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Reader Comments (10)

Posted: Oct 2nd 2007 3:00PM (Unverified) said

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so if this is possible.... couldn't perfect dark be made to work with the wii remote? Would that be able to work virtual console-wise? I know it is far from possible that nintendo would do that, but they could right? Oh and also, could online be added as well? (also unlikely, i know)

Posted: Oct 2nd 2007 3:21PM (Unverified) said

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Um... I owned this game both on N64 and on PC (purchased the PC version for my son long after I was all done with the N64). Your review of the game is FAR too generous. It was mildly entertaining for me, and it held my 10-year old's attention for a few days, but I found most of the upgrades useless and beating the game was barely even hard, even without using the "advanced techniques" you described. If you're a Wipeout fanatic like me, pod racer is a low rent clone.

I do agree, however, that some version of a pod racing game on Wii could be cool, but a WIPEOUT game on Wii would be the awesomest thing ever (and that will never happen).

Posted: Oct 2nd 2007 4:43PM Squashua said

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Apply this to Rocket Jockey somehow, and you've got the best game ever created.

Posted: Oct 2nd 2007 5:03PM (Unverified) said

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So in this you were using the PC version of the game right? I don't see you getting the Wii controls working on the N64 version. My big thing though is that it looked so fun that I want to play my VC FPS games now with the Wii remote as a light gun and the racing games as a wheel.

Posted: Oct 3rd 2007 10:41AM Mike Sylvester said

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@BluClouds7
It should be technically possible for Nintendo to update the controls of their VC releases to utilize the modern features of the Wii Remote and Nunchuk, but they've stated that they won't be updating the games in such a manner. Same deal with online features. But apparently, the "no fiddling" rule doesn't apply to game textures (see Wave Race 64).

@Mister_Hand
I've never been a fan of WipEout games (I can't bring myself to even finish the first race in my copy of Pure), but I'm a fan of other high-speed, futuristic racers like Extreme G and F-Zero. I'd rank Ep1 Racer below those, but I still found it enjoyable - moreso than the movie it's based on.

@Rocketman
I still haven't been able to get the Rocket Jockey demo to work on any of my computers, but I have a new one on the way, and I'll give it another shot when it arrives. Just for you, buddy!

@Jeremy
Yeah. Everything I've done in GlovePIE so far is for PC. With an investment in some additional hardware, a console that's compatible with that hardware, and a lot of time coding and configuring everything to work together, it's possible to use your Wiimote on consoles other than the Wii. But I don't expect anyone would have any luck building a setup that worked with the N64. I'd love to see me proven wrong, though!

Posted: Oct 4th 2007 1:00PM (Unverified) said

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It looks like it could be a tad more responsive (and a little easier on the arms), but I guess you could just add an option to tweak the sensitivity. Overall though, it looks like fun!

Posted: Oct 4th 2007 1:27PM Mike Sylvester said

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@the_common_cold
Holding the controllers in a relaxed position (like in my lap) and twisting them "neGcon-style," yields better results. Like many of my motion scripts, it's much easier to control when I'm not trying to hold my hands in view of a camera.

Posted: Oct 5th 2007 3:43PM (Unverified) said

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Mike, I really like the work you're doing with GlovePIE, but have you by any chance found a driver/scripting tool that uses a "real" language? I'm not trying to be *too* derogatory, but it would be easier for me, as a veteran C++/Java/C# developer to find bindings for a language I'm familiar with than to spend time reading up on how -- what is it, Delphi? -- works. The way everything just sort of runs together, with no functions, or no indications of *when* a particular code snippet will actually run (some seems to be sequential, some seems simultaneous, and it's hard to see what determines the difference), makes me leery of trying to write anything complex from scratch myself.

Posted: Oct 5th 2007 5:06PM Mike Sylvester said

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@James
GlovePIE is derived of standard languages, and I'd expect any other language for creating controller emulation scripts to work similarly. No matter what, they'll need to incorporate Wiimote-specific functions into the language to make the access Wiimote's inputs and outputs. You could try making your own programming language for it. The Wiimote reports itself as a standard Bluetooth HID, and the following page tells you the values of the inputs and outputs. That's how Carl Kenner made it work with GlovePIE, and how the Half-life 2 Wiimote project is able to interface with it.

http://www.wiindows.org/index.php/Wiimote#HID_Interface

Otherwise, I recommend downloading GlovePIE and taking a look at the Preliminary Documentation for some more insight on how it works and what is and isn't possible.

Posted: Nov 18th 2007 3:59AM (Unverified) said

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You can write GlovePIE scripts using C++/Java/C# syntax if you prefer, provided you stick to one statement per line, and put braces on the same line as the if/else.

For example:

if ((var.AvgSteer < -10) && (var.AvgSteer> -20)) {
Key.Right = true;
wait(1ms);
Key.Right = false;
wait(1ms);
} else if ((var.AvgSteer < -20) && (var.AvgSteer> -30)) {
etc.

But I'm not a fan of C++ syntax, which is why it also supports BASIC and Pascal styles. It even has some COBOL style syntax if you like (try replacing semicolons with full-stops, aka periods).

I also borrowed things from mathematics:

if -20 < var.AvgSteer < -10
if |var.AvgSteer| < 10

I realise GlovePIE is somewhat confusing in that it mixes things being done simultaneously with things being done sequentially. Basically things are supposed to be simultaneous, except for IF statements which are meant to be like macros. A wait statement in an if statement only pauses that macro, while everything else continues on around it.

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