Thanks a bunch Sarcophilus!
The autohotkey program seems like it might do the trick, but I need to keep fiddling with it. As of right now, I am getting a lot of bizarre behavior and unexpected/unpredictable results.
For instance:
- Once autohotkey moves the mouse to the edge of the screen, the XIM stops reading mouse input. When I try to loop-in repositioning the mouse back in the center of the screen (so as to create more mouse movement space), then the movement macro stops working.
- I am also getting weird behavior with regards to mouse speed on screen and the XIM interpretation of joystick angle. The autohotkey macro will move the mouse inco on screen at a very slow speed, yet the XIM reads this as a fairly sever joystick angle. But when I move my mouse physically, the mouse icon moves much faster on screen, yet the XIM will interpret this as a less sever joystick angle.
- Also, progressively incrementing the number of pixels moved per time ratio, results in a non-static mouse movement. Basically the macro starts moving the mouse fast and then begins to slow down… weird.
Hopefully I will get it to work so I can get some controlled mouse input to the XIM.
!!!SORRY FOR THE BIG POST!!!I get excited about about advances in the XIM project and although I havent posted much I have read a lot. I am posting all of this info in the thread instead of in a PM so that other curious minds may benefit.
/disclaimer
You may be aware of this already, but windows has a certain degree of mouse acceleration built in. I'm not sure how this would impact your results/calculations/or if it would change the way autohotkey records your movement. I used to play competetively and disabling acceleration is a topic that comes up ALL the time. If you care to look in to it at all I'll post some links and info that I have aquired over a period of time:
A MS Article on Mouse Accel:http://support.microsoft.com/kb/q149228/This is known as the CPL (Cyberathlete Professional League) Mouse Fix and can be added to a .reg file:[HKEY_CURRENT_USER\Control Panel\Mouse]
"SmoothMouseXCurve"=hex:00,00,00,00,00,00,00,00,00,a0,00,00,00,00,00,00,00,40,\
01,00,00,00,00,00,00,80,02,00,00,00,00,00,00,00,05,00,00,00,00,00
"SmoothMouseYCurve"=hex:00,00,00,00,00,00,00,00,66,a6,02,00,00,00,00,00,cd,4c,\
05,00,00,00,00,00,a0,99,0a,00,00,00,00,00,38,33,15,00,00,00,00,00
^this is the most common method I have encountered to "disable" mouse acceleration^
This is known as the "AccelFix", it replaces the .sys file that controls mouse movement with one that has all acceleration disabled:Most recent non-test release:
http://home.arcor.de/_aero/projects/accelfix/old/accelfix_20060417.zipDocumentation(FAQ) to the above file:
http://home.arcor.de/_aero/projects/accelfix/old/accelfixfaq_20060417.txtI can personally say I have tried it and was able to tell the difference in mouse movement in-game, more than I could with the "CPL fix," however here is a forum that the project was originally posted on and you can read the feedback from other people:
http://razerblueprints.net/index.php/component/option,com_smf/Itemid,99/topic,4788.0/AND FINALLY!
The actual movement of the mouse is changed by the mouse sensitivity that you use in windows itself. Allow me to explain more with the following picture created in MS Paint:
The above image was created by someone on the CAL forums by the name of Antigen07 in part of his Mouse Optimization Guide. Basically it is showing how different mice and DPI settings can drastically change mouse movement. I believe he is using a mouse with a DPI of 400. Notice how the curves become blocked and hard to draw on the left with high sensitivity. It is not because of poor drawing but because of the way the mouse movement is sped up within windows to cover more ground. My mouse has a default DPI of 1800 and I was not able to recreate this issue without installing drivers for my mouse (Razer Diamondback 3g) and manually setting the DPI to 400. The point is you may want to make sure you use the default windows mouse setting (6th or middle notch, shown on the right side of the above image) when you or anyone else does testing.
The point of all this is is to help you isolate the issue. Depending on what kind of calculations you are doing if you remove acceleration from windows it may make things easier for you to figure out when working with purely the acceleration of the 360 game itself. Then later you can factor in equations for default windows mouse acceleration.
The way I am looking at it now is that you are working with 2 different movement accelerations that may occur at different points in the travel of a mouse, be triggered by different speeds of movement, or be triggered after different distances have been covered in X time.
Hopefully some of the information I have posted will be useful in your calculations or atleast informative to someone!
If not... Sorry! Perhaps I got carried away =P