GlovePIE:FCE Ultra + Zapper + Tilt mode

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The following script is an algorithm for The Emulator FCE Ultra written for GlovePIE. The control feature a Tilt Mode to play games like Marble Madness. To enable this feature, press the "Home" button on your Wiimote.

Contents

[edit] Configuration

    Hold the Wiimote like an NES controller

[edit] P1 controls

    UP : Up
    DOWN : Down
    LEFT : Left 
    RIGHT : Right 
    Minus : Select
    Plus : Start
    one : B
    two : A

[edit] Tilt mode

    Home : Enable/Disable Tilt Mode

[edit] Zapper

    Aim at the screen and press A or B to shoot

[edit] GlovePIE script

/*******************************************************************/
// FCE Ultra Emulator + Zapper + Tilt Mode (Marble Madness, Rad racer...)
// for 1 or 2 player
// Created by Marc-Andre Larouche
// marclar83@gmail.com
//
// *The nunchuk is optional
// (perfect for games with 1 controller + 1 Zapper) like: "Gotcha! The Sport!"
//
// Version 0.12
// tested on GlovePIE 0.29
// September 2007
/********************************************************************/
//                            READ THIS
// ************************   Important   ***************************
//
// By default the second player is not mapped.
// In order to correct this problem, please map
// the Player 2 input to the following keys.
//      (you can use this script with the wiimote to do that)
//
//  UP: Numpad W              |  A: Keyboard M
//  DOWN: Numpad S            |  B: Keyboard N
//  LEFT: Numpad A            |  Select: O
//  RIGHT: Numpad D           |  Start: P
//
// The Zapper will only work if you add the Zapper as the 2nd input controller
//
// Press Home to activate the Tilt mode


/*******************
//      Player 1
*******************/

// Select/Start
Key.Enter = Wiimote1.Plus
Key.Tab = Wiimote1.Minus
//DPAD Mapping on Analog controls
Key.Up = Wiimote1.Right;
Key.Down = Wiimote1.Left;
Key.Left = Wiimote1.Up;
Key.Right = Wiimote1.Down;
// Button 1 and 2 for P1 btn 1 and 2
Key.Z = Wiimote1.One;
Key.X = Wiimote1.Two;
Key.Z = Wiimote1.Nunchuk.CButton;
Key.X = Wiimote1.Nunchuk.ZButton;

// Press Home to Activate tilt motion
if Wiimote1.Home == true  and Var.checked != true then
  Var.checked = true;
  if Var.active1 == true then
     Var.active1 = false;
  else
     Var.active1 = true;
  end if
end if

if Wiimote1.Home == false and Var.checked == true then
  Var.checked = false;
end if

if Var.active1 == true then
   if MapRange(Wiimote1.gz, 0,1, 0,1) >= 0.33 then
      Key.Left = false;
      Key.Right = true;
   else if MapRange(Wiimote1.gz, 0,1, 0,1) <= -0.33 then
      Key.Right = false;
      Key.Left = true;
   else
      Key.Left = false;
      Key.Right = false;
   end if

   if MapRange(Wiimote1.gx, 0,1, 0,1) >= 0.33 then
      Key.Up = false;
      Key.Down = true;
   else if MapRange(Wiimote1.gx, 0,1, 0,1) <= -0.33 then
      Key.Down = false;
      Key.Up = true;
   else
      Key.Down = false;
      Key.Up = false;
   end if
else
   debug = "Press Home to activate Tilt Mode"
end if

/*******************
//      Player 2
*******************/

// Select/Start
Key.P = Wiimote2.Plus
Key.O = Wiimote2.Minus
//DPAD Mapping on Analog controls
Key.W = Wiimote2.Right;
Key.S = Wiimote2.Left;
Key.A = Wiimote2.Up;
Key.D = Wiimote2.Down;
// Button 1 and 2 for P1 btn 1 and 2
Key.N = Wiimote2.One;
Key.M = Wiimote2.Two;
Key.N = Wiimote2.Nunchuk.CButton;
Key.M = Wiimote2.Nunchuk.ZButton;

// Press Home to Activate tilt motion
if Wiimote2.Home == true  and Var.checked2 != true then
  Var.checked2 = true;
  if Var.active2 == true then
     Var.active2 = false;
  else
     Var.active2 = true;
  end if
end if

if Wiimote2.Home == false and Var.checked2 == true then
  Var.checked2 = false;
end if

if Var.active2 == true then
   if MapRange(Wiimote2.gz, 0,1, 0,1) >= 0.33 then
      Key.A = false;
      Key.D = true;
   else if MapRange(Wiimote2.gz, 0,1, 0,1) <= -0.33 then
      Key.D = false;
      Key.A = true;
   else
      Key.A = false;
      Key.D = false;
   end if

   if MapRange(Wiimote2.gx, 0,1, 0,1) >= 0.33 then
      Key.W = false;
      Key.S = true;
   else if MapRange(Wiimote1.gx, 0,1, 0,1) <= -0.33 then
      Key.S = false;
      Key.W = true;
   else
      Key.S = false;
      Key.W = false;
   end if

end if

Wiimote1.LED1 = true;
Wiimote1.LED2 = false;
Wiimote1.LED3 = false;
Wiimote1.LED4 = false;
Wiimote2.LED1 = false;
Wiimote2.LED2 = true;
Wiimote2.LED3 = false;
Wiimote2.LED4 = false;

// I'm using Carl Kenner: "My best IR Mouse Script, with 5DOF Tracking" to handle the IR sensors.
// I had tweaks the cursor motions for the purpose of this script.


var.SensorBarSeparation = 7.5 inches  // distance between middles of two sensor bar dots
var.NoYawAllowed = true  // Calculates X if no yaw is allowed, otherwise calculates Yaw but not X
var.IRMulX = 1.2
var.IRMulY = 1.2
var.IROffsetX = 0  // add to mouse.x
var.IROffsetY = 0  // add to mouse.y
var.IRLeftButton = Wiimote1.A
var.IRRightButton = Wiimote1.B


// Compensate for roll
var.c = cos(Smooth(wiimote1.roll, 10))
var.s = sin(Smooth(wiimote1.roll, 10))
if wiimote1.dot1vis then
  var.dot1x = var.c*(511.5-wiimote1.dot1x)/511.5 - var.s*(wiimote1.dot1y-383.5)/511.5
  var.dot1y = var.s*(511.5-wiimote1.dot1x)/511.5 + var.c*(wiimote1.dot1y-383.5)/511.5
end if
if wiimote1.dot2vis then
  var.dot2x = var.c*(511.5-wiimote1.dot2x)/511.5 - var.s*(wiimote1.dot2y-383.5)/511.5
  var.dot2y = var.s*(511.5-wiimote1.dot2x)/511.5 + var.c*(wiimote1.dot2y-383.5)/511.5
end if

// if both dots are visible check which is which and how far apart
if wiimote1.dot1vis and wiimote1.dot2vis then
  if var.dot1x <= var.dot2x then
    var.leftdot = 1
    var.dotdeltay = var.dot2y - var.dot1y
  else
    var.leftdot = 2
    var.dotdeltay = var.dot1y - var.dot2y
  end if
  var.dotdeltax = abs(var.dot1x-var.dot2x)
  var.DotSep = hypot(var.dotdeltax, var.dotdeltay) * 511.5
  var.IRDistance = var.SensorBarSeparation * 1320 / var.DotSep
end if

// sort out the position of the left and right dots
if var.leftdot = 1 then
  if wiimote1.dot1vis and wiimote1.dot2vis then
    var.LeftDotX = var.dot1x
    var.LeftDotY = var.dot1y
    var.LeftDotVis = true
    var.RightDotX = var.dot2x
    var.RightDotY = var.dot2y
    var.RightDotVis = true
  else if wiimote1.dot1vis then
    if hypot(var.leftdotx-var.dot1x,var.leftdoty-var.dot1y) <= hypot(var.rightdotx-var.dot1x,var.rightdoty-var.dot1y) then
      // is the real dot 1
      var.LeftDotX = var.dot1x
      var.LeftDotY = var.dot1y
      var.RightDotX = var.dot1x + var.dotdeltax
      var.RightDotY = var.dot1y + var.dotdeltay
      var.LeftDotVis = true
      var.RightDotVis = false
    else
      // was originally dot 2, but now called dot 1.
      var.leftdot = 2 // this dot (1) is actually the right dot
      var.LeftDotX = var.dot1x - var.dotdeltax
      var.LeftDotY = var.dot1y - var.dotdeltay
      var.RightDotX = var.dot1x
      var.RightDotY = var.dot1y
      var.RightDotVis = true
      var.LeftDotVis = false
    end if
  else if wiimote.dot2vis then
    var.LeftDotX = var.dot2x - var.dotdeltax
    var.LeftDotY = var.dot2y - var.dotdeltay
    var.RightDotX = var.dot2x
    var.RightDotY = var.dot2y
    var.RightDotVis = true
    var.LeftDotVis = false
  end if
else if var.leftdot = 2 then
  if wiimote1.dot1vis and wiimote1.dot2vis then
    var.LeftDotX = var.dot2x
    var.LeftDotY = var.dot2y
    var.LeftDotVis = true
    var.RightDotX = var.dot1x
    var.RightDotY = var.dot1y
    var.RightDotVis = true
  else if wiimote1.dot1vis then
    if hypot(var.leftdotx-var.dot1x,var.leftdoty-var.dot1y) <= hypot(var.rightdotx-var.dot1x,var.rightdoty-var.dot1y) then
      var.leftdot = 1 // dot 1 is now the left dot
      var.LeftDotX = var.dot1x
      var.LeftDotY = var.dot1y
      var.RightDotX = var.dot1x + var.dotdeltax
      var.RightDotY = var.dot1y + var.dotdeltay
      var.LeftDotVis = true
      var.RightDotVis = false
    else
      // the real dot 1 (on the right)
      var.LeftDotX = var.dot1x - var.dotdeltax
      var.LeftDotY = var.dot1y - var.dotdeltay
      var.RightDotX = var.dot1x
      var.RightDotY = var.dot1y
      var.RightDotVis = true
      var.LeftDotVis = false
    end if
  else if wiimote1.dot2vis then
    var.RightDotX = var.dot2x + var.dotdeltax
    var.RightDotY = var.dot2y + var.dotdeltay
    var.LeftDotX = var.dot2x
    var.LeftDotY = var.dot2y
    var.LeftDotVis = true
    var.RightDotVis = false
  end if
else
  var.LeftDotX = var.dot1x
  var.LeftDotY = var.dot1y
  var.RightDotX = var.LeftDotX
  var.RightDotY = var.LeftDotY
  var.LeftDotVis = true
  var.RightDotVis = true
end if


// Find the imaginary middle dot
var.MiddleDotX = (var.leftdotx + var.rightdotx)/2
var.MiddleDotY = (var.leftdoty + var.rightdoty)/2
var.MiddleDotVis = wiimote1.dot1vis or wiimote1.dot2vis

if var.MiddleDotVis then
  var.TotalPitch = atan2(511.5*var.MiddleDotY,1320) + Wiimote1.Pitch
  var.DotYaw = atan2(-511.5*var.MiddleDotX,1320) // assume yaw is 0
  var.WiimoteYawNoX = atan2(511.5*var.MiddleDotX,1320)
  var.WiimoteXNoYaw = -sin(var.dotyaw)*var.IRDistance
  var.WiimoteY = -sin(var.totalpitch)*var.IRDistance
  var.WiimoteZ = (-sqrt(sqr(var.IRDistance) - sqr(var.WiimoteY)))*var.IRDistance/RemoveUnits(var.IRDistance)
end if

// scale it to the screen range 0 to 1
var.IRx = var.IRMulX*var.middledotx/2 + 0.5
var.IRy = var.IRMulY*var.middledoty*1023/767/2 + 0.5
var.IRvis = wiimote.dot1vis or wiimote.dot2vis
var.IROnScreen = 0 <= var.IRx <= 1  and  0 <= var.IRy <= 1

// is it off the screen?
var.IRTooFarLeft = var.IRx < 0 or (var.IRx < 0.1 and (not var.IRvis))
var.IRTooFarRight = var.IRx > 1 or (var.IRx > 1-0.1 and (not var.IRvis))
var.IRTooFarUp = var.IRy < 0 or (var.IRy < 0.1 and (not var.IRvis))
var.IRTooFarDown = var.IRy > 1 or (var.IRy > 1-0.1 and (not var.IRvis))

// Heavily smooth small movements, but do zero lag for quick movements
var.MoveAmount = 1024*hypot(delta(var.IRx), delta(var.IRy))
if smooth(var.MoveAmount) > 12 then
  var.SmoothX = var.IRx
  var.SmoothY = var.IRy
  var.LastSureFrame = PIE.Frame
else if (PIE.frame-var.LastSureFrame) > 18 then
  var.SmoothX = Smooth(var.IRx, 18, 4/1024)
  var.SmoothY = Smooth(var.IRy, 18, 4/1024)
else if (PIE.frame-var.LastSureFrame) > 14 then
  var.SmoothX = Smooth(var.IRx, 14, 4/1024)
  var.SmoothY = Smooth(var.IRy, 14, 4/1024)
else if (PIE.frame-var.LastSureFrame) > 10 then
  var.SmoothX = Smooth(var.IRx, 10, 4/1024)
  var.SmoothY = Smooth(var.IRy, 10, 4/1024)
else if (PIE.frame-var.LastSureFrame) > 6 then
  var.SmoothX = Smooth(var.IRx, 6, 4/1024)
  var.SmoothY = Smooth(var.IRy, 6, 4/1024)
else if (PIE.frame-var.LastSureFrame) > 2 then
  var.SmoothX = Smooth(var.IRx, 2, 4/1024)
  var.SmoothY = Smooth(var.IRy, 2, 4/1024)
end if

// Freeze the mouse cursor while they start pressing the button
// otherwise it will make the cursor jump
var.Freeze = (var.IRLeftButton or var.IRRightButton) and KeepDown(pressed(var.IRLeftButton) or pressed(var.IRRightButton), 600ms)

// Only change the mouse position if pointing at the screen
// otherwise they can still use a real mouse
if var.IRvis and (not var.Freeze) then
  mouse.x = var.SmoothX
  mouse.y = var.SmoothY
end if

// delay the buttons slightly so we have time to freeze the cursor (is that needed?)
mouse.LeftButton = var.IRLeftButton and (not KeepDown(pressed(var.IRLeftButton), 40ms))
mouse.RightButton = var.IRRightButton and (not KeepDown(pressed(var.IRRightButton), 40ms))


//! Player 1: nunchuck analog stick mapped to the DPAD
     if Wiimote1.Nunchuk.JoyX >= 0.75 and !Var.Joy1Right_en == true then
        Var.Joy1Right_en = true
        Key.Right = true;
     end if
     if Wiimote1.Nunchuk.JoyX <= 0.45 and Var.Joy1Right_en == true then
        Var.Joy1Right_en = false
        Key.Right = false;
     end if
     if Wiimote1.Nunchuk.JoyX <= -0.75 and !Var.Joy1Left_en == true then
        Var.Joy1Left_en = true
        Key.Left = true;
     end if
     if Wiimote1.Nunchuk.JoyX >= -0.45 and Var.Joy1Left_en == true then
        Var.Joy1Left_en = false
        Key.Left = false;
     end if
     if Wiimote1.Nunchuk.JoyY <= -0.75 and !Var.Joy1Up_en == true then
        Var.Joy1Up_en = true
        Key.Up = true;
     end if
     if Wiimote1.Nunchuk.JoyY >= -0.45 and Var.Joy1Up_en == true then
        Var.Joy1Up_en = false
        Key.Up = false;
     end if
     if Wiimote1.Nunchuk.JoyY >= 0.75 and !Var.Joy1Down_en == true then
        Var.Joy1Down_en = true
       Key.Down = true;
     end if
     if Wiimote1.Nunchuk.JoyY <= 0.45 and Var.Joy1Down_en == true then
        Var.Joy1Down_en = false
        Key.Down = false;
     end if
//! Player 2
     if Wiimote2.Nunchuk.JoyX >= 0.75 and !Var.Joy2Right_en == true then
        Var.Joy2Right_en = true
        Key.D = true;
     end if
     if Wiimote2.Nunchuk.JoyX <= 0.45 and Var.Joy2Right_en == true then
        Var.Joy2Right_en = false
        Key.D = false;
     end if
     if Wiimote2.Nunchuk.JoyX <= -0.75 and !Var.Joy2Left_en == true then
        Var.Joy2Left_en = true
        Key.A = true;
     end if
     if Wiimote2.Nunchuk.JoyX >= -0.45 and Var.Joy2Left_en == true then
        Var.Joy2Left_en = false
        Key.A = false;
     end if
     if Wiimote2.Nunchuk.JoyY <= -0.75 and !Var.Joy2Up_en == true then
        Var.Joy2Up_en = true
        Key.W = true;
     end if
     if Wiimote2.Nunchuk.JoyY >= -0.45 and Var.Joy2Up_en == true then
        Var.Joy2Up_en = false
        Key.W = false;
     end if
     if Wiimote2.Nunchuk.JoyY >= 0.75 and !Var.Joy2Down_en == true then
        Var.Joy2Down_en = true
       Key.S = true;
     end if
     if Wiimote2.Nunchuk.JoyY <= 0.45 and Var.Joy2Down_en == true then
        Var.Joy2Down_en = false
        Key.S = false;
     end if

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