Applewin joystick11/30/2023 ![]() But my usb keyboard doesn’t work, just as Da_GPer. Here I can press the home button on the wiimote and go back to the Homebrew menu. I unplugged everything except a USB keyboard and I can now get to the opening screen. You were correct thinking it was a device I had plugged into my Wii. Author admin Posted on JanuCategories hacks, wii – Support Wiimote as Joystick (Press A button in Gamecube controller to switch to gamecube joypad) – Increased gamecube joystick sensitivity – Support Gamecube controller (Wiimote support is planned for next version) ![]() Now I have rewritten the SDL keyboard part with my own code (part was based on the code from Guitar Fun). I think this is because the limitation of Libwiikeyboard that can only do control transfer instead of interrupt transfer. ![]() – new keyboard driver, now work with most USB keyboards Note: I am still working on the keyboard issue (some USB keyboard still doesn’t work). – Invalid disk image will not freeze the emulator (in case of invalid disk, Master.dsk will be reloaded) – Disable saving options (dangerous for now, because you might overwrite your files) Note: Latest source code is available at: You will need to install Homebrew Channel to use it. The plan is: Everytime I update the application, I will still use the same file name, you can look at to look for older releases. This is the application that you can extract to your SD Card Here are some screenshots (made using tvtime, captured through my USB TV Box) I can already play some games, but I haven’t tested many other things. Currently the port works, but don’t expect too much from this first release. The difficult part is making sure all the endiannes conversion of 6502 (Apple II CPU) to Wii’s PowerPC is done correctly, because I don’t have a USB gecko to debug it. I want to be able to write BASIC applications, so I decided that the SDL port must support keyboard input, someone already made LibWiikeyboard, so I can just plug it in SDL (actually this is a hack, to correctly handle SDL requirements, there are some things that needs to be changed, in LibWiikeyboard and in the SDL gamecube implementation). After reading things at and, I decided to complete the threading part. Someone already made an early SDL port to Wii, but it is missing threading support (which is needed by the emulator). AppleWin is a good Apple emulator, but it is very windows specific, fortunately someone already ported it to Linux using SDL, and the name is LinApple. Apple IIe was my first computer, so I thought it will be fun to be able to emulate it on my Wii. I was wondering what application should I make, and I noticed that there was no Apple II emulator for Wii yet. More details about reading the paddles can be found in the appnote here, which explains some of the quirks you'll need to be aware of.I just learned about developing applications on Wii 3 days ago. I've just tested that in AppleWin using the mouse as the joystick and it works fine. Here is a simple program: 10 LET X = PDL(0) PEEK 49251 - PADDLE 2 BUTTON (>127 IF BUTTON PRESSED).PEEK 49250 - PADDLE 1 BUTTON (>127 IF BUTTON PRESSED).PEEK 49249 - PADDLE 0 BUTTON (>127 IF BUTTON PRESSED).In BASIC, you can use the following PEEK commands to get the values. The 3 buttons can be read by checking the MSB of addresses $C061 to $C063. BASIC is too slow to do that accurately, so you can use the inbuilt PDL(x) commands, which call the monitor routine PREAD. Addresses $C064 to $C067 can be read to check if the capacitor is fully charged (MSB set). For the first joystick, the X-axis corresponds to paddle 0, and the Y-axis to paddle 1, and similarly for the second joystick.Īccessing address $C070 discharges all capacitors, so they can now charge with a speed that is determined by the resistance. The paddles and joysticks on the Apple work by charging a capacitor through a variable resistance (potentiometer).
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