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-   -   [Maemo 5] Accelemymote: making your accelerometer more joy-ful (https://talk.maemo.org/showthread.php?t=45482)

Flandry 2010-07-14 17:48

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by hassan_badredin (Post 751732)
if you add support for psx4all it would be a bomb!!!!
PLEEEASEEEEE!!!!

Support doesn't really come from my side. See my comment a few posts back:
http://talk.maemo.org/showpost.php?p=695004

IzzehO 2010-07-15 01:51

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Could come from your side if you got bored and decided to add keymaps to directions :P

I'm sure you could rip some of smoku's work on PS3 controller to help with that.

smoku 2010-07-15 08:50

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by IzzehO (Post 752298)
I'm sure you could rip some of smoku's work on PS3 controller to help with that.

You don't have to rip anything.
xserver-xorg-input-joystick package is standalone. Just install it, and drop .fdi mapping for accelerometer-joystick device in :p

IzzehO 2010-07-15 08:53

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by smoku (Post 752503)
You don't have to rip anything.
xserver-xorg-input-joystick package is standalone. Just install it, and drop .fdi mapping for accelerometer-joystick device in :p

My usage of the word rip was a little off... that said I didn't expect it to be that easy.

While we are on that topic... is there a fast way to disable keymaps for joystick? N64 emu works with it just being a gamepad.. so I manually mv .fdi files to a backup everytime I play it.

smoku 2010-07-15 10:13

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by IzzehO (Post 752506)
While we are on that topic... is there a fast way to disable keymaps for joystick? N64 emu works with it just being a gamepad.. so I manually mv .fdi files to a backup everytime I play it.

I think I already mentioned in this thread that GUI .fdi file editor might be useful for both sixaxis and accelemymote packages. :)

I have no time now to write one though.

Flandry 2010-07-15 13:45

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by smoku (Post 752503)
You don't have to rip anything.
xserver-xorg-input-joystick package is standalone. Just install it, and drop .fdi mapping for accelerometer-joystick device in :p

Thanks for the reminder. No need to reinvent that wheel, i think.
The issue of editing files in ~ (or worse somewhere else in system) is quite annoying; i wish they hadn't made it invisible to file chooser dialog by default.

There's still the option of invoking leafpad from xterm with the file as a parameter for user configurations, though.

Flandry 2010-07-21 00:12

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Still need some testers for the version in extras-testing:
http://maemo.org/packages/package_in...ote-gui/0.1.1/

Accelemymote 0.1.1
  • Orientation setting: 0=desktop (default), 1=portrait, -1=upside-down
    portrait

This works well for MAME games that are portrait-shaped (higher than they are wide) after rotating them in the MAME settings for the particular ROM. I tried it with Centipede. ;)

DrWilken 2010-07-21 00:19

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
1 up... ;)

Tedri Mark 2010-07-27 19:14

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Hey there, installed the gui from the app manager, but does not work - looks like it's working then shuts down. I've yet to upgraqde to pr1.2, is this the problem?

G_Gus 2010-07-29 11:55

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Hi, I would ask you this:

Is it possible for the application to send fake keypresses as to simulate the usage of arrows on a keyboard?

This will mean that the app does NOT fake a joystick but it does fake someone pressing on arrows keys.

This is the way: (NiiMe does this in symbian): tilt the phone up and the software will send some "W" keypresses (as in a WASD game configuration). The more the phone is tilted, the more frequent and/or long the keypresses will be.

This is a video I made talking about n95 and accelerometer: http://www.youtube.com/watch?v=vVemkZrCIjI

In here you can see an explanation of what is the result when I tilt my phone.

(I know, in that video the keypresses are sent to a PC via bluetooth, and used to play need for speed.. cool eh?)

Thanks,
G_Gus

smoku 2010-07-29 12:23

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Your question was already answered in this thread.

G_Gus 2010-07-29 16:54

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
I am very sorry I didn't understand that that was just being discussed a few post ago. But I'm happy that a solution exists indeed!

Is anyone using that xserver-xorg-input-joystick with Accelemymote succesfully?

Could someone post a way to have this xserver-xorg-input-joystick work with Accelemymote? What to do exactly with ".fid" files?

Is that package to be installed via apt-get?

Thanks,
G_Gus

Flandry 2010-07-30 04:20

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Tedri Mark (Post 766813)
Hey there, installed the gui from the app manager, but does not work - looks like it's working then shuts down. I've yet to upgraqde to pr1.2, is this the problem?

Probably, yes. It's a Qt app so it's built against 4.6 in PR1.2.

It's finally in Extras. Thanks to everyone who tested. :)

Next version will stop polling by default when the screen is locked.

IzzehO 2010-07-30 11:28

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Something just occurred to me and I thought I'd jump on here and see what you think of it.

As is, the accelemymote joystick works being pushed 'harder' the more its tilted. How hard would it be to make it the longer its held in a direction the hard its pushed? This'd work really well for menus... and also to enable nudge style steering/movement in games. May not work for all games... but I'd love to see if it were at all practical.

Something like a second to reach full tilt and then straight back to 0 when origin is reached.

I find that no matter how much effort I put into modifying config I always end up over/understeering in games.

Flandry 2010-07-30 18:09

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by IzzehO (Post 770178)
Something just occurred to me and I thought I'd jump on here and see what you think of it.

As is, the accelemymote joystick works being pushed 'harder' the more its tilted. How hard would it be to make it the longer its held in a direction the hard its pushed? This'd work really well for menus... and also to enable nudge style steering/movement in games. May not work for all games... but I'd love to see if it were at all practical.

Something like a second to reach full tilt and then straight back to 0 when origin is reached.

I find that no matter how much effort I put into modifying config I always end up over/understeering in games.

It is touchy, isn't it? I thought the problem was that most joystick games i've tried are digital rather than analogy. If not, maybe it's a bug. In a truly analog game, i'd expect the deadzone to do nothing, and a slightly higher tilt to gradually turn. Did you try messing with the threshold, such as reducing it to 0?

An "acceleration" could be implemented, but i have my doubts it would get around the problem unless... maybe it would work to have a pseudo-analog mode that would oscillate the joystick events between neutral and tilt at a ratio based on the desired amplitude.

imperiallight 2010-08-02 02:06

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
This would be extra cool as a mouse emulator in debian or anywhere really :cool:

F2thaK 2010-08-02 02:27

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by imperiallight (Post 772560)
This would be extra cool as a mouse emulator in debian or anywhere really :cool:

yeah......... no.

IzzehO 2010-08-02 02:37

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Flandry (Post 770518)
It is touchy, isn't it? I thought the problem was that most joystick games i've tried are digital rather than analogy. If not, maybe it's a bug. In a truly analog game, i'd expect the deadzone to do nothing, and a slightly higher tilt to gradually turn. Did you try messing with the threshold, such as reducing it to 0?

An "acceleration" could be implemented, but i have my doubts it would get around the problem unless... maybe it would work to have a pseudo-analog mode that would oscillate the joystick events between neutral and tilt at a ratio based on the desired amplitude.

Certainly sounds like something to experiment with when you get bored :P I've absolutely no idea of the success it'd create... but it can't hurt to screw around.

To be honest I haven't played the accelerometer excessively, perhaps it takes a few hours to truly get use to it? Also I can't recall if I changed threshold or not.

Kanyka 2010-09-05 13:34

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Is it possibly to use it for looking, not for moving in Quake 2?

Flandry 2010-09-08 13:54

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Kanyka (Post 807848)
Is it possibly to use it for looking, not for moving in Quake 2?

I'm not that familiar with the control schema in Q2. If the inputs are fully mappable you could make joystick axes be look instead of move. If anyone does this kind of thing in any of the games available on N900, please post your results here for others to benefit from.

Burneddi 2010-11-15 16:28

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
After installing Accelemymote-gui my phone's battery consumption increased dramatically - it went from full to zero in about five or six hours.

I'm guessing this is because of the program polling the accelerometer constantly, even when the screen is locked or the GUI closed? I uninstalled the application now, and I believe the battery consumption is normal now.

TiagoTiago 2010-11-21 17:04

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Could you please add the option for live feedback (show the "position" of the virtual stick and the status of the buttom) ?


Also. more importantly, could you please make it work with any pitch as the center? ( with the top of the screen pointing to the ceiling as the center the position of the stick stops making sense; i imagine this is because instead of calculating the vertical value by measuring the ratio of the fwd/back accell to the up/down accell you're either just using one of those or your using the ratio of one of those to the left/right accell; or somthing like that)

shnigi 2010-11-22 18:23

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Add preenv games support. There are games which need multitouch and with this games could be played :P

jackdoor 2010-12-31 12:11

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Does setting the origin within accelemymote effect any other acceleromiter actions/readings?

EuPhobos 2011-03-27 10:55

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Where i can get Source Code of the Accelemymote?

impeham 2011-04-17 10:15

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Is it possible to map the device movements to key presses?


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