User:Megazig: Difference between revisions

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[[Riisk]]: A version of the board game Risk for the Wii.  Just started on 01/29/09, but should have a beta out soon.
[[Riisk]]: A version of the board game Risk for the Wii.  Just started on 01/29/09, but should have a beta out soon.


==Wiimote data code==
i am a complete dick wich cant afford a wii
 
<pre>#include <stdio.h>
#include <stdlib.h>
#include <gccore.h>
#include <wiiuse/wpad.h>
 
#define VERSION      "INFO"
#define RELEASE_DATE  "27-01-2009"
 
int numberOfAttachedControllers();
 
static u32 *xfb;
static GXRModeObj *rmode;
 
int totalWiiMotes;
int rumbleOn = 0;
 
// Wiimote IR
ir_t ir;
 
// Orientation vars
orient_t orient;
int xRotation;
int yRotation;
int zRotation;
 
//Gforce vars
gforce_t gforce;
 
//---------------------------------------------------------------------------------------------------
//Initialize the video and wii remotes
//---------------------------------------------------------------------------------------------------
void Initialize() {
//initialize video
VIDEO_Init();
//initialize wii remotes
WPAD_Init();
//set IR resolution to 640 width and 480 height
WPAD_SetVRes(0, 640, 480);
//return data for wii remotes should contain Button Data, Accelerometer, and IR
WPAD_SetDataFormat(WPAD_CHAN_0, WPAD_FMT_BTNS_ACC_IR);
//find the video mode of the wii
rmode = VIDEO_GetPreferredMode(NULL);
//create buffer for console terminal output
xfb = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
//initialize the console
console_init(xfb,20,20,rmode->fbWidth,rmode->xfbHeight,rmode->fbWidth*VI_DISPLAY_PIX_SZ);
//set video to wii's video mode
VIDEO_Configure(rmode);
//set buffer to write to
VIDEO_SetNextFramebuffer(xfb);
//whether to set background black, I have chosen no
VIDEO_SetBlack(FALSE);
//send VIDEO_ commands for setup
VIDEO_Flush();
//wait for vertical sync to ensure it's at the bottom
VIDEO_WaitVSync();
//if video is progressive then wait for another vertical sync
if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();
 
//find out how many wii remotes are attached at the start
totalWiiMotes = numberOfAttachedControllers();
}
 
//---------------------------------------------------------------------------------------------------
//Exit back to the HBC - can be used for cleanup or other non-sense
//---------------------------------------------------------------------------------------------------
void exitToHomebrewChannel(void) {
exit(0);
}
 
//---------------------------------------------------------------------------------------------------
//Test for values of wii remote accelerometer and IR
//---------------------------------------------------------------------------------------------------
void showWiiMoteAccelerometer(void) {
while(1) {
 
u32 ext;//Extension type
u32 ret=0;//remote probe return
ret=WPAD_Probe(WPAD_CHAN_0,&ext);//probe remote 1 with extension
 
WPADData *Data = WPAD_Data(WPAD_CHAN_0);//store data from remote 1
WPADData data = *Data;
       
WPAD_IR(WPAD_CHAN_0, &data.ir);//get IR data
WPAD_Orientation(WPAD_CHAN_0, &data.orient);//get rotation data
WPAD_GForce(WPAD_CHAN_0, &data.gforce);//get "speed" data
WPAD_Accel(WPAD_CHAN_0, &data.accel);//get accelerometer data
WPAD_Expansion(WPAD_CHAN_0, &data.exp);//get expansion data
 
printf("\x1b[1;0HWii Remote Info \n");
//print gforce data for x, y, and z
printf("\x1b[2;0HGForce x: %1.3f \n", data.gforce.x);
printf("\x1b[3;0HGForce y: %1.3f \n", data.gforce.y);
printf("\x1b[4;0HGForce z: %1.3f \n", data.gforce.z);
 
//get and print the rotation orientation
xRotation = (int)data.orient.roll;
yRotation = (int)data.orient.pitch;
zRotation = (int)data.orient.yaw;
 
if(xRotation<0){
xRotation=360+xRotation;
}
if(yRotation<0){
yRotation=360+yRotation;
}
if(zRotation<0){
zRotation=360+zRotation;
}
 
printf("\x1b[5;0HxRotation: %d \n", xRotation);
printf("\x1b[6;0HyRotation: %d \n", yRotation);
printf("\x1b[7;0HzRotation: %d \n", zRotation);
 
//print different IR data
printf("\x1b[9;0HIR x: %1.3f \n", data.ir.x);
printf("\x1b[10;0HIR y: %1.3f \n", data.ir.y);
 
printf("\x1b[11;0HIR RAW X %1.3f", data.ir.ax);
printf("\x1b[12;0HIR RAW Y %1.3f", data.ir.ay);
         
printf("\x1b[13;0HIR SMOOTH X %1.3f", data.ir.sx);
printf("\x1b[14;0HIR SMOOTH Y %1.3f", data.ir.sy);
         
printf("\x1b[15;0HIR ANGLE %1.3f", data.ir.angle);
 
//print accelerometer data
printf("\x1b[1;25HACCEL X %d\n", (int)data.accel.x);
printf("\x1b[2;25HACCEL Y %d\n", (int)data.accel.y);
printf("\x1b[3;25HACCEL Z %d\n", (int)data.accel.z);
 
 
if(ret==WPAD_ERR_NONE && ext==WPAD_EXP_NUNCHUK)
{
printf("\x1b[4;25HNCUHCK MIN X %d Y %d", (int)data.exp.nunchuk.js.min.x, (int)data.exp.nunchuk.js.min.y);
printf("\x1b[5;25HNCUHCK MAX X %d Y %d", (int)data.exp.nunchuk.js.max.x, (int)data.exp.nunchuk.js.max.y);
printf("\x1b[6;25HNCUHCK CENTER X %d Y %d", (int)data.exp.nunchuk.js.center.x, (int)data.exp.nunchuk.js.center.y);
printf("\x1b[7;25HNCUHCK POS X %d Y %d", (int)data.exp.nunchuk.js.pos.x, (int)data.exp.nunchuk.js.pos.y);
printf("\x1b[8;25HNCUHCK ANG %1.3f MAG %1.3f", (float)data.exp.nunchuk.js.ang, (float)data.exp.nunchuk.js.mag);
 
printf("\x1b[9;25HGFORCE X %1.3f\n", (float)data.exp.nunchuk.gforce.x);
printf("\x1b[10;25HGFORCE Y %1.3f\n", (float)data.exp.nunchuk.gforce.y);
printf("\x1b[11;25HGFORCE Z %1.3\n", (float)data.exp.nunchuk.gforce.z);
printf("\x1b[11;25HROTATE X %1.3f\n", (float)data.exp.nunchuk.orient.roll);
printf("\x1b[11;25HROTATE Y %1.3f\n", (float)data.exp.nunchuk.orient.pitch);
printf("\x1b[11;25HROTATE Z %1.3f\n", (float)data.exp.nunchuk.orient.yaw);
 
printf("\x1b[11;25HACCEL X %1.3f\n", (float)data.exp.nunchuk.accel.x);
printf("\x1b[11;25HACCEL Y %1.3f\n", (float)data.exp.nunchuk.accel.y);
printf("\x1b[11;25HACCEL Z %1.3f\n", (float)data.exp.nunchuk.accel.z);
}
u32 pressed = WPAD_ButtonsHeld(WPAD_CHAN_0);
u32 buttonDown = WPAD_ButtonsDown(WPAD_CHAN_0);
 
 
if (pressed & WPAD_NUNCHUK_BUTTON_Z) printf("\x1b[18;0HButton Z pressed on Nunchuk");
if (pressed & WPAD_NUNCHUK_BUTTON_C) printf("\x1b[19;0HButton C pressed on Nunchuk");
if (pressed & WPAD_BUTTON_A) printf("\x1b[20;0HButton A pressed");
if (pressed & WPAD_BUTTON_B) printf("\x1b[21;0HButton B pressed");
if (pressed & WPAD_BUTTON_1) printf("\x1b[22;0HButton 1 pressed");
if (pressed & WPAD_BUTTON_2) printf("\x1b[23;0HButton 2 pressed");
if (pressed & WPAD_BUTTON_PLUS) printf("\x1b[18;25HButton PLUS pressed");
if (pressed & WPAD_BUTTON_MINUS) printf("\x1b[19;25HButton MINUS pressed");
if (pressed & WPAD_BUTTON_UP) printf("\x1b[20;25HButton UP pressed);
if (pressed & WPAD_BUTTON_DOWN) printf("\x1b[21;25HButton DOWN pressed");
if (pressed & WPAD_BUTTON_LEFT) printf("\x1b[22;25HButton LEFT pressed");
if (pressed & WPAD_BUTTON_RIGHT) printf("\x1b[23;25HButton RIGHT pressed");
if (buttonDown & (WPAD_BUTTON_1 | WPAD_BUTTON_2)) {
if ( rumbleOn == 0 ) {
rumbleOn = 1;
WPAD_Rumble(WPAD_CHAN_0, 1);
}
else {
rumbleOn = 0;
WPAD_Rumble(WPAD_CHAN_0, 0);
}
}
if (buttonDown & (WPAD_BUTTON_A | WPAD_BUTTON_B)) {
WPAD_Rumble(WPAD_CHAN_0, 0);
break;
}
if (pressed & WPAD_BUTTON_HOME) {
WPAD_Rumble(WPAD_CHAN_0, 0);
exitToHomebrewChannel();
}
 
 
}
}
 
//---------------------------------------------------------------------------------------------------
//Find out how many controllers are attached
//---------------------------------------------------------------------------------------------------
int numberOfAttachedControllers() {
// used to check how many controllers are attached
int i, numAttached = 0;
u32 type;  //find the type of the expansion
 
for(i=0; i<WPAD_MAX_WIIMOTES; i++) {
if (WPAD_Probe(i, &type) == WPAD_ERR_NONE) {
numAttached++;
}
}
return numAttached;
}
 
void waitForWiimote()
{
while(1)
{
totalWiiMotes = numberOfAttachedControllers();
if (totalWiiMotes > 0) break;
}
}
 
 
//---------------------------------------------------------------------------------------------------
//Main function
//---------------------------------------------------------------------------------------------------
int main() {
Initialize();
 
waitForWiimote();
 
showWiiMoteAccelerometer();
exitToHomebrewChannel();
return 0;
}
</pre>

Revision as of 20:06, 7 May 2009

My name is Megazig.

Please put talk on my talk page, not here.

PROJECTS

Riisk: A version of the board game Risk for the Wii. Just started on 01/29/09, but should have a beta out soon.

i am a complete dick wich cant afford a wii