First of all, glovePIE is the best thing I've found so far. It lets you emulate other controllers, the keyboard, or even midi sounds and stuff. All you have to do is open a script(or make your own(there's even a GUI to help make them)) and it starts emulating. There's a script to control the mouse, there's one to play virtual drums, there are a lot of them to emulate stuff for n64 games(if you have your own emulator, it just does the controller), and there are a lot more. There's a video somewhere on youTube that shows someone playing with a Zelda Ocarina of Time with a wiiMote on their computer. I've written my own to play games from vNes.com:
// rotate and stuff for arrows, A and B are A and B
// + is start, - is Select
// Show wiimote forces
//debug = "X="+Wiimote.RawForceX+' Y='+Wiimote.RawForceY+' Z='+Wiimote.RawForceZ
//debug = Key.Right + " " + Key.Left
var.Batt = wiimote.Battery / 48
//it sends an instruction that tells the Wiimote to actually
//send the report.
Wiimote.Report15 = 0x80 | Int(wiimote.Rumble)
end if
//Display the battery level of your wiimote using the four LEDs on the bottom.
//Battery level is displayed in four levels increasing to the right, like a cell
//phone battery gauge. As the battery gets close to the next level down, the LED
//for the current level will blink.
//Blink rate
var.Blink = 500ms
debug = "Battery level: " + 100*48*var.Batt/192 + "%"
if 0<=var.Batt<=0.25 then
Wiimote.Leds = 1
wait var.Blink
Wiimote.Leds = 0
wait var.Blink
elseif 0.25 < var.Batt<=1 then
Wiimote.Leds = 1
elseif 1 < var.Batt<=1.25 then
Wiimote.Leds = 3
wait var.Blink
Wiimote.Leds = 1
wait var.Blink
elseif 1.25 < var.Batt<=2 then
Wiimote.Leds = 3
elseif 2 < var.Batt<=2.25 then
Wiimote.Leds = 7
wait var.Blink
Wiimote.Leds = 3
wait var.Blink
elseif 2.25 < var.Batt<=3 then
Wiimote.Leds = 7
elseif 3 < var.Batt<=3.25 then
Wiimote.Leds = 15
wait var.Blink
Wiimote.Leds = 7
wait var.Blink
elseif 3.25 < var.Batt<=4 then
Wiimote.Leds = 15
else
Wiimote.Leds = 0
endif
// set these to the offsets when the wiimote is at rest
// will be different for each wiimote most likely
var.x = Wiimote.RawForceX +12 //trim to 0
//var.y = Wiimote.RawForceY -37 // trim to 0
var.z = Wiimote.RawForceZ +12 //trim to 0
Key.Left=var.x > 12
Key.Right=var.x < -3
Key.Up=var.z > 5
Key.Down=var.z < -5
Key.Z = WiiMote.B
Key.X = WiiMote.A
Key.Enter= WiiMote.Plus
Key.Shift= WiiMote.Minus
It shows you the battery power and the arrows are when you rotate it and A and B are the wiiMote's A and B. All you should have to do is copy and paste it into glovePIE. I used some of the code from the script that lets you control the mouse with the controller, and the battery thing is all from a file that comes with glovePIE, but it works.
Also, there's a cool thing out called wiiFlash.
It's a little program that sends all of the info from the wiiMote to flash, so you can make Flash games for it. They have a bunch of demos on their home page, and it's really fast. Their page is kind of slow sometimes, but what they have is worth the wait. I posted in another section a while ago about the wiiFlash API, because I didn't know how to use it, but I found out that I just needed something with actionScript 3.0, so I got Flash CS3.
I was hoping the wiiFlash thing would work with the console, but I guess it doesn't really matter now, because I bought a blueToot adapter.
Well, if anyone has a wiiMote and blueTooth, then try it out! It's pretty sweet. Also, if you don't want to mess with your sensor bar, you can use 2 candles instead of it, or anything else that gives off infrared.
I'd appreciate feedback and I'll answer any questions if I can figure them out.

