Emulator Issues #1754
closedWiimote freezes/disables during gameplay
0%
Description
What steps will reproduce the problem?
1.Just playing the game (New Super Mario World.Wii)
What is the expected output? What do you see instead?
Game doesn`t react when I press any keys or click mouse buttons. There are
no other signs, no error messages. It looks like if I just stoped doing
anything. Game itself still goes on.
What version of the product are you using? On what operating system?
4654 x64 on Windows7 x64 RC1
Please provide any additional information below.
This thing happens when I play using a gamepad with buttons mapped directly
from gamepad and when I use XPadder and when I play without gamepad at all.
Updated by mjuzio almost 15 years ago
This happens after similar amount of time played (almost same place in a level). Tried
one thing: played other level then the one where I noticed this issue. As usual wiimote
plugin did the thing but this time earlier like if this was triggered by a number of
times button (or buttons) was pressed. Any ideas?
Updated by sodismog almost 15 years ago
Similar to my posted issue 1758, but for another game, i posted more details xD
I think that only game's cursor just disable itself after a certain period of time or
after a certain action or location change, and if the game is linked to the cursor
for character's movement or you having to do certain things in the game, you can no
longer continue playing.
With my game I can continue playing, but when I need the cursor back, I can't
continue if i don't save a little earlier.
Have you tried to press "home" after the Wiimote disables itself? Result uncharged,
right?
Updated by whitezero almost 15 years ago
I have this issue as well. problem started occurring around after build 4641.
Updated by eva00prot almost 15 years ago
All this started after adding "Rumble" in Wii Remote...
Updated by aleingara almost 15 years ago
yeah, the wiimote just turn off in game, before some time, is rare.
Updated by aleingara almost 15 years ago
the emulate wiimote, i donĀ“t have the real.
Updated by ebirnie almost 15 years ago
yep, a few days ago something broke and emulated wiimote (360 pad in my case) stops
working after about 10 mins of play. game plays on, no keys work.
Updated by Wagnard28 almost 15 years ago
I confirm. Since recent revs, EMU_Wiimote work a bit and them suddenly stop.
Not sure the rev that caused it tho.
Updated by sodismog almost 15 years ago
@ALL : Please post the game/s where wiimote (emu/real) auto turn off, or game's
cursor disappears etc.etc...Each game behaves differently. With some you can continue
to play, with others not.
Updated by fgfemperor almost 15 years ago
Well, it already happened to me in NSMB and in SMG... (using emu wiimote)
I couldn't do anything anymore...
Updated by ayuanx almost 15 years ago
Anyone who has this issue, plesae test with r4646, if Emu Wiimote is fine in r4646, I
know where the problem is.
Updated by fjavier2k almost 15 years ago
The new wiimote plugin is misbehaving. When I open the "wii remote plugin
configuration control panel" wiimote turns on first blue light. When I close the
control panel wiimote doesn't turn off first light, so it remains turned on. Then,
when I play a game wiimote is not recognized for the game.
When replacing wiiuse.dll and Plugin_Wiimote.dll files by an earlier version such as
r4588 everything is fine again. When I open "wiiremote plugin configuration control
panel" wiimote turns again on first blue light, but when I close the control panel
wiimote turns off first light and turns on the fourth light. When I try to run a game
wiimote turns again on first light and is recognized without problems responding
fine.
Updated by fjavier2k almost 15 years ago
Just wanted to add that even with the old wiiuse.dll and wiimote.dll files from 4588
real wiimote freezes in mario kart wii and new super mario bross... :-(
Updated by accomrie almost 15 years ago
this has supposedly been fixed in the latest revision
Updated by ayuanx almost 15 years ago
Issue 1758 has been merged into this issue.
Updated by sodismog almost 15 years ago
Desync fixed in Tales of Symphonia Dawn of the new World. Ty Ayuanx.
Tested rev r4664
no more desync, game's cursor is always here, but now there is a new strange problem
that occurs only with the OGL plugin, but that has to do with the buttons (i think..)
I tried to use a older OGL plugin but does it anyway, so I think it has something to
do with the wiimote plugin.
Happens very often, when i need to buy/sell from merchants...
- I press A to talk with merchants (buy, sell, etc. ..)
- Press B to exit the screen but ... automatically without pressing A, my character
speaks again with the merchant and returns to the trading screen.
If I use the mouse I can no longer exit the trading screen, Only with the joypad or
keyboard after a few attempts I can end the conversation with the merchant. I tried
with another mouse and another joypad, the problem has appeared now, in the old svn
was not there. No error with panic handlers enabled.
Updated by ayuanx almost 15 years ago
- Status changed from New to Fixed
OK, I will treat this issue as Fixed for now
Updated by byegyemot almost 15 years ago
Hi - I think I've come across this issue with the latest build (4771)... Some details:
- 64 bit
- trying with new super mario bros
- using 2 emulated wiimotes
what's interesting is that both wiimotes freeze at the same time. also, when they
freeze, if you were holding down a direction, that direction continues to be held
down.
i made a snapshot, and the problem seems to always occur in the same place -
though i haven't tested to see if it's based on time, number of actions, or some other
trigger - i can run some tests if you like.
i'm currently working on getting a build environment set up so hopefully i can
contribute more usefully - is there a different forum to actually discuss what might
be involved in fixing this?
thanks so much for a great product, and hopefully i can help out!