// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ ////////////////////////////////////////////////////////////////////////////////////////// // Includes // ŻŻŻŻŻŻŻŻŻŻŻŻŻ #include "pluginspecs_wiimote.h" #include #include #include "Common.h" // Common #include "StringUtil.h" // for ArrayToString() #include "IniFile.h" #include "EmuDefinitions.h" // Local #include "main.h" #include "wiimote_hid.h" #include "EmuSubroutines.h" #include "EmuMain.h" #include "Encryption.h" // for extension encryption #include "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd #include "Config.h" // for g_Config //////////////////////////////////// extern SWiimoteInitialize g_WiimoteInitialize; namespace WiiMoteEmu { // =================================================== /* Bit shift conversions */ // ------------- u32 convert24bit(const u8* src) { return (src[0] << 16) | (src[1] << 8) | src[2]; } u16 convert16bit(const u8* src) { return (src[0] << 8) | src[1]; } // ============== // =================================================== /* Calibrate the mouse position to the emulation window. g_WiimoteInitialize.hWnd is the rendering window handle. */ // ---------------- void GetMousePos(float& x, float& y) { #ifdef _WIN32 POINT point; // Get the cursor position for the entire screen GetCursorPos(&point); // Get the cursor position relative to the upper left corner of the rendering window ScreenToClient(g_WiimoteInitialize.hWnd, &point); // Get the size of the rendering window. In my case top and left was zero. RECT Rect; GetClientRect(g_WiimoteInitialize.hWnd, &Rect); // Width and height is the size of the rendering window int width = Rect.right - Rect.left; int height = Rect.bottom - Rect.top; // Return the mouse position as a fraction of one x = point.x / (float)width; y = point.y / (float)height; /* Console::ClearScreen(); Console::Print("GetCursorPos: %i %i\n", point.x, point.y); Console::Print("GetClientRect: %i %i %i %i\n", Rect.left, Rect.right, Rect.top, Rect.bottom); Console::Print("x and y: %f %f\n", x, y); */ #else // TODO fix on linux x = 0.5f; y = 0.5f; #endif } // ============== // =================================================== /* Homebrew encryption for 0x00000000 encryption keys. */ // ---------------- void CryptBuffer(u8* _buffer, u8 _size) { for (int i=0; i<_size; i++) { _buffer[i] = ((_buffer[i] - 0x17) ^ 0x17) & 0xFF; } } void WriteCrypted16(u8* _baseBlock, u16 _address, u16 _value) { u16 cryptedValue = _value; CryptBuffer((u8*)&cryptedValue, sizeof(u16)); *(u16*)(_baseBlock + _address) = cryptedValue; //PanicAlert("Converted %04x to %04x", _value, cryptedValue); } // ================ // =================================================== /* Load pre-recorded movements */ // ---------------- void LoadRecordedMovements() { IniFile file; file.Load("WiimoteMovement.ini"); for(int i = 0; i < RECORDING_ROWS; i++) { // Logging Console::Print("Recording%i ", i + 1); // Get row name std::string SaveName = StringFromFormat("Recording%i", i + 1); // Get movement std::string TmpMovement; file.Get(SaveName.c_str(), "Movement", &TmpMovement, ""); // Get IR std::string TmpIR; file.Get(SaveName.c_str(), "IR", &TmpIR, ""); // Get time std::string TmpTime; file.Get(SaveName.c_str(), "Time", &TmpTime, ""); // Get IR bytes int TmpIRBytes; file.Get(SaveName.c_str(), "IRBytes", &TmpIRBytes, 0); VRecording.at(i).IRBytes = TmpIRBytes; SRecording Tmp; for (int j = 0, k = 0, l = 0; j < TmpMovement.length(); j+=7) { // Skip blank savings if (TmpMovement.length() < 3) continue; std::string StrX = TmpMovement.substr(j, 2); std::string StrY = TmpMovement.substr(j + 2, 2); std::string StrZ = TmpMovement.substr(j + 4, 2); u32 TmpX, TmpY, TmpZ; AsciiToHex(StrX.c_str(), TmpX); AsciiToHex(StrY.c_str(), TmpY); AsciiToHex(StrZ.c_str(), TmpZ); Tmp.x = (u8)TmpX; Tmp.y = (u8)TmpY; Tmp.z = (u8)TmpZ; // --------------------------------- // Go to next set of IR values // --------- // If there is no IR data saving we fill the array with zeroes. This should only be able to occur from manual ini editing // but we check for it anyway if (TmpIRBytes == 0) for(int i = 0; i < 12; i++) Tmp.IR[i] = 0; for(int ii = 0; ii < TmpIRBytes; ii++) { if(TmpIR.length() < (k + i + TmpIRBytes)) continue; // Safety check std::string TmpStr = TmpIR.substr(k + ii*2, 2); u32 TmpU32; AsciiToHex(TmpStr.c_str(), TmpU32); Tmp.IR[ii] = (u8)TmpU32; } if (TmpIRBytes == 10) k += (10*2 + 1); else k += (12*2 + 1); // --------------------- // Go to next set of time values double Time = (double)atoi(TmpTime.substr(l, 5).c_str()); Tmp.Time = (double)(Time/1000); l += 6; // Save the values VRecording.at(i).Recording.push_back(Tmp); // --------------------------------- // Log results // --------- //Console::Print("Time:%f\n", Tmp.Time); //std::string TmpIRLog = ArrayToString(Tmp.IR, TmpIRBytes, 0, 30); //Console::Print("IR: %s\n", TmpIRLog.c_str()); //Console::Print("\n"); } // Get HotKey int TmpRecordHotKey; file.Get(SaveName.c_str(), "HotKey", &TmpRecordHotKey, -1); VRecording.at(i).HotKey = TmpRecordHotKey; // Get Recording speed int TmpPlaybackSpeed; file.Get(SaveName.c_str(), "PlaybackSpeed", &TmpPlaybackSpeed, -1); VRecording.at(i).PlaybackSpeed = TmpPlaybackSpeed; // --------------------------------- // Logging // --------- std::string TmpIRLog; if(TmpIRBytes > 0) TmpIRLog = ArrayToString(VRecording.at(i).Recording.at(0).IR, TmpIRBytes, 0, 30); else TmpIRLog = ""; Console::Print("Size:%i HotKey:%i Speed:%i IR: %s\n", VRecording.at(i).Recording.size(), VRecording.at(i).HotKey, VRecording.at(i).PlaybackSpeed, TmpIRLog.c_str() ); // --------------------- } } // ================ // Update the accelerometer neutral values void UpdateEeprom() { g_accel.cal_zero.x = g_Eeprom[22]; g_accel.cal_zero.y = g_Eeprom[23]; g_accel.cal_zero.z = g_Eeprom[24]; g_accel.cal_g.x = g_Eeprom[26] - g_Eeprom[22]; g_accel.cal_g.y = g_Eeprom[27] - g_Eeprom[24]; g_accel.cal_g.z = g_Eeprom[28] - g_Eeprom[24]; Console::Print("UpdateEeprom: %i %i %i\n", WiiMoteEmu::g_Eeprom[22], WiiMoteEmu::g_Eeprom[23], WiiMoteEmu::g_Eeprom[27]); } // Set initial values void ResetVariables() { u8 g_Leds = 0x0; // 4 bits u8 g_Speaker = 0x0; // 1 = on u8 g_SpeakerVoice = 0x0; // 1 = on u8 g_IR = 0x0; // 1 = on g_ReportingMode = 0; g_ReportingChannel = 0; g_EmulatedWiiMoteInitialized = false; } // =================================================== /* Write initial values to Eeprom and registers. */ // ---------------- void Initialize() { if (g_EmulatedWiiMoteInitialized) return; // Reset variables ResetVariables(); // Write default Eeprom data memset(g_Eeprom, 0, WIIMOTE_EEPROM_SIZE); memcpy(g_Eeprom, EepromData_0, sizeof(EepromData_0)); memcpy(g_Eeprom + 0x16D0, EepromData_16D0, sizeof(EepromData_16D0)); // Write default accelerometer neutral values UpdateEeprom(); /* Extension data for homebrew applications that use the 0x00000000 key. This writes 0x0000 in encrypted form (0xfefe) to 0xfe in the extension register. */ //WriteCrypted16(g_RegExt, 0xfe, 0x0000); // Fully inserted Nunchuk // Copy extension id and calibration to its register if(g_Config.bNunchuckConnected) { memcpy(g_RegExt + 0x20, nunchuck_calibration, sizeof(nunchuck_calibration)); memcpy(g_RegExt + 0xfa, nunchuck_id, sizeof(nunchuck_id)); } else if(g_Config.bClassicControllerConnected) { memcpy(g_RegExt + 0x20, classic_calibration, sizeof(classic_calibration)); memcpy(g_RegExt + 0xfa, classic_id, sizeof(classic_id)); } g_ReportingMode = 0; g_EmulatedWiiMoteInitialized = true; // Load pre-recorded movements LoadRecordedMovements(); // Set default recording values for (int i = 0; i < 3; i++) { g_RecordingPlaying[i] = -1; g_RecordingCounter[i] = 0; g_RecordingPoint[i] = 0; g_RecordingStart[i] = 0; g_RecordingCurrentTime[i] = 0; } // I forgot what these were for? // g_RegExt[0xfd] = 0x1e; // g_RegExt[0xfc] = 0x9a; } // ================ void DoState(void* ptr, int mode) { //TODO: implement } /* This is not needed if we call FreeLibrary() when we stop a game, but if it's not called we need to reset these variables. */ void Shutdown(void) { ResetVariables(); } // =================================================== /* An ack delay of 1 was not small enough, but 2 seemed to work, that was about between 20 ms and 100 ms in my case. I'm not sure what it means in frame delays. */ // ---------------- void CreateAckDelay(u8 _ChannelID, u16 _ReportID) { // Settings int GlobalDelay = 2; // Queue an acknowledgment wm_ackdelay Tmp; Tmp.Delay = GlobalDelay; Tmp.ChannelID = _ChannelID; Tmp.ReportID = (u8)_ReportID; AckDelay.push_back(Tmp); } void CheckAckDelay() { for (int i = 0; i < (int)AckDelay.size(); i++) { // See if there are any acks to send if (AckDelay.at(i).Delay >= 0) { if(AckDelay.at(i).Delay == 0) { WmSendAck(AckDelay.at(i).ChannelID, AckDelay.at(i).ReportID, 0); AckDelay.erase(AckDelay.begin() + i); continue; } AckDelay.at(i).Delay--; //Console::Print("%i 0x%04x 0x%02x", i, AckDelay.at(i).ChannelID, AckDelay.at(i).ReportID); } } } // ================ // =================================================== /* This function produce Wiimote Input, i.e. reports from the Wiimote in response to Output from the Wii. */ // ---------------- void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size) { //Console::Print("Emu InterruptChannel\n"); LOGV(WII_IPC_WIIMOTE, 3, "============================================================="); LOGV(WII_IPC_WIIMOTE, 3, "Wiimote_Input"); const u8* data = (const u8*)_pData; /* Debugging. We have not yet decided how much of 'data' we will use, it's not determined by sizeof(data). We have to determine it by looking at the data cases. */ InterruptDebugging(true, data); hid_packet* hidp = (hid_packet*) data; switch(hidp->type) { case HID_TYPE_DATA: { switch(hidp->param) { case HID_PARAM_OUTPUT: { wm_report* sr = (wm_report*)hidp->data; HidOutputReport(_channelID, sr); /* This is the 0x22 answer to all Inputs. In most games it didn't matter if it was written before or after HidOutputReport(), but Wii Sports and Mario Galaxy would stop working if it was placed before HidOutputReport(). Zelda - TP is even more sensitive and require a delay after the Input for the Nunchuck to work. It seemed to be enough to delay only the Nunchuck registry reads and writes but for now I'm delaying all inputs. Both for status changes and Eeprom and registry reads and writes. */ // There are no 0x22 replys to these report from the real wiimote from what I could see // Report 0x10 that seems to be only used for rumble if(!(data[1] == WM_READ_DATA && data[2] == 0x00) && !(data[1] == WM_REQUEST_STATUS)) if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent) CreateAckDelay((u8)_channelID, (u16)sr->channel); } break; default: PanicAlert("HidInput: HID_TYPE_DATA - param 0x%02x", hidp->type, hidp->param); break; } } break; default: PanicAlert("HidInput: Unknown type 0x%02x and param 0x%02x", hidp->type, hidp->param); break; } LOGV(WII_IPC_WIIMOTE, 3, "============================================================="); } void ControlChannel(u16 _channelID, const void* _pData, u32 _Size) { //Console::Print("Emu ControlChannel\n"); const u8* data = (const u8*)_pData; // Dump raw data { LOG(WII_IPC_WIIMOTE, "Wiimote_ControlChannel"); std::string Temp = ArrayToString(data, 0, _Size); Console::Print("\n%s: ControlChannel: %s\n", Tm().c_str(), Temp.c_str()); LOG(WII_IPC_WIIMOTE, " Data: %s", Temp.c_str()); } hid_packet* hidp = (hid_packet*) data; switch(hidp->type) { case HID_TYPE_HANDSHAKE: if (hidp->param == HID_PARAM_INPUT) { PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_INPUT"); } else { PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_OUTPUT"); } break; case HID_TYPE_SET_REPORT: if (hidp->param == HID_PARAM_INPUT) { PanicAlert("HID_TYPE_SET_REPORT input"); } else { HidOutputReport(_channelID, (wm_report*)hidp->data); // Return handshake u8 handshake = 0; g_WiimoteInitialize.pWiimoteInput(_channelID, &handshake, 1); } break; case HID_TYPE_DATA: PanicAlert("HID_TYPE_DATA %s", hidp->type, hidp->param == HID_PARAM_INPUT ? "input" : "output"); break; default: PanicAlert("HidControlChanel: Unknown type %x and param %x", hidp->type, hidp->param); break; } } // =================================================== /* This is called from Wiimote_Update(). See SystemTimers.cpp for a documentation. I'm not sure exactly how often this function is called but I think it's tied to the frame rate of the game rather than a certain amount of times per second. */ // ---------------- void Update() { //LOG(WII_IPC_WIIMOTE, "Wiimote_Update"); //Console::Print("Emu Update: %i\n", g_ReportingMode); switch(g_ReportingMode) { case 0: break; case WM_REPORT_CORE: SendReportCore(g_ReportingChannel); break; case WM_REPORT_CORE_ACCEL: SendReportCoreAccel(g_ReportingChannel); break; case WM_REPORT_CORE_ACCEL_IR12: SendReportCoreAccelIr12(g_ReportingChannel); break; case WM_REPORT_CORE_ACCEL_EXT16: SendReportCoreAccelExt16(g_ReportingChannel); break; case WM_REPORT_CORE_ACCEL_IR10_EXT6: SendReportCoreAccelIr10Ext(g_ReportingChannel);break; } // Potentially send a delayed acknowledgement to an InterruptChannel() Output CheckAckDelay(); } } // end of namespace