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Emulator Issues #12412

Emulated Wiimote tilt is incorrect since 5.0-11301

Added by Olywa123 3 months ago. Updated 3 months ago.

Status:
New
Priority:
High
Assignee:
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
Yes
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
5.0-11309
Fixed in:

Description

Game Name?

[Excite Truck] / [ExciteBots] / Any games that use horizontal wiimote and tilt as main input for steering/maneuvering

Game ID? (right click the game in the game list, Properties, Info tab)

[REXE01] / [RX3E01]

MD5 Hash? (right click the game in the game list, Properties, Verify tab, Verify Integrity button)

[N/A - Can't display this on Android]

What's the problem? Describe what went wrong.

[The tilt is not 'level' on initialisation. The emulated Wiimote pulls to the right when not touching any controls using either touchscreen buttons on phone or when mapping the tilt to an analog stick on Xbox controller. This results in vehicles persistently steering to the right and driving in circles.]

What steps will reproduce the problem?

[Configure controls for horizontal driving game (emulated wiimote, no nunchuck), start game, click through menus to begin level/race, don't touch anything (maybe accelerate). Vehicle steers to right and is impossible to play.]

Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.

[Yes, present in latest dev release 5.0-13616 (Android)]

Is the issue present in the latest stable version?

[Yes, present in latest stable release 5.0-13178 (Android)]

If the issue isn't present in the latest stable version, which is the first broken version? (You can find the first broken version by bisecting. Windows users can use the tool https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds and anyone who is building Dolphin on their own can use git bisect.)

[N/a]

If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: https://wiki.dolphin-emu.org/index.php?title=FifoPlayer

[N/A]

What are your PC specifications? (CPU, GPU, Operating System, more)

[No applicable but Galaxy S21, Android 11]

Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,
configuration files, savefiles, savestates)

[After testing around 20 historical builds, I pinpointed the changes that caused this. The issue was not present in 5.0-11301 but first introduced in release 5.0-11309 where Wimote emu changes were made. This issue has also been present and fixed in the prior releases: https://bugs.dolphin-emu.org/issues/8209]

History

#1 Updated by JMC4789 3 months ago

  • Regression changed from No to Yes
  • Priority changed from Normal to High
  • Assignee set to JosJuice

#2 Updated by JosJuice 3 months ago

  • Regression start set to 5.0-11309

Did you set Horizontal Wii Remote in Overlay Controls > Choose Controller?

#3 Updated by Olywa123 3 months ago

Hi thanks for the reply. I may have missed that and it certainly helps but still with some issues... What I found was setting the correct wiimote orientation (horizontal) in ‘choose controller’ (and with a mapped physical controller) still resulted in conflicting inputs. A setting I’d definitely not noticed is ‘Overlay Controls>Motion Controls’ (I hadn’t realised the black window was scrollable and it was hidden). This enables me to disable the phone sensors so as to remove the permanent inputs from the gyros and play correctly with a controller.

My personal issue is resolved by this but I do think there is a broader motion input issue...

I believe Dolphin (Android) is registering motion inputs from the gyros as if the phone/tablet was laid flat (i.e. on a table) and not compensating for the fact most people don’t play like this with either their device held in a more upright position (in front of their face) or attached to a controller.

If you try playing Super Monkey Ball (Wii) with emulated Wiimote motion inputs you have to hunch over your device keeping it flat, to move forward at pace you have to tilt your device so far forward that you can no longer comfortably see the screen. Perhaps this is known and/or by design?

#4 Updated by Olywa123 3 months ago

Hi thanks for the reply. I may have missed that and it certainly helps but still with some issues... What I found was setting the correct wiimote orientation (horizontal) in ‘choose controller’ (and with a mapped physical controller) still resulted in conflicting inputs. A setting I’d definitely not noticed is ‘Overlay Controls>Motion Controls’ (I hadn’t realised the black window was scrollable and it was hidden). This enables me to disable the phone sensors so as to remove the permanent inputs from the gyros and play correctly with a controller.

My personal issue is resolved by this but I do think there is a broader motion input issue...

I believe Dolphin (Android) is registering motion inputs from the gyros as if the phone/tablet was laid flat (i.e. on a table) and not compensating for the vast majority won't play like this but will hold their device in a more upright position (either in front of their face or attached to a controller).

If you try playing Super Monkey Ball (Wii) with emulated Wiimote motion inputs you have to hunch over your device keeping it flat, to move forward at pace you have to tilt your device so far forward that you can no longer comfortably see the screen. Perhaps this is known and/or by design?

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