If anyone's interested in working on this at all, I've taken Björn's patch and integrated into (a branch of) the main Fuse codebase. See here. It still needs some tidy-up work on it, but it works. Cheers --Pak21 11:06, 4 September 2008 (UTC)
usb keyboard and wiimotes not working
Unfortunately on Fuse Snapshot 2 the usb keyboard and wiimotes support no longer seems to work?
Loading games works fine but there seems to be no input working for either keyboard or wiimote (which worked fine on the previous build from bjorn) making it impossible to actualy play any games?
- Hi, There's couple of changes here. I need a bit more specifics as to what doesn't work: What type of joystick are you using? If you use Kempston it's by default off - you need to turn it on in Options/Peripherals. Then another option you need to set is go to Options/Joysticks/Joystick 1 and select what kind of joystick will wii remote emulate, by default it's set to None. Another change is that you use your wii remote in menus in horizontal position now. Next snapshot will make it possible to save the changes, so you'd need to set the above only once, until then...sorry... Hope that helps -- Spec
- To respond to original question both wii remote and usb keyboard works for me here on the snapshot2 -- Spec
I'm pretty sure I tried all configs in the menu but still had no success assigning a joystick to the wiimote, but I'll try again later and report back. Also (even if joysticks are working) usb keyboards support is now broken on this new build... which means you can't actually play any games as each title requires input from a keyboard to start (this bug and also the joystick one has also been verified by others on tehskeen). I look forward to the new release - thanks for continung to bring the specky to the wii! Baboon
Hi, There's couple of changes here. I need a bit more specifics as to what doesn't work: What type of joystick are you using? If you use Kempston it's by default off - you need to turn it on in Options/Peripherals. Then another option you need to set is go to Options/Joysticks/Joystick 1 and select what kind of joystick will wii remote emulate, by default it's set to None. Another change is that you use your wii remote in menus in horizontal position now. Next snapshot will make it possible to save the changes, so you'd need to set the above only once, until then...sorry... Hope that helps -- Spec
I've just tested your dev build and I can assign the remote to a joystick now... it confused me as I though the A or 1 button was the option to put a tick to show what I just selected (instead it was go right on the d-pad wiimote). I've tested 2 USB keyboards though and have had no joy still with getting them to work... although I was able to start a game by using the key binding feature. :)Baboon
I also have no USB keyboard access (worked fine in the previous build. Im using a Logitech wireless which, as I said, worked fine on Bjorns release and works with all other keyboard supporting homebrew. Mr_Nick666
- Hey Mr_Nick666. I cannot replicate the problem. Bjorn tested is a well with his wireless usb keyboard and couldn't replicate the problem as well. It will be real hard to troubleshoot the problem if we cannot replicate it.
- Damn! It works fine with Bjorns original build but I get nada with this one. Something must have changed but I've no way of letting you know what Mr_Nick666
This idea was posted over at Bjorns site, by ICEknigh7, and thought it may be worth posting here as it was an excellent idea.
- That's definitely not planned. All the keys on wiiremote except the cursor arrows will be user defined and the user will be able to save those settings (those settings will automatically load next time fuse is run). Cursor keys will also be user definable eventually. Regarding the rest of the controllers - that's not planned at this point. If I could map the wii remote keys to anything I want, I don't think mapping keys on other controllers would be useful. -- Spec
- Its quite a shame, then. As you see in the diagrams, being able to use other controllers would be quite useful for having direct access to both the joystick and the cursor keys, for example. Not to mention the "auxiliary" incremental variable in those control configurations, absolutely needed for selecting the options in many games, and also for those that need to use the keyboard numbers along with the normal controls (Cybernoid, Livingstone I pressume...). Many games (and BIOSes) with completely different key configurations were taken into account when making those control schemes.
- I really think those would be the ultimate solution for having near absolute control over almost any Speccy game (and menu) out there flawlessly (even for text adventures, if you take into account the "virtual keyboard" idea, when pressing certain buttons for half a second). I hope it would be possible to map the keys to those in the diagrams, in future updates.
- If you were wondering how that auxiliary button would work, the "aux+" and "aux-" keys would cycle between 1,2... to ...9,0, and show the current value somewhere in the screen border, which would then be used when pressing the "aux" button in the controller. That would allow to choose between weapons and menu selections in many different games, quite easily without the need of a keyboard. ICEknigh7
This was a screen I did on Bjorns request (the space on the bottom left was for text). If you'd like to use it thats fine.
This can be found here http://www.sendspace.com/file/tkkf5h in Speccy format.
I also did some HBC icons...
- This is really nice. I will most likely use one of the icons for the hbc (probably the same one Bjorn used). As far as the splash screen (is it for splash screen?), it would have to be integrated into the fuse main code, because all I do is take that code from fuse svn and compile it for Wii. But it looks really nice. -- Spec