Earlier this year while I was hard at work on the Nintendo Extension Ctrl library, I challenged myself to try and support as many different types of controllers as possible. As a part of that I picked up a DJ Hero controller for the Nintendo Wii on Ebay for $10.
And then it hit me: with a little bit of effort, I could write some code that would allow me to play the character of Lucio in Overwatch using this turntable! So that’s exactly what I did.
Continue reading “Playing Lucio with a DJ Hero Turntable”
The McCree controller is done! Now it’s time to take a break and do a little postmortem: what worked well, what didn’t, and what I would do differently next time.
Continue reading “McCree Hammershot: Conclusion”
The McCree controller is so close to being done! There’s one last change to make: swapping out the DDR dance pad for a faster controller. That ‘faster controller’ is going to be a Wii Nunchuk, the one-handed extension controller for Nintendo’s 7th generation console.
Continue reading “McCree Hammershot: Nunchuk Movement”
When the Nintendo Wii was released in 2006, there was a lot of talk about their new weird control system. In place of a typical control pad, players would use a one-handed “remote” with infrared sensors and accelerometers in place of a joystick. For those games that required additional controls, players would use an accessory controller in their off-hand.
This ‘accessory’ controller is the Nunchuk. A strange, bean-shaped attachment with a joystick, two buttons, and a three-axis accelerometer. Although the Nunchuk had a lukewarm response when it was first released, it’s the perfect controller for makers who want to add some fine control to their projects.
Although I’m writing this post with Arduino in mind, most of this information also applies to using a Nunchuk with something like a Raspberry Pi or an ARM-based board.
Let’s get started!
Continue reading “How to Use a Wii Nunchuk with an Arduino”
Although the controller is now operational, it has a few bugs that need to be ironed out and a couple of controls that need to be tweaked to make the game more playable. I learned a lot from the playtests so now it’s time to make some changes.
There are three problems with the controller that need to be fixed: the flashbang, the aiming accuracy, and the aiming speed.
Continue reading “McCree Hammershot Controller: Bug Fixing and Refinements”
The controller is assembled and programmed, so it’s time to put it through its paces, play some games, and see how well it works!
Continue reading “McCree Hammershot Controller: Demonstrations and Playtesting”
The hardware is done and the Nerf gun is assembled, so all that’s left is to write the code to drive the controller!
Continue reading “McCree Hammershot Controller: Programming”