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I'm an anonymous wii user. From this page you may read about my recent findings, conserning especially valuable information that didn't exist the interewebs before. (F.e Taiko drum & glovepie.. Trust me, i have very 31337 googlor skillzor... The golden sun emulator thingie was found on some anciet tehskeen thread..)

Wiibrewfan4's mystique findings

Glovepie & Wii Taiko Drum Controller

Around 10-20 of August, I've figured out how to read all necessary incoming data from the Wii Taiko Drum controller using glovepie. It seems that Taiko No Tatsujin isn't using the full potential of the controller, as it turned out that there were a possibility of 16 different key presses... (15 if you don't count the state when none of the 'buttons' are pressed ;)) When i'm done with the investigations i'll post the script somewhere around teh internets. WID..

Update: Here's a little something... I've managed to lost the original script file during normal format operation, and i've also temporarily lost interest in redoing the script. Anyway, even if you have little experience for glovepie scripting, this should be a no-brainer for you. ;p ... I will however redo this script in near future, but for now this is all that i have the energy to write..--Wiibrewfan4 17:57, 24 September 2009 (UTC)

Yes!I think maybe I can play taiko in PCSX2 with a WII drum.Thank you! --popyoung 2010.1.15

I've tried your script. Unfortunately there seems to be no response from my Taiko Drum Controller? ;_; The Inbyte Strings don't change when I hit my Taiko controller??!. Anything else works in GlovePIE. I also have no problems playing Taiko No Tatsujin Wii with this Controller. --myuu 2010.1.28

//please note that there's 16 different states, 
//but in this example i don't define all of them...

//use the command below to find out the inByte that changes 
//when the taiko drum contoller is being hit. 
debug  = wiimote1.InByteString

//if needed, replace inByte18 with the value you get by examining 
//the debug variable. I do not fully understand why the 
//inByte number keeps chaning after restarting glovepie 
//between inbyte18 and inbyte21 with my current setup..
var.drum_nohit = wiimote1.inByte18=0xFF
var.drum_right_middle = wiimote1.inByte18=0xEF
var.drum_left_middle = wiimote1.inByte18=0xBF
var.drum_right_up = wiimote1.inByte18=0xF7
var.drum_left_up = wiimote1.inByte18=0x9F
var.drum_up = wiimote1.inbyte18=0x97
var.drum_middle = wiimote1.inbyte18=0xaf

//map the midi to the "keypresses"

Overcoming the very annoying lag in Golden Sun: The lost age when using wii port of VBA.

13 of September I found out that if you have been trying to play Golden sun: The Lost Age with more recent versions of Visual Boy Advance, the framerate is terrible, but the version 1.01 runs it allmost perfectly! :o

Recent struggles with bootmii, mikep4-kernel and upgraded debian-lenny

The 'latest' cvs-version of nuvalo's x11 cube-module has to be compiled in order to get Xorg working after dist-upgrading debian from etch to lenny. I have 42" wide-screen TV connected to wii with YPbPr-cabel. With my hardware setup the compiled cube-driver fucks up the visibility of screen borders. In order to lower my y-resolution I had to modify several lines from the cube-driver.c and recompile it. All in all this required several hours of investigation & testing, and even google turned me down. So in near future expect to see a short tutorial how to get, hack, compile and install cube-driver.c with the resolution of your choice! This manual will allow you to change the values of x and y without odd crashes. The precompiled xwhiite cube-driver let's you do so, but if you have to compile the driver these changes are needed. NOTE: I did not compile the cube-driver in xwhiite release, i do not know who did.

Install cvs-client in order to get the lastest build of nuvalo's cube xorg driver

apt-get install cvs

get the source:

cvs login     
cvs -z3 co -P xf86-video-cube

Before compiling Nuvalo's cube_driver for Xorg, please install the following packages:

apt-get install module-init-tools pkg-config xserver-xorg-dev x11proto-randr-dev libxrandr-dev x11proto-video-dev x11proto-fonts-dev

Edit xf86-video-cube/src/cubedriver.c with your favourite editor and change the following lines:

Here are the needed changes, I'm using height value 460, so change this if the screen is still stretched... bwahahah, fuck that. I admit that I do not know why this works as it works, but it works. So just chnage the following lines will you:

//part1: in line number 951, change FALSE to TRUE
if (width == 640 && ((height == 480)||(height == 576)))
    match = TRUE;

  if (!match)
    xf86DrvMsg(pScrn->scrnIndex, X_ERROR,
               "Selected width = %d and height = %d is not supported by cube/wii
\n", width, height);
    //first we allow the Xorg to start up no matter what resolution is given...
    return TRUE; //* CHANGE THIS! 

//part2: the last lines of cube_driver.c (lines starting from 1162 -> 1170)
//by doing the changes above, you are not limited to hardcoded resolutions!
static void
CUBERefreshAll(ScrnInfoPtr pScrn)
  BoxRec box;
  box.x1 = 0;
  box.x2 = pScrn->CurrentMode->HDisplay; //* CHANGE THIS!
  box.y1 = 0;
  box.y2 = pScrn->CurrentMode->VDisplay; //* CHANGE THIS!
  CUBERefreshArea(pScrn, 1, &box);

After this, compile the driver:

cd to xf86-video-cube/ and type:

./configure && make && make install

The driver installs itself to wrong location, so:

cp /usr/local/lib/xorg/modules/drivers/cube_driver.* /usr/lib/xorg/modules/

change xorg-conf to match your new height value (460 in this example) in my setup, i used the following modeline:

##modeline from /etc/X11/xorg.conf
Modeline "pal_50" 23.72 640 656 720 800 460 577 580 593 -HSync +Vsync

After all this, i got it working.


Completed Giddy 3 16.02.2008 on one session with 6 lives left.