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

Flandry 2010-06-02 00:28

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

Originally Posted by hiique (Post 694940)
is there any way you could make it possible to work on the SNES and GBA emulators? would be nice to play mario kart with it :D

They'd have to support joystick input. Do they? I can't see any option for it in Dr. NokSNES and don't have GBA emu installed. Post a request in the threads for those and see what the devs have to say. Any emu that was written by scratch for Maemo is probably better off just adding tilt support directly; this is most useful for ports of emus and games that already have joystick support.

I'll do what i can on my end to support them, though.

Bingley Joe 2010-06-11 20:34

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
As I mentioned in the TechnoballZ thread, this app works really well for controlling that game -- thanks very much for your work on this, Flandry :)

I'm curious about something -- is it creating analogue joystick commands, digital, or some combination?

The reason I ask is because the controls in TechnoballZ seem to be basically on/off (suggesting digital), but the config file mentions 'analog' as the default profile, and analog would make that game much easier to control (it supports mouse input via touchscreen, so it would seem like an analog joystick should work)..

Maybe this question is better placed in the TechnoballZ thread, but I'm curious about what kind of control is possible with Accelemymote in general, and that just happens to be the game that got me wondering (it's a shame you say mouse control doesn't seem like something you could implement)

Flandry 2010-06-11 20:49

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
From the config file (found in the first post):
Quote:

; Most games that take digital joystick inputs use some intermediate value as the "on" position.
; PrBoom is a bit stupid in that it doesn't consider a direction "on" until the max is reached, so
; set these to a small value for PrBoom (~7).
max_roll = 16 ; degrees plus/minus from neutral to max out the x axis [16]
max_pitch = 14 ; degrees plus/minus from neutral to max out the y axis [14]
Accelemymote sends fractional values (i.e. emulates an analog joystick) but the range is rather small by default (32 degrees roll, 28 degrees pitch). What i discovered is that many or most games treat joystick input as digital (either on or off in each axis). It may be that TechnoballZ is the same. You can try increasing the max pitch and roll and see if it helps. If not, it's probably a poor implementation of joystick control in TechnoballZ.

smoku 2010-06-11 20:57

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
You may install xorg-joystick driver and make it simulate keypresses.
This is what I did in sixaxis-support package.

smoku 2010-06-11 20:59

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
PS. An GUI app for editing .fdi file mapping would be useful for both projects.
I hesitate though to write one, because I have no good idea how to enable user editing root-owned files.

Bingley Joe 2010-06-11 22:04

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

Originally Posted by Flandry (Post 711195)
From the config file (found in the first post):

Accelemymote sends fractional values (i.e. emulates an analog joystick) but the range is rather small by default (32 degrees roll, 28 degrees pitch). What i discovered is that many or most games treat joystick input as digital (either on or off in each axis). It may be that TechnoballZ is the same. You can try increasing the max pitch and roll and see if it helps. If not, it's probably a poor implementation of joystick control in TechnoballZ.

Ahh ok -- thanks for the explanation.

If I remember correctly, the Amiga only supported digital joysticks, so I suppose it would make sense that TechnoballZ is interpreting Accelemymote's input that way.

pantera1989 2010-06-24 22:55

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
1 Attachment(s)
Hi I noticed that the icon for Accelmymote is Icon wanted. So I made a few that I think would suite this project.

I made a tilted crosshair in space. I think it suits the app.

In the zip file there is a 48x48 and 64x64 colour icon, and a 48x48 and 64x64 black and white icon and a 64x64 + 48x48 transparent icons. Here are two screenshots:

Transparent:
http://img138.imageshack.us/img138/5...0070511334.png

Colour:
http://img337.imageshack.us/img337/5...0070511240.png

I updated the zip file too.

Flandry 2010-07-13 20:59

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
New version in repo. It is now possible to set the origin ("zero the axis") with accelemymote. To do this, click the button in the GUI and hold it at the desired neutral tilt until a banner informs you it has been updated (about 5 s).

It can also be done by changing the value of the offset_pitch in the config file to 900 and then saving.

Also available now is a "dead zone" setting. This is a fraction of the maximum tilt that should be considered neutral before the joystick starts to send input.

Version 0.1.0 breaks automation compatibility with some scripts (that for prboom) as well as apps (MAME). Until those apps are updated, you should start accelemymote manually (using the gui) before starting the app to get accelerometer control. Note that it should still work with those apps, just not automatically as it did before.

Accelemymote 0.1.0
  • Moved trigger file to /tmp/ to not survive reboots: /tmp/accelemymote-live
    ==Breaks compatibility with some apps using accelemymote!==
  • Now supports setting offset. Setting offset in config file to 900 will cause current pitch value to be added after 4 s.
  • Added deadzone parameter to cfg file. This is the fraction of the maximum pitch and roll angles from the neutral position that will not register as joystick input.

Accelemymote-gui 0.0.4-0.1.1
  • Add "Set origin" button (only works for pitch).
  • Update to work with accelemymote 0.1.0.
  • Add icon by pantera1989.

Known issues:
  • The set origin feature will keep updating for a second or two. Make sure you hold it where you want it until the banners stop.
  • "GUI" is still a huge exaggeration. :P

Flandry 2010-07-13 22:08

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
With no reports of Accelemymote killing any babies or kicking any puppies in the months it has been around, i think it's time to promote it to testing. If you have found it useful, please consider comparing it against the Extras-testing Quality Assurance Checklist and giving it a thumbs up or down accordingly.

The package page will be here momentarily. Thanks for your help!

hassan_badredin 2010-07-14 16:40

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
if you add support for psx4all it would be a bomb!!!!
PLEEEASEEEEE!!!!


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