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WiFi not emulated and not supported!!

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**windwakr****Member**- Registered: 2010-06-10
- Posts: 10

Putting this here to get people to stop replying in the issue page on github.

DeSmuME now has the ability to implement freelook through Lua scripting. Read zeromus' explanation on that here.

I've created this crappy script to look around with a controller. Honestly have no clue what I'm doing, but it somehow works well enough with most games I've tried. It's not a universal solution, though. There's a bunch of games that it doesn't work that great or at all with.

Some webms showing it off:

https://my.mixtape.moe/tkxvho.webm

https://my.mixtape.moe/ypdlzx.webm

https://my.mixtape.moe/hwtkso.webm

Use with something like an xbox 360 controller, or modify the controls to suit your needs.

Left stick moves left/right and forward/back

Right stick rotates

Triggers move up down(according to where you're looking)A button resets position, rotation, and pitch offset

B button resets rotation and pitch offset

X sets pitch offsetDpad Up/Down sets the movement scale

Dpad Left/Right sets the rotation scaleAngle your pitch towards the "horizon" and press X. Then rotate the camera left/right and adjust up/down a little while pressing X until everything's level.

**EDIT: This script does some things the wrong way and I don't feel like updating since it's such a mess. You may experience some graphical bugs as a result.**

```
yaw = 0.0;
pitch = 0.0;
pitchoffs = 0.0;
xt = 0.0;
yt = 0.0;
zt = 0.0;
scale = 1.0;
rotscale = 1.0;
cooldown = 0;
function MatrixMult4x4(m1, m2) --Sorta copied/inspired from some lua matrix library
local mtx = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
for i=1,4 do
for j=1,4 do
local num = 0
for n=1,4 do
num = num + m1[(i-1)*4+n] * m2[(n-1)*4+j]
mtx[(i-1)*4+j] = num
end
end
end
return mtx;
end
function Rotate(angle,x,y,z)
local s = math.sin(math.rad(angle));
local c = math.cos(math.rad(angle));
return {(1-c)*x*x+c, (1-c)*y*x-s*z, (1-c)*z*x+s*y, 0,
(1-c)*x*y+s*z, (1-c)*y*y+c, (1-c)*z*y-s*x, 0,
(1-c)*x*z-s*y, (1-c)*y*z+s*x, (1-c)*z*z+c, 0,
0, 0, 0, 1};
end
function vecrotx(angle, vx, vy, vz)
return vx,
vy * math.cos(math.rad(angle)) - vz * math.sin(math.rad(angle)),
vy * math.sin(math.rad(angle)) + vz * math.cos(math.rad(angle));
end
function MoveForward(l) --sorta based off https://www.gamedev.net/forums/topic/415144-get-forward-right-up-vectors-from-pitch-yaw-roll/
local fX = math.sin(math.rad(yaw)) * math.cos(math.rad(pitch+pitchoffs));
local fY = -math.sin(math.rad(pitch+pitchoffs));
local fZ = -math.cos(math.rad(yaw)) * math.cos(math.rad(pitch+pitchoffs));
fX, fY, fZ = vecrotx(pitchoffs, fX, fY, fZ);
local mag = math.sqrt(fX*fX + fY*fY + fZ*fZ);
fX = fX / mag; fY = fY / mag; fZ = fZ / mag;
fX = fX * l; fY = fY * l; fZ = fZ * l;
xt = xt + fX; yt = yt + fY; zt = zt + fZ;
end
function MoveUp(l)
local fX = math.sin(math.rad(yaw)) * math.cos(math.rad(pitch+pitchoffs+90));
local fY = -math.sin(math.rad(pitch+pitchoffs+90));
local fZ = -math.cos(math.rad(yaw)) * math.cos(math.rad(pitch+pitchoffs+90));
fX, fY, fZ = vecrotx(pitchoffs, fX, fY, fZ);
local mag = math.sqrt(fX*fX + fY*fY + fZ*fZ);
fX = fX / mag; fY = fY / mag; fZ = fZ / mag;
fX = fX * l; fY = fY * l; fZ = fZ * l;
xt = xt + fX; yt = yt + fY; zt = zt + fZ;
end
function MoveRight(l)
local fX = math.sin(math.rad(yaw+90));
local fY = 0;
local fZ = -math.cos(math.rad(yaw+90));
fX, fY, fZ = vecrotx(pitchoffs, fX, fY, fZ);
local mag = math.sqrt(fX*fX + fY*fY + fZ*fZ);
fX = fX / mag; fY = fY / mag; fZ = fZ / mag;
fX = fX * l; fY = fY * l; fZ = fZ * l;
xt = xt + fX; yt = yt + fY; zt = zt + fZ;
end
while true do
local key = controller.get()
if key.up and cooldown==0 then --Dpad
cooldown = 10;
scale = scale + 0.1;
print("scale: " .. scale);
end
if key.down and cooldown==0 then --Dpad
cooldown = 10;
scale = scale - 0.1;
print("scale: " .. scale);
end
if key.right and cooldown==0 then --Dpad
cooldown = 10;
rotscale = rotscale + 0.1;
print("rotscale: " .. rotscale);
end
if key.left and cooldown==0 then --Dpad
cooldown = 10;
rotscale = rotscale - 0.1;
print("rotscale: " .. rotscale);
end
if(math.abs(key.x)>0.25) then --Left Stick
MoveRight(-key.x * scale);
end
if(math.abs(key.y)>0.25) then --Left Stick
MoveForward(key.y * scale);
end
if(math.abs(key.z)>0.25) then --Triggers
MoveUp(-key.z * scale);
end
if(math.abs(key.u)>0.25) then --Right Stick
yaw = (yaw + (key.u * rotscale)) % 360;
end
if(math.abs(key.r)>0.25) then --Right Stick
pitch = (pitch + (key.r * rotscale)) % 360;
end
if key["1"] then --A button
yaw = 0.0;
pitch = 0.0;
pitchoffs = 0.0;
xt = 0.0;
yt = 0.0;
zt = 0.0;
end
if key["2"] then --B button
yaw = 0.0;
pitch = 0.0;
pitchoffs = 0.0;
end
if key["3"] then --X button
pitchoffs = -pitch;
end
local tmp = Rotate(-yaw, 0.0, math.cos(math.rad(pitchoffs)), math.sin(math.rad(pitchoffs)));
tmp = MatrixMult4x4(tmp, Rotate(-pitch, 1.0, 0.0, 0.0));
local translation = {1,0,0,0,0,1,0,0,0,0,1,0,xt,yt,zt,1};
matAdjustment = MatrixMult4x4(translation, tmp);
emu.set3dtransform(2,matAdjustment);
if cooldown>0 then cooldown=cooldown-1 end
emu.frameadvance()
end
```

*Last edited by windwakr (2018-11-01 05:34:51)*

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**zeromus****Radical Ninja**- Registered: 2009-01-05
- Posts: 4,881

It looks like we need your fork. Which is now AWOL.

Even if it's sloppy, paste your code onto our master and send a PR and I'll make sure it's OK

also I too was missing math.abs.. I have no idea why (don't want to know; I hate lua) but anyway here is a math.abs:

math.abs = function(x)

if x == nil then return 0 end

if x<0 then return -x end

return x;

end

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**windwakr****Member**- Registered: 2010-06-10
- Posts: 10

zeromus wrote:

It looks like we need your fork. Which is now AWOL.

Even if it's sloppy, paste your code onto our master and send a PR and I'll make sure it's OK

also I too was missing math.abs.. I have no idea why (don't want to know; I hate lua) but anyway here is a math.abs:math.abs = function(x)

if x == nil then return 0 end

if x<0 then return -x end

return x;

end

My fork was just what the queefersutherland guy PR'd, I don't think he made any changes to it. I didn't want to make a PR myself. The script just assumes you have a controller plugged in that's joystick id 0 and has the 3 axes it checks for, and that causes an error when trying to use them if they don't exist. It really should check for the axes before trying to use them.

*Last edited by windwakr (2018-11-01 02:00:36)*

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