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The issue that comes to mind for me is how to calibrate the yaw sensor to the front of the TV. I guess when the wiimote is flat you could calibrate it based on when the sensor bar came into view, but I'm not sure I can see this working for all orientations, or working for a long time with games that don't require the sensor bar. Perhaps the gyro sensors won't produce enough drift to actually make this an issue, so that a game could reasonably calibrate one time during a menu sequence, and then not ever again for the duration of play. This may be even less important if the game uses more gesture recognition than actual direct motion sensing, as gesture recognition doesn't need an accurate measurement. Still, the prospect of a true sword-fighting game for Wii (which I'm surprised hasn't happened yet) still makes me wonder how this attachment is going to be put to use. --[[User:Thegamefreak0134|Thegamefreak0134]] 05:40, 7 January 2009 (UTC)
 
== Guitar Hero: World Tour instruments ==
 
The issue with wireless Nunchucks seems similar if not identical to the issues with Guitar Hero: World Tour instruments. Personally, I've been trying to get the World Tour extensions to connect to a PC, as opposed to Wii Homebrew, but working out how it is they connect could be beneficial for both. We haven't got much so far, but there were some I/O logs (created with USBTrace) posted here: [http://www.fretsonfire.net/forums/viewtopic.php?f=3&t=29037]. Also in that same thread were logs that were created when the controllers were connected to the actual game (running in dolphin, I believe). Hopefully posting this here will give more chance of people seeing it and (fingers crossed) knowing what to do with it. -- death_au
 
The thread linked above now has a lot more information on it. World tour instruments can now be initialised and a fair portion of the input can be interpreted. -- death_au
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