.left = True
key.right = True
key.left = false
key.right = false
endif
//change these keys to your likings *
key.x = Wiimote.Two
key.C = Wiimote.B
key.home = Wiimote.Right
key.end = wiimote.left
key.pagedown = wiimote.Down
key.delete = wiimote.up
key.enter = Wiimote.home
key.space = Wiimote.Plus
key.L = Wiimote.Minus
key.z = wiimote.A
key.s = wiimote.one
var.Down = Wiimote.smoothroll < -100 degrees
key.down = Var.Down and not Var.Up
Var.Up = Wiimote.Smoothroll > -50 degrees
key.up = Var.Up and not var.down |
Comments Highly apericated _________________ Check out my collection of my wii script's
freewebs.com/kunalkunal2 |
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Mr. Friend
Joined: 21 Jan 2007 Posts: 13
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Posted: Sun Jan 21, 2007 11:27 pm Post subject: |
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I like the code.
I was wondering if there was some way you could make the movement a little smoother and more accurate? if there isn't, thats okay. |
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kunalkunal2
Joined: 13 Dec 2006 Posts: 279
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Posted: Sun Jan 21, 2007 11:28 pm Post subject: |
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Which way, The left and right?
or the up and Down? _________________ Check out my collection of my wii script's
freewebs.com/kunalkunal2 |
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Mr. Friend
Joined: 21 Jan 2007 Posts: 13
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Posted: Sun Jan 21, 2007 11:43 pm Post subject: |
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Both, Up&down and Left&right.
It seems very choppy to me. |
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kunalkunal2
Joined: 13 Dec 2006 Posts: 279
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Posted: Sun Jan 21, 2007 11:51 pm Post subject: |
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The left right movements I didnt make
but the up/down movements, I did
yea it may be choppy but there's nothing I can do about it yet......
thx for the comment though
Ill see what I can do to fix it in the next version _________________ Check out my collection of my wii script's
freewebs.com/kunalkunal2 |
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TylerK

Joined: 18 Dec 2006 Posts: 384 Location: Springfield, IL
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Posted: Sun Jan 21, 2007 11:56 pm Post subject: |
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| I'd suggest setting up PPJoy and mapping the analog to the Wiimote's pitch and roll. That's as precise as it can possibly get. |
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