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WiFi not emulated and not supported!!

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**windwakr****Member**- Registered: 2010-06-10
- Posts: 13

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://files.catbox.moe/zfni2x.webm

https://files.catbox.moe/0fn3dt.webm

https://files.catbox.moe/s8hev7.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 offset

Y resets the movement and rotation scaleDpad Up/Down sets the movement scale

Dpad Left/Right sets the rotation scale

Hold the left or right bumper to make smaller or bigger changes to the scalesSetting the pitch offset is important. Without doing so, your view will roll around as you look left and right in most games.

Angle your pitch towards the "horizon" and press X. Then try and rotate the camera 90 degrees to the left or right and adjust up/down a little while pressing X until everything's level.

```
--Assumes you have an Xbox style controller
joyID = -1; --Joystick ID to use. The script will attempt to find a suitable joystick, but you can manually set this if you wish
yaw = 0.0;
pitch = 0.0;
pitchoffs = 0.0; --used to correct for the initial pitch of the camera
xpos = 0.0; --coordinates in a virtual 3D space
ypos = 0.0; --^^^
zpos = 0.0; --^^^
matAdjustment = {1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1};
movscale = 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) --used for pitch correction in the functions below
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;
xpos = xpos + fX; ypos = ypos + fY; zpos = zpos + 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;
xpos = xpos + fX; ypos = ypos + fY; zpos = zpos + 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;
xpos = xpos + fX; ypos = ypos + fY; zpos = zpos + fZ;
end
function on3d()
emu.set3dtransform(2,matAdjustment);
end
emu.register3devent(on3d);
emu.set3dtransform(1,nil);
if joyID == -1 then
for i = 0, 15 do
c = controller.get(i);
if c.x and c.y and c.z and c.u and c.r then --simple check that only looks for all the needed axes
joyID = i;
print("Found suitable joystick, id " .. i);
break;
end
end
else
print("Using manually set joystick, id " .. joyID);
end
if joyID == -1 then
print("No suitable joystick found!");
while true do
emu.frameadvance();
end
end
while true do
local key = controller.get(joyID)
scalemult = 1;
if key["5"] then --Left bumper
scalemult = 0.1;
elseif key["6"] then --Right bumper
scalemult = 10;
end
if key.up and cooldown==0 then --Dpad
cooldown = 10;
movscale = movscale + (0.1 * scalemult);
print("Movement scale: " .. movscale);
end
if key.down and cooldown==0 then --Dpad
cooldown = 10;
movscale = movscale - (0.1 * scalemult);
print("Movement scale: " .. movscale);
end
if key.right and cooldown==0 then --Dpad
cooldown = 10;
rotscale = rotscale + (0.1 * scalemult);
print("Rotation scale: " .. rotscale);
end
if key.left and cooldown==0 then --Dpad
cooldown = 10;
rotscale = rotscale - (0.1 * scalemult);
print("Rotation scale: " .. rotscale);
end
if(math.abs(key.x)>0.25) then --Left Stick
MoveRight(-key.x * movscale);
end
if(math.abs(key.y)>0.25) then --Left Stick
MoveForward(key.y * movscale);
end
if(math.abs(key.z)>0.25) then --Triggers
MoveUp(-key.z * movscale);
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"] and cooldown==0 then --A button
cooldown = 20;
yaw = 0.0;
pitch = 0.0;
pitchoffs = 0.0;
xpos = 0.0;
ypos = 0.0;
zpos = 0.0;
movscale = 1.0;
rotscale = 1.0;
print("Reset everything");
end
if key["2"] and cooldown==0 then --B button
cooldown = 20;
yaw = 0.0;
pitch = 0.0;
pitchoffs = 0.0;
print("Reset rotations");
end
if key["3"] then --X button
pitchoffs = -pitch;
end
if key["4"] and cooldown==0 then --Y button
cooldown = 20;
movscale = 1.0;
rotscale = 1.0;
print("Movement/rotation scales reset");
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,xpos,ypos,zpos,1};
matAdjustment = MatrixMult4x4(translation, tmp);
if cooldown>0 then cooldown=cooldown-1 end
emu.frameadvance();
end
```

*Last edited by windwakr (2019-03-23 00:22:39)*

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**zeromus****Radical Ninja**- Registered: 2009-01-05
- Posts: 5,035

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: 13

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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**windwakr****Member**- Registered: 2010-06-10
- Posts: 13

Got a new controller recently and was messing around with this a bit. Updated the first post but here's the changelog.

*Now attempts to scan for a suitable controller instead of just using the first one

*Only updates the matrix on 3D events(still don't think I'm doing it properly, but this fixes most of the issues I had)

*Left and right bumpers now act as multipliers for the dpad scale settings

*Y button resets movement and rotation scale to 1.0

*Last edited by windwakr (2019-03-08 22:19:22)*

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**Flyhngon****Member**- Registered: 2019-04-12
- Posts: 1

Total coding noob here... I'm trying wrap my head around how to use lua code, and I can't wrap my head around how to get the freelook script to work. I get that I actually have to adjust some things in the code myself, but I'm unclear about what values need changing, and no matter what I do the code stops running because register3devent is a nil value..? Even when I think I'm defining it correctly?

Freecam is a feature I'd really like, but I'm too tech-illiterate to wrap my head around how the lua script works, even with the instructions given on the github and in the script itself.. help?

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**Bnthomason****Member**- Registered: 2019-04-16
- Posts: 6

Hey, what emulator build are you using, and how would I get this to work with a 9.12 emulator with decent speed and graphics?

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**windwakr****Member**- Registered: 2010-06-10
- Posts: 13

Flyhngon wrote:

Total coding noob here... I'm trying wrap my head around how to use lua code, and I can't wrap my head around how to get the freelook script to work. I get that I actually have to adjust some things in the code myself, but I'm unclear about what values need changing, and no matter what I do the code stops running because register3devent is a nil value..? Even when I think I'm defining it correctly?

Freecam is a feature I'd really like, but I'm too tech-illiterate to wrap my head around how the lua script works, even with the instructions given on the github and in the script itself.. help?

You need a recent-ish build of the emulator.

Bnthomason wrote:

Hey, what emulator build are you using, and how would I get this to work with a 9.12 emulator with decent speed and graphics?

https://desmume.org/download/

Scroll down to "Official Nightly Builds"

*Last edited by windwakr (2019-04-19 23:05:45)*

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**zeromus****Radical Ninja**- Registered: 2009-01-05
- Posts: 5,035

Note that lua was kind of broken until a commit I did today, so you may have to get the build from appveyor instead

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**Bnthomason****Member**- Registered: 2019-04-16
- Posts: 6

windwakr wrote:

Flyhngon wrote:Total coding noob here... I'm trying wrap my head around how to use lua code, and I can't wrap my head around how to get the freelook script to work. I get that I actually have to adjust some things in the code myself, but I'm unclear about what values need changing, and no matter what I do the code stops running because register3devent is a nil value..? Even when I think I'm defining it correctly?

Freecam is a feature I'd really like, but I'm too tech-illiterate to wrap my head around how the lua script works, even with the instructions given on the github and in the script itself.. help?

You need a recent-ish build of the emulator.

Bnthomason wrote:https://desmume.org/download/

Scroll down to "Official Nightly Builds"

So, how would I reverse or change the controller assignments?

For example, in some games, when you push the L or R stick right, the camera pans in the opposite direction.

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**windwakr****Member**- Registered: 2010-06-10
- Posts: 13

Bnthomason wrote:

So, how would I reverse or change the controller assignments?

For example, in some games, when you push the L or R stick right, the camera pans in the opposite direction.

If both the up/down and left/right of the stick are inverted you can try using the dpad to set a negative scale. If you only need one axis inverted then you're on your own. The code's quite ugly but there are comments by the bits of code handling each button/stick. You should be able to slap(or remove) a '-' in there somewhere to invert the axis you need.

edit:

For example, to invert just the left/right of the left stick you'd change "MoveRight(-key.x * movscale);" to "MoveRight(key.x * movscale);". For up/down on the right stick you'd change "pitch = (pitch + (key.r * rotscale)) % 360;" to "pitch = (pitch + (-key.r * rotscale)) % 360;"

*Last edited by windwakr (2019-04-21 18:37:52)*

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**Bnthomason****Member**- Registered: 2019-04-16
- Posts: 6

windwakr wrote:

Bnthomason wrote:So, how would I reverse or change the controller assignments?

For example, in some games, when you push the L or R stick right, the camera pans in the opposite direction.

If both the up/down and left/right of the stick are inverted you can try using the dpad to set a negative scale. If you only need one axis inverted then you're on your own. The code's quite ugly but there are comments by the bits of code handling each button/stick. You should be able to slap(or remove) a '-' in there somewhere to invert the axis you need.

edit:

For example, to invert just the left/right of the left stick you'd change "MoveRight(-key.x * movscale);" to "MoveRight(key.x * movscale);". For up/down on the right stick you'd change "pitch = (pitch + (key.r * rotscale)) % 360;" to "pitch = (pitch + (-key.r * rotscale)) % 360;"

I figured that part out to invert just the x axis movement

xpos = xpos - fX

Now, the camera's also inverted (only the X axis (Left and Right))

I'm having an issue where when I simply input this:

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

instead of

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

The camera would flip and invert everything when looking up or down. Left and right works fine with this code.

I tried combinations of changing the other ones from - to + or + to -, but nothing seemed to work.

Then it clicked that if I invert every single one, it should possibly invert the camera look. So I tried this:

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};

And all that did was make the camera collapse, expand, invert, etc whenever I turn the camera (Even the Z axis, but only slightly)

*Last edited by Bnthomason (2019-04-21 18:54:53)*

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**Bnthomason****Member**- Registered: 2019-04-16
- Posts: 6

windwakr wrote:

Bnthomason wrote:So, how would I reverse or change the controller assignments?

If both the up/down and left/right of the stick are inverted you can try using the dpad to set a negative scale. If you only need one axis inverted then you're on your own. The code's quite ugly but there are comments by the bits of code handling each button/stick. You should be able to slap(or remove) a '-' in there somewhere to invert the axis you need.

edit:

For example, to invert just the left/right of the left stick you'd change "MoveRight(-key.x * movscale);" to "MoveRight(key.x * movscale);". For up/down on the right stick you'd change "pitch = (pitch + (key.r * rotscale)) % 360;" to "pitch = (pitch + (-key.r * rotscale)) % 360;"

Hey, so... how would I input keyboard values in addition to the Joystick?

For example, I would like the NUMKEYs to have certain positions.

I believe what I need to do first is add below joyID something like Keyboard?

Here's what I have so far:

KeyboardID = -1; --Keyboard ID to use. The script will attempt to find a suitable Keyboard, but you can manually set this if you wish

...

while true do

local key = input.get(KeyboardID)

Haven't had a chance to test this yet.

What are your thoughts or suggestions to make this work?

EDIT: I'm so close to figuring it out.

local table = {-1};

if table[1] == -1 then

for k = 0, 15 do

k = input.get(k);

KeyID = k;

print("Found suitable keyboard, id ", k);

break;

end

else

print ("Using manually set keyboard, id ", KeyID);

end

if KeyID == -1 then

print("No suitable keyboard found!");

while true do

emu.frameadvance();

end

end

*Last edited by Bnthomason (2019-05-02 07:01:47)*

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**Bnthomason****Member**- Registered: 2019-04-16
- Posts: 6

local table = {-1};

cooldown = 0;

if table[1] == -1 then

for k = 0, 15 do

k = input.get(k);

KeyID = k;

print("Found suitable keyboard, id ", k);

break;

end

else

print ("Using manually set keyboard, id ", KeyID);

end

if KeyID == -1 then

print("No suitable keyboard found!");

while true do

emu.frameadvance();

end

end

while true do

local key = input.get(KeyID)

if key["0"] and cooldown==0 then --0 Key

cooldown = 20;

print("0 key");

end

if key["numpad0"] and cooldown==0 then --numpad 0 Key

cooldown = 20;

print("numpad 0 key");

end

if key["numpad+"] and cooldown==0 then --numpad + Key

cooldown = 20;

print("numpad+ key");

end

if key["A"] and cooldown==0 then --A Key

cooldown = 20;

print("A key");

end

if key["backspace"] and cooldown==0 then --backspace Key

cooldown = 20;

print("backspace key");

end

if key["space"] and cooldown==0 then --spacebar Key

cooldown = 20;

print("spacebar key");

end

if cooldown>0 then cooldown=cooldown-1 end

emu.frameadvance();

end

-- A full list of keys can be found here: http://tasvideos.org/LuaScripting/TableKeys.html

Case Solved

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**Sokaren****Member**- Registered: 2019-07-02
- Posts: 1

Can some one show me how this works I'm lost and have bounced between the issue page and here to no avail of it working on any game.

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**zeromus****Radical Ninja**- Registered: 2009-01-05
- Posts: 5,035

Right now it's just a toolkit for knowledgeable people. So, no.

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