![]() ![]() Without any external cues, this will be extremely difficult and the direction a user thinks they're looking in will drift over time. Second, the approach requires a use to return their head to a 'default' orientation to stop any movement. First off, you're going to need a non-trivial dead-zone, or the normal movement of the head is going to cause the view to jitter and shake in an unacceptable manner. Mapping head movements to straight up D-Pad directions is more difficult. It coorelates very well with the built in concept that when you stop moving your head, the rendered view stops moving. Mapping head position to something absolute, like the position of a mouse on a desktop is one thing. Is there any way to map head tracking to certain keys or, even better, mouse movements? The only problem is, I don't think head tracking works. I'm not entirely sure, but it looks like it can convert Rift tracking to mouse movement, which should be all I need! I'm going to check it out now. Is there any way of testing Perception with Project 64, or another emulator? One other question: Is there a chance Vierio Perception could work with it at all? I know some games (Like Halo:CE) have been able to get rift support via Perception, albeit unofficially. I'd even be willing to try to figure out how if somebody could tell me how to get the input info. >_<ĭoes anyone know how to do this? It'd be amazing to be able to play games like Goldeneye and Pokemon Snap in VR. It should be very possible to write a custom Project64 plugin that maps head-tracking input to say the analog stick.Īwesome! I wish I had Project64 Experience. ![]() ![]() I got Project 64 and Direct64, a DirectX 9 plugin that would allow Tridef 3D to access it and create the 3D, two lens image that the Rift needs, and it creates the 3D lens effect! The only problem is, I don't think head tracking works. I followed a guide that used Dolphin and Tridef 3D Oculus Version 5 to play N64 Virtual Console games on the rift, but Dolphin renders Pokemon Snap textures really strangely, and I could tell it wasn't going to work. Not the most orthodox, but it works well.So I've been wanting to play on of my favorite Nintendo 64 Games, Pokemon Snap, when I get my Oculus Rift Dev Kit. C buttons are the four buttons, and the dpad acts as the joystick. I came up with what I see as one of the few decent configurations (SSB aside) since it allows access to everything but the dpad.Ī is L1, B is R1, Z is L2, R is R2, L is select. Logitech Logitech(R) Precision(TM) Gamepad, Gravis GamePad Pro USB The bottom shoulder buttons select the memory pack or rumble pak. The right analog stick maps to the C-buttons, and the buttons 2 and 1 map to A and B.īutton 4 is the Z trigger, and the top shoulder buttons map to the left and right N64 triggers. The left analog stick maps to the N64 analog stick. Logitech Dual Action gamepad, Logitech Cordless Rumblepad 2: The L and R buttons are mapped to the lower left and right rear triggers the Z button is mapped to the left upper rear trigger. Start button is mapped to start the A-button is mapped to the lowest button on the gamepad's right front the B-button to the left button (buttons marked 3 and 1 on my gamepad). The left D-pad is mapped to the D-pad The joystick is mapped to the left joystick of the gamepad the C buttons are mapped to the gampad's right joystick. Notes for supported joysticks for auto-configuration: Left-Windows key: do not auto-center joystick X/Y axes (only when mouse control is enabled).Left-Control + Left-Alt keys: grab or un-grab the mouse cursor (only if mouse control is enabled).Right-control key: reduce amplitude of analog joystick X/Y axes by 50%.Right-shift key: reduce amplitude of analog joystick X/Y axes by 25%.To decrease the amount of simulated joystickĭeflection, the user may press Right Control, Right Shift, or Right Ctrl+Right Shift.Ĭ Up/Left/Down/Right are "I", "J", "K", "L"ĭPad Up/Left/Down/Right are "W", "A", "S", "D" If X/Y analog axes are mapped to keys, a plain keypress will simulate the joystickīeing pressed all the way to the edge.May press the Left Control and Alt keys together to toggle the mouse cursor on and off. To True, the plugin will hide the mouse cursor and 'grab' the mouse pointer. If one of the enabled controllers has the "mouse" general-purpose config parameters set.The format and usage of this plugin's "mupen64plus.cfg" configuration options The latest documentation for this plugin can be found in wiki format at:
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