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Stage1: Introducing MotionPlus as emulated extension, allowing us to boot games that require the MotionPlus itself.
I also already implemented most of the needed data structures and datareport handling for the motionplus-nunchuk passthrough mode, which I'll add up next as well. Wii Sports Resort is now bootable by just using an emulated wiimote (only working under the old wiimote plugin atm, I asked billiard to port my commit into his plugin since he knows his plugin better than me and its less work for him than for me, I kept most parts of my code in modules to simplify that task). Upcoming stage2: Faking the motionplus on the fly on real wiimotes, that means you will be able to play, e.g. Redsteel2 with a real wiimote and nunchuk or wii sports resort with just your real wiimote. and nunchuk, but w/o the need of having a real motionpluscontroller connected. The new Zelda 2010 will benefit by that, since it will require a motionplus controller. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5438 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -44,12 +44,16 @@ u8 g_IRClock[MAX_WIIMOTES];
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u8 g_IR[MAX_WIIMOTES];
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u8 g_Leds[MAX_WIIMOTES];
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u8 g_Speaker[MAX_WIIMOTES];
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u8 g_MotionPlus[MAX_WIIMOTES];
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u8 g_SpeakerMute[MAX_WIIMOTES];
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int g_MotionPlusReadError[MAX_WIIMOTES];
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u8 g_RegExtTmp[WIIMOTE_REG_EXT_SIZE];
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int g_ID; // Current refreshing Wiimote
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bool g_ReportingAuto[MAX_WIIMOTES]; // Auto report or passive report
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bool g_MotionPlusConnected[MAX_WIIMOTES]; //MotionPlusinitiated
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bool g_InterleavedData[MAX_WIIMOTES]; //sending alternated data packets from the nunchuk/motionplus
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u8 g_ReportingMode[MAX_WIIMOTES]; // The reporting mode and channel id
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u16 g_ReportingChannel[MAX_WIIMOTES];
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