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Wiiuse:Guitar hero remove the use less hand shake check since the controller does not have any handshake data(BACKPORT)
Nunchuck:Fix up mistakes from my last backport. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4312 8ced0084-cf51-0410-be5f-012b33b47a6e
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30
Externals/WiiUseSrc/Src/guitar_hero_3.c
vendored
30
Externals/WiiUseSrc/Src/guitar_hero_3.c
vendored
@ -57,7 +57,6 @@ static void guitar_hero_3_pressed_buttons(struct guitar_hero_3_t* gh3, short now
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* @return Returns 1 if handshake was successful, 0 if not.
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*/
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int guitar_hero_3_handshake(struct wiimote_t* wm, struct guitar_hero_3_t* gh3, byte* data, unsigned short len) {
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int i;
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int offset = 0;
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/*
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@ -74,33 +73,6 @@ int guitar_hero_3_handshake(struct wiimote_t* wm, struct guitar_hero_3_t* gh3, b
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gh3->tb_raw = 0;
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gh3->touch_bar = -1;
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/* decrypt data */
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for (i = 0; i < len; ++i)
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data[i] = (data[i] ^ 0x17) + 0x17;
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if (data[offset] == 0xFF) {
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/*
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* Sometimes the data returned here is not correct.
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* This might happen because the wiimote is lagging
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* behind our initialization sequence.
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* To fix this just request the handshake again.
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*
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* Other times it's just the first 16 bytes are 0xFF,
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* but since the next 16 bytes are the same, just use
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* those.
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*/
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if (data[offset + 16] == 0xFF) {
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/* get the calibration data */
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byte* handshake_buf = (byte *)malloc(EXP_HANDSHAKE_LEN * sizeof(byte));
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WIIUSE_DEBUG("Guitar Hero 3 handshake appears invalid, trying again.");
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wiiuse_read_data_cb(wm, handshake_expansion, handshake_buf, WM_EXP_MEM_CALIBR, EXP_HANDSHAKE_LEN);
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return 0;
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} else
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offset += 16;
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}
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/* joystick stuff */
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gh3->js.max.x = GUITAR_HERO_3_JS_MAX_X;
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gh3->js.min.x = GUITAR_HERO_3_JS_MIN_X;
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@ -179,7 +151,7 @@ void guitar_hero_3_event(struct guitar_hero_3_t* gh3, byte* msg) {
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gh3->whammy_bar = (msg[3] - GUITAR_HERO_3_WHAMMY_BAR_MIN) / (float)(GUITAR_HERO_3_WHAMMY_BAR_MAX - GUITAR_HERO_3_WHAMMY_BAR_MIN);
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/* joy stick */
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calc_joystick_state(&gh3->js, msg[0], msg[1]);
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calc_joystick_state(&gh3->js, gh3->js.pos.x, gh3->js.pos.y);
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}
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25
Externals/WiiUseSrc/Src/nunchuk.c
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25
Externals/WiiUseSrc/Src/nunchuk.c
vendored
@ -113,12 +113,12 @@ int nunchuk_handshake(struct wiimote_t* wm, struct nunchuk_t* nc, byte* data, un
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/* if min and max are reported as 0, initialize them to usable values based on center, and fine tune in nunchuck_event() */
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if (nc->js.center.x) {
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if (nc->js.min.x == 0) nc->js.min.y = nc->js.center.y - 80;
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if (nc->js.max.x == 0) nc->js.max.x = nc->js.center.y + 80;
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if (nc->js.min.x == 0) nc->js.min.x = nc->js.center.x - 80;
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if (nc->js.max.x == 0) nc->js.max.x = nc->js.center.x + 80;
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}
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if (nc->js.center.y) {
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if (nc->js.min.y == 0) nc->js.min.x = nc->js.center.x - 80;
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if (nc->js.max.y == 0) nc->js.max.x = nc->js.center.x + 80;
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if (nc->js.min.y == 0) nc->js.min.y = nc->js.center.y - 80;
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if (nc->js.max.y == 0) nc->js.max.y = nc->js.center.y + 80;
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}
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#ifdef WIN32
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@ -156,19 +156,22 @@ void nunchuk_event(struct nunchuk_t* nc, byte* msg) {
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/* get button states */
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nunchuk_pressed_buttons(nc, msg[5]);
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/* calculate joystick state */
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calc_joystick_state(&nc->js, msg[0], msg[1]);
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nc->js.pos.x = msg[0];
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nc->js.pos.y = msg[1];
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/* if min and max are reported as 0, initialize them to usable values based on center, and fine tune in nunchuck_event() */
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/* extend min and max values to physical range of motion */
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if (nc->js.center.x) {
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if (nc->js.min.x == 0) nc->js.min.y = nc->js.center.y - 80;
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if (nc->js.max.x == 0) nc->js.max.x = nc->js.center.y + 80;
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if (nc->js.min.x > nc->js.pos.x) nc->js.min.x = nc->js.pos.x;
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if (nc->js.max.x < nc->js.pos.x) nc->js.max.x = nc->js.pos.x;
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}
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if (nc->js.center.y) {
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if (nc->js.min.y == 0) nc->js.min.x = nc->js.center.x - 80;
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if (nc->js.max.y == 0) nc->js.max.x = nc->js.center.x + 80;
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if (nc->js.min.y > nc->js.pos.y) nc->js.min.y = nc->js.pos.y;
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if (nc->js.max.y < nc->js.pos.y) nc->js.max.y = nc->js.pos.y;
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}
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/* calculate joystick state */
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calc_joystick_state(&nc->js, nc->js.pos.x, nc->js.pos.y);
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/* calculate orientation */
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nc->accel.x = msg[2];
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nc->accel.y = msg[3];
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