Wii Drums Kit

Wii Drums Kit

Postby Anarkia » Sun 17 Jan, 2010 6:42 am

Hello,

First, I want to thank Carl Kenner for this very great and powerfull software !

So I have a question/bug : Is the WiiDrumsKit working in 0.42 ?
Because it isn't working for me (Win Xp / Widcomm bluetooth stack)
When I start a script with the WiiDrumsKit pluged into the wiimote it seems to disconnect the wiimote (lights turn off and the wiimote doesn't respond)
Does it work for other people ?

Thank you in advance for answer
Anarkia
 

Re: Wii Drums Kit

Postby CarlKenner » Wed 20 Jan, 2010 12:22 pm

I don't know. I don't have even have a guitar, let alone the drum kit. So I can't test things myself.

GlovePIE 0.4x now filters Wii Remotes into 5 categories: Wiimote, WiiGuitar, WiiDrums, WiiTurntable, and BalanceBoard depending on what is plugged into it. If a Nunchuk, Classic Controller, BladeFX, and/or WiiMotionPlus are plugged into it then it is still classified as a Wiimote. Otherwise it is put in a different category and you can't access it with Wiimote.whatever. Different categories are numbered independently... So Wiimote1 is now different from WiiGuitar1. But Wiimote1 is the same as Nunchuk1, even if that Nunchuk doesn't exist.

If your script is written for a Wiimote, rather than a WiiDrums, WiiGuitar, or WiiTurntable, then any Wiimotes that are plugged into drums, guitars, or turntables will not be classified as Wiimotes anymore, and they will be switched off.

What happens if your script uses WiiDrums? Does it detect it with WiiDrums.Exists? Does it light the LEDs correctly? Do WiiDrums.Red etc. work?

I need a lot more information, since I can't test it myself.
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Re: Wii Drums Kit

Postby FuPP » Thu 21 Jan, 2010 10:33 am

Hi,

Same here : LEDs turn off when switching on other tabs than GUI (using 0.42 and Wii GHWT Drumkit).

I have tried this (there are only these lines in my script) :

Code: Select all
var.test = WiiDrums.Exists?


and in Variables tab, I can see test = false

I Don't know if this is the right way to test your suggestion (I am new with GlovePie)... :oops:, but hope it can help !

By the way, congratulation for the hard (and very precious) work !

FuPP

ps : oh, forgot to say : switching on script tab turns LEDs off, even with an empty scripting window !
FuPP
 
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Re: Wii Drums Kit

Postby CarlKenner » Thu 21 Jan, 2010 3:20 pm

Switching from the GUI tab to any other tab is supposed to switch everything off, since the GUI turns everything on so it can "listen" for button presses and gestures in the automatic detection.

Switching from the variables tab to the script tab and vice-versa is NOT supposed to switch anything off. There was a bug with this before that I thought I fixed in version 0.42.

So in the GUI, your Drums light up LED 1, and any Guitar also lights up LED 1, and any spare Wiimote also lights up LED 1, is that right? If so, that shows the drums are actually being detected and recognised as drums. Hmmm.... I'll have to think about this bug.

There are three ways you can test the value of things (without emulating anything):

The way you did it, looking at the variables tab.

I normally use a line like "debug = WiiDrums.Exists", which displays a value in the debug box next to the run button.

You can also use the DebugPrint command like "debugprint WiiDrums.Exists", which opens a new debug window and prints out the value every frame (which is now 63 times per second by default), but I don't recommend that unless you use an IF statement to only print it when something happens, eg. "if pressed(LShift) then debugprint WiiDrums.Exists".
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Re: Wii Drums Kit

Postby FuPP » Thu 21 Jan, 2010 7:04 pm

So in the GUI, your Drums light up LED 1, and any Guitar also lights up LED 1, and any spare Wiimote also lights up LED 1, is that right? If so, that shows the drums are actually being detected and recognised as drums...


No, I did that test with 1 drumkit and 1 wiimote : drumkit -> LED1, Wiimote -> LED2

Seems like drumkit is recognised as a wiimote...

FuPP

edit : hmm. Seems more subtile : if I switch then to the scripting tab and back to the GUI tab, both have then LED 1 lighted up !
FuPP
 
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Re: Wii Drums Kit

Postby FuPP » Thu 21 Jan, 2010 7:14 pm

I normally use a line like "debug = WiiDrums.Exists", which displays a value in the debug box next to the run button.


I did that too : it is the same => false

Another thing : in the GUI tab, if I choose Midi output device and then click on 'detect input', my wii drumkit is detected as :

sometimes nothing
sometimes wii turntable
sometimes wii guitar

but never as a drumkit.

FuPP
FuPP
 
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Re: Wii Drums Kit

Postby CarlKenner » Thu 21 Jan, 2010 7:22 pm

I found the bug!!! :D

Drum kits and DJ Hero don't work in GlovePIE 0.40 to 0.42 because I added 2 to Expansion3, but then forgot to add 2 when I checked it.

The last 6 bytes of expansion memory are:

0000 A420 0103 Guitar
0100 A420 0103 Drum Kits
0300 A420 0103 DJ Hero

But I add 2 to those numbers, so I can use 0 as no expansion and 1 as unknown expansion. But when I compare the value of expansion 3 (the first byte) I compare it to the values 1 and 3 as above instead of 3 and 5.

As a workaround for version 0.42, Drum Kits would be recognised as DJ Hero Turntables, and DJ Hero Turntables would be recognised as Guitars. Guitars should still be recognised as Guitars.

Version 0.43 will be released very soon, with a fix for this bug. I can't guarantee that it will work though, since I don't have any instruments to test on.
CarlKenner
 
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Re: Wii Drums Kit

Postby CarlKenner » Thu 21 Jan, 2010 7:32 pm

I'm not sure why it's sometimes detected as a Wii Remote or a Guitar. It should be detected consistently as a DJ Hero turntable. It might be timing out while waiting for an expansion type report, which leads to it being detected as a Wiimote with no expansion. I can't see how it could be detected as a guitar though unless Expansion3 isn't consistent.
CarlKenner
 
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Re: Wii Drums Kit

Postby FuPP » Fri 22 Jan, 2010 12:53 am

Thanks Carl. I will try 0.43 this evening.

Oh, and be aware that download page says "GlovePIE 0.42 (Jan 21 2010)" instead of "GlovePIE 0.43 (Jan 21 2010)" ;)

FuPP
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Re: Wii Drums Kit

Postby CarlKenner » Fri 22 Jan, 2010 1:01 am

OK, fixed.
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Re: Wii Drums Kit

Postby FuPP » Fri 22 Jan, 2010 9:48 am

Ok, things seem getting better here :D

Drumkit is better recognised with 0.43 and I can work on my script. Although I have some issues : drumkit often disconnects (for instance, the time it takes to write things in the scripting window). When back in the GUI tab to reconnect, GlovePie has difficulties to recognise the drumkit again (I can see it with my WiiDrums.Exists spy when running then the script). Stopping script, switching then to another tab (Variables...) and launching the script again sometimes help.

I even have experienced a reboot after several disconnections and re-connections (during the reconnection process) ; glovepie did not seem to recognise the drumkit (LEDs flashing a long time), then reboot.

I don't know if it is even glovepie related... But I experienced the same thing once yesterday.

I will be off for 2 days, but will do more testing when back on saturday evening.
FuPP
 
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Re: Wii Drums Kit

Postby Redhot » Fri 29 Jan, 2010 8:05 am

I think something still isn't quite right. My Band Hero drum kit only seems to work if I connect it after clicking run in GlovePIE, else it just shuts down after clicking run (all the LEDs turn off), and even if I do that it seems to register as hits of various buttons on the classic controller, depending on the pad(s) I hit and how hard. WiiDrums.* and WiiDrumkit.* seem to always be false or 0.

Another peculiarity: if I plug in the drums after clicking run and check (using the debug command) WiiDrums.Exists or WiiDrumKit.Exists they come back false while if I check Wiimote.HasDrumkit it comes back true. Weird.
Redhot
 

Re: Wii Drums Kit

Postby CarlKenner » Fri 29 Jan, 2010 11:36 am

FuPP wrote:Ok, things seem getting better here :D

Drumkit is better recognised with 0.43 and I can work on my script. Although I have some issues : drumkit often disconnects (for instance, the time it takes to write things in the scripting window). When back in the GUI tab to reconnect, GlovePie has difficulties to recognise the drumkit again (I can see it with my WiiDrums.Exists spy when running then the script). Stopping script, switching then to another tab (Variables...) and launching the script again sometimes help.

I even have experienced a reboot after several disconnections and re-connections (during the reconnection process) ; glovepie did not seem to recognise the drumkit (LEDs flashing a long time), then reboot.

I don't know if it is even glovepie related... But I experienced the same thing once yesterday.

I will be off for 2 days, but will do more testing when back on saturday evening.


Do you have BlueSoleil?
CarlKenner
 
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Re: Wii Drums Kit

Postby CarlKenner » Fri 29 Jan, 2010 11:48 am

Redhot wrote:I think something still isn't quite right. My Band Hero drum kit only seems to work if I connect it after clicking run in GlovePIE, else it just shuts down after clicking run (all the LEDs turn off), and even if I do that it seems to register as hits of various buttons on the classic controller, depending on the pad(s) I hit and how hard. WiiDrums.* and WiiDrumkit.* seem to always be false or 0.

Another peculiarity: if I plug in the drums after clicking run and check (using the debug command) WiiDrums.Exists or WiiDrumKit.Exists they come back false while if I check Wiimote.HasDrumkit it comes back true. Weird.


Drum Kits and Wiimotes are put into separate categories at startup. But, if you plug it in after you start the script, it is put in the Wiimote category. If you mention Wiimote.Drums.something somewhere in your script then it will put Drum Kits and Wiimotes into the same category.

To make things easier for you, just add "var.dummy = wiimote.drums.exists" somewhere in your script.
CarlKenner
 
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Re: Wii Drums Kit

Postby Redhot » Mon 01 Feb, 2010 3:37 am

I'm pretty sure that has nothing to do with anything. I can't remember how to debug several variables at once (also, DebugPrint doens't seem to work at all), so i checked Wiimote.HasDrums, WiiDrums.Exists and WiiDrumkit.Exists separately (by changing the program (which was simply
Code: Select all
Debug = (variable goes here)
)). Why aren't the drums recognised as drums at all? Why does the Wiimote shut down if I run a program or switch to the GUI tab with them still plugged in? Why am I only able to read then by unplugging them, going to the GUI tab, plugging them back in and using "Detect input to emulate" and tapping each pad lightly to check which Classic Controller button it triggers?

:?:?
Redhot
 

Re: Wii Drums Kit

Postby TiagoTiago » Tue 02 Feb, 2010 12:10 am

to have more than one variable on the debug bar, i separate the number variables with a string, somthing like:

Code: Select all
debug = var.a + " | " + var.b + " | " + var.c


but going to the variables tab while the script is running is also an option
(notifications don't always get to my inbox, if you think it happened please let me know)
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Re: Wii Drums Kit

Postby Redhot » Fri 05 Feb, 2010 12:56 am

Thanks. Doesn't solve the original problem though.
Redhot
 

Re: Wii Drums Kit

Postby tommy » Tue 23 Feb, 2010 4:11 am

:?:
hi guys. i'm a newbie.
just popped in your fascinating community (controlling stuff with weird devices.. that's very futurible!) so that hopefully somebody can help me:
i am a musician, willing to use my Guitar Hero World Tour wii drumkit as a midi device, to trigger midi from that to my music programs (aka Battery 3).
GlovePIE can do that i know. But.. hey i'm a musician, not a coder! (i can do some Basic on my C=64 tho...)
Help Me!
Or.. at least do a definitive step by step guide and let's get on with it!
thanks to all.
tommy
 

Re: Wii Drums Kit

Postby tacosaladninja » Tue 15 Jun, 2010 3:37 am

I'm new at programming for glovepie (or anything) and I just bought band hero thinking I could use the drums to create a drum kit. I noticed when I tried to assign a command to a part of the drum it wouldn't respond. If i assigned it to the corresponding part of the guitar it would work though. And I could not find the command to make the foot pedal work.

for example:

Code: Select all
"midi.csharp4 = wiiguitar.orange
midi.e3 = WiiGuitar1.red
midi.c4 = wiiguitar.yellow
midi.b3 = wiiguitar.green
midi.dsharp4 = wiiguitar.blue"


will end up equaling

Code: Select all
"midi.csharp4 = wiidrum.orange
midi.e3 = Wiidrum.red
midi.c4 = wiidrum.blue
midi.b3 = wiidrum.green
midi.dsharp4 = wiidrum.yellow"


Am I doing something wrong or is it the program. Thanks for the help.
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