Homebrew RELEASE MissionControl: Use controllers from other consoles natively via Bluetooth

ndeadly

Well-Known Member
OP
Member
Joined
Nov 5, 2018
Messages
467
Trophies
0
Age
36
XP
2,601
Country
Australia
Hi @ndeadly what's up with you?
I have a little request por favor. Is it possible to make other controllers wake the console up like original ones do?
Unfortunately it can't be done. There is no standard wakeup function. Even if it was understood how it's done on the switch, we can't make other controllers send the required signal/data without some kind of hardware or firmware mod. When the console is asleep, Mission Control and other software is suspended and can't be used to translate or fake incoming data like we do for button inputs etc.
 

Lamcza

Typ tego typu.
Member
Joined
Nov 23, 2022
Messages
583
Trophies
0
Age
33
XP
756
Country
Poland
Hi @ndeadly what's up with you?
I have a little request por favor. Is it possible to make other controllers wake the console up like original ones do?
Dude this is like on the firts page under "Frequently Asked Questions"
: D

but i get you iam alredy thinking of hotgluing joycone to my tv remote :D
 
Last edited by Lamcza,

Hello_switch

New Member
Newbie
Joined
Feb 29, 2020
Messages
3
Trophies
0
Age
49
XP
183
Country
France
Do you plan support trackball or spinner for controllers like for example "AtGames Legends Pinball controller" ? Many arcade games on the emulator Retroarch would be compatible with these types of control.
 

ndeadly

Well-Known Member
OP
Member
Joined
Nov 5, 2018
Messages
467
Trophies
0
Age
36
XP
2,601
Country
Australia
Do you plan support trackball or spinner for controllers like for example "AtGames Legends Pinball controller" ? Many arcade games on the emulator Retroarch would be compatible with these types of control.
I don't plan for things I don't know about :P

If someone shows me how a specific controller sends data from such sensors I can map it to something, but there's no such thing as generic support for arbitrary input sensors. Everything must adhere to the format used by official Switch controllers in the end.
 

mikey20045

New Member
Newbie
Joined
Dec 20, 2022
Messages
1
Trophies
0
Age
60
XP
11
Country
Austria
Love mission control, it’s made things so much more convenient. One small suggestion is just since the switch (the tablet not the joy cons) have gyro for use with Labo and since aftermarket joy cons like the Hori Split Pad don’t feature gyro, if it would be possible to spoof the console tablet gyro to be used in game
 

ndeadly

Well-Known Member
OP
Member
Joined
Nov 5, 2018
Messages
467
Trophies
0
Age
36
XP
2,601
Country
Australia
Love mission control, it’s made things so much more convenient. One small suggestion is just since the switch (the tablet not the joy cons) have gyro for use with Labo and since aftermarket joy cons like the Hori Split Pad don’t feature gyro, if it would be possible to spoof the console tablet gyro to be used in game
Somebody actually asked about the same thing recently https://github.com/ndeadly/MissionControl/issues/522

It's probably possible to do it, but there isn't much documented on the internal gyro and how to access it. I've asked around and been pointed in the right direction, but don't really have the time to look into it right now due to having many other things to work on. This would make a nice little mini project for somebody else looking to contribute in the meantime though.
 
  • Like
Reactions: mikey20045

Jack_Bauer

Well-Known Member
Newcomer
Joined
Apr 5, 2020
Messages
72
Trophies
0
Age
45
XP
478
Country
Tunisia
hi @ndeadly
I would like to know if mission control affects the stock system? when I boot on stock, it doesn't recognize the joycons when removed from the sides of the console nor any of the existing official nintendo joycons.
 

ndeadly

Well-Known Member
OP
Member
Joined
Nov 5, 2018
Messages
467
Trophies
0
Age
36
XP
2,601
Country
Australia
hi @ndeadly
I would like to know if mission control affects the stock system? when I boot on stock, it doesn't recognize the joycons when removed from the sides of the console nor any of the existing official nintendo joycons.
No, only in the sense that it allows entries from other controllers to be written into the sysnand systems settings savefile. The reason for your joycons not working is because emummc has a separate savefile and this has deviated and no longer stores current Bluetooth pairing data for those controllers. You need to re-do the pairings wirelessly on the Change Grip/Order screen. Sometimes they will refuse and you will need to delete the Bluetooth pairings and try again. Note that since your Bluetooth databases are now out of sync you will need to do this re-pairing every time you switch between emummc and sysnand.
 
  • Like
Reactions: Jack_Bauer

rocorbo

New Member
Newbie
Joined
Nov 6, 2022
Messages
3
Trophies
0
Age
33
XP
25
Country
Algeria
Hi there, wilk it be possible to add support of a Terios T3 controller? Its a quite good one for its price.

Kind regards

Edit: Finally I was able to use it. Kind regards!
 
Last edited by rocorbo,

ndeadly

Well-Known Member
OP
Member
Joined
Nov 5, 2018
Messages
467
Trophies
0
Age
36
XP
2,601
Country
Australia
Hi there, wilk it be possible to add support of a Terios T3 controller? Its a quite good one for its price.

Kind regards

Edit: Finally I was able to use it. Kind regards!
How did you get it to work? Do I need to add it to the compatibility list?
 

ndeadly

Well-Known Member
OP
Member
Joined
Nov 5, 2018
Messages
467
Trophies
0
Age
36
XP
2,601
Country
Australia
@ndeadly any chance of getting the Stadia controllers on now that they have unlocked the Bluetooth function?
Unfortunately it's using Bluetooth LE, so this one will have to go on the waiting list alongside Xbox Series X|S, Steam Controller etc. until Mission Control supports it.

There's an issue tracking progress on github that you can follow for updates, or join my discord server.
 

blaze5

Well-Known Member
Newcomer
Joined
Nov 27, 2016
Messages
45
Trophies
0
Age
32
XP
1,519
Country
United States
Does using a sensor bar with Wii Remote Plus improve gyro accuracy/drift using Mission Control with a fixed reference available? With the joycons being subpar in games like Skyward Sword HD and Metroid Prime Remastered, switching to Wii Remotes may be closer to the original experience on Wii. I wouldn't expect the pointer controls to be quite as good in these Wii ports on Switch since the newer games only have a gyro mode built-in, but if it's better than the joycons alone may be worth switching to.

I think game mods would be needed to make full use of this, but it'd be cool if using a Wii pointer mode with sensor bar or just a mouse presented a cursor mode that could be used when in-game flags switch to a pointer aiming mode like aiming a bow in Skyward Sword and inject the cursor position instead of the normal controls during those periods.

I'm not sure of the API support available and if they are able to be used standalone from a VR headset, but Quest Pro controllers can provide all of the Wii aiming and gyro support without needing something like a sensor bar set up since they track the room and those controllers or something similar may end up being superior Wii Remote replacements in the future.
 
Last edited by blaze5,

ndeadly

Well-Known Member
OP
Member
Joined
Nov 5, 2018
Messages
467
Trophies
0
Age
36
XP
2,601
Country
Australia
Does using a sensor bar with Wii Remote Plus improve gyro accuracy/drift using Mission Control with a fixed reference available? With the joycons being subpar in games like Skyward Sword HD and Metroid Prime Remastered, switching to Wii Remotes may be closer to the original experience on Wii. I wouldn't expect the pointer controls to be quite as good in these Wii ports on Switch since the newer games only have a gyro mode built-in, but if it's better than the joycons alone may be worth switching to.

I think game mods would be needed to make full use of this, but it'd be cool if using a Wii pointer mode with sensor bar or just a mouse presented a cursor mode that could be used when in-game flags switch to a pointer aiming mode like aiming a bow in Skyward Sword and inject the cursor position instead of the normal controls during those periods.

I'm not sure of the API support available and if they are able to be used standalone from a VR headset, but Quest Pro controllers can provide all of the Wii aiming and gyro support without needing something like a sensor bar set up since they track the room and those controllers or something similar may end up being superior Wii Remote replacements in the future.
Currently Mission Control doesn't make use of the IR data that contains sensor bar information at all, so using the sensor bar will have no effect. It might be possible to use it to improve accuracy, but I haven't had the time to look into it, nor do I have a sensor bar to test it.
 

blaze5

Well-Known Member
Newcomer
Joined
Nov 27, 2016
Messages
45
Trophies
0
Age
32
XP
1,519
Country
United States
Currently Mission Control doesn't make use of the IR data that contains sensor bar information at all, so using the sensor bar will have no effect. It might be possible to use it to improve accuracy, but I haven't had the time to look into it, nor do I have a sensor bar to test it.
Makes sense. I just wasn't sure if the Wii Remote was doing any of the position calculations itself or if the raw IR/accelerometer/gyro data was sent back to the console to be processed together. I don't know if I've seen how the Wii uses the sensor bar to calibrate the gyro better, but I've come across some of the IR tracking implementation before and might be able to take a go at it when I get time. Getting full pointer controls integrated into games seem pretty involved, but recalibrating the gyro based on the sensor bar would be relatively straightforward.
 
Last edited by blaze5,

ndeadly

Well-Known Member
OP
Member
Joined
Nov 5, 2018
Messages
467
Trophies
0
Age
36
XP
2,601
Country
Australia
Makes sense. I just wasn't sure if the Wii Remote was doing any of the position calculations itself or if the raw IR/accelerometer/gyro data was sent back to the console to be processed together. I don't know if I've seen how the Wii uses the sensor bar to calibrate the gyro better, but I've come across some of the IR tracking implementation before and might be able to take a go at it when I get time. Getting full pointer controls integrated into games seem pretty involved, but recalibrating the gyro based on the sensor bar would be relatively straightforward.
The wiimote does a lot of the processing. It sends the position of up to 4 points within the view of the IR camera, rather than the camera data itself. Remember, the main purpose of the IR camera/sensor bar is for pointing at the screen. The original wiimote doesn't have a gyro, only an accelerometer. These are not typically used in a way that is subject to drift errors. I don't know whether the Wii made use of the sensor bar in the way you suggest. I'm also not sure how trivial it would be to use this information to compensate for the drift. The bigger problem, I suppose, is that the console expects raw IMU data from the controller. The calibration removes biases as much as possible, but the drift itself isn't introduced until later on when the gyro signal is integrated to find the rotation angle. So even if it were possible to compensate for the drift with the sensor bar, I don't know how we would pass this information onward without making significant modifications to the hid module responsible for processing controller data.
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    Xdqwerty @ Xdqwerty: good night