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AngryStatic

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Posts: 3
Reply with quote  #31 
I've made some headway on using the Korg nanoKontrol2 midi console as a joystick.

https://github.com/gregjlinton/MIDI_to_FreePIE_to_vJoy

Download and install the Korg Kontrol Editor.
https://www.korg.com/us/products/computergear/nanokontrol2/

Select the Korg nanoKontrol2 if its available. If not, you've likely got a communications problem between the device and your computer.

This should show a "map" of the buttons and sliders with CC#[XX] all over a picture of the nanoKontrol2, where [XX] is replaced with some number. Those are the Control Channel #'s. You only need this to understand the process.

Download & install FreePIE
http://andersmalmgren.github.io/FreePIE/

Download & Install vJoy (virtual Joystick)
http://vjoystick.sourceforge.net/site/

The nanoKontrol2 outputs MIDI values (0 to 127) for each button, dial or slider (Control Channel # or CC# when looking at the Korg Kontrol Editor software).

We take those midi values and feed them to FreePIE which translates them to a virtual joystick in vJoy.

vJoy only supports 8 total axis. The engineering station needs 16 (8 power and 8 coolent).
So we have to split the nanoKontrol2 into 2 virtual joystick vJoy[0] and vJoy[1].

The basic idea here is that the nanoKontrol2 can then be used like any generic joystick. That way its not "hardcoded" for a particular setup.

Want to re-organize the buttons? You can do it in the game or whatever setup script within that game. Or you get all fancy and recode it in FreePIE for some DIY madness.

Run vJoy config tool and setup two joysticks. (1) has 36 buttons. (2) has no buttons or 32 buttons whatever, it doesn't matter since they won't work on vJoy[1] with this script.

Run the vJoy Monitor. For extra feel good, run the built in Joystick Config console in Windows. Basically the thing that shows if the buttons or sliders are actually working.

Open FreePIE and copy paste the horrible, horrible code that's totally inefficient from here:
https://github.com/gregjlinton/MIDI_to_FreePIE_to_vJoy/blob/master/FreePIE_MIDI_inputs

Then you run that script in FreePIE.

Fiddle with the dials and nobs and buttons galore. If you don't see anything, well troubleshooting is non-trivial.

Then you can go into any game you'd like and modify its button config for the new "joysticks". Notice that's plural. I haven't actually tested this yet within Artemis since I'm having the notorious "tiny launcher window problem".

The horrible, horrible code that's totally inefficient is for a reason. You can comment out the parts you don't want with a #. That way you can disable sliders, buttons or whatever individually within FreePIE without having to learn actually principles of coding. Additionally you can add, subtract or change the mapping of CC# buttons to vJoy buttons directly. There's no fancy loops, counters or time outs. Brute force and ignorance. 

This may require more advanced debouncing. This is beyond the scope of my skills. But it looks okay when staring at the vJoy Monitor output.

Share and enjoy the slider, dial, button goodness.
senjak

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Posts: 12
Reply with quote  #32 
Whoot! I managed to find a couple of Peavy Studiomix devices cheap. Now to learn how to make it all work together. Thankfully there are some friendly giants who have shoulders for me to land my ship on!
AngryStatic

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Posts: 3
Reply with quote  #33 
So I haven't looked at this in a while.

But last time I checked the actual slider part didn't work because it wants input from the mouse on the screen rather than a value from 0 to 255 that you'd normally get for a joystick slider.

But that may have changed since then.

Serves me right for not looking carefully at the inputs within the game itself.

Please let me know senjak.
AngryStatic

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Posts: 3
Reply with quote  #34 
and about friendly giants:




senjak

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Posts: 12
Reply with quote  #35 
LOL.  That was amusing!
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