Emulator Issues #2090
closedWiimote auto-reconnect!?
Added by fgfemperor almost 15 years ago.
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Description
Can someone (ayuanx?) tell me what's the problem (if any) with this auto-
reconnect approach? It seems so simple to me, and I had no problems when
testing it... But I know ayuanx should have a pretty good reason to make it
ask the user instead of just auto-reconnecting it... Right?
One thing I'm trying to figure out is why sometimes the WiiMote is clearly
disconnect and it takes some time (10-30 seconds) for Dolphin to "realize" it
and reconnect...
Updated by death2droid almost 15 years ago
Just in case someone disconnected there wiimote on purpose you wouldn't want dolphin
to keep and reconnecting it if you just disconnected it would you.
Also fgfemperor how often does Dolphin actually check if a Wiimote has being
disconnected.
Updated by ayuanx almost 15 years ago
No, we should not as lots of games are 1 player only, and disconnect wiimotes more
than 1. You don't want to cause a dead lock if people just connect more than 1
wiimotes by any means.
Updated by fgfemperor almost 15 years ago
@death2droid: If someone disconnects it via Menu Tools -> Disconnect WiiMote it won't
get auto-reconnected...
@ayuanx: The game disconnects the other WiiMotes and trigger that message? Can you tell
me some examples?
Updated by mlkbouba almost 15 years ago
I apply this patch it works fine.
was not the impression that the wiimote disconnects Game
Updated by ayuanx almost 15 years ago
fgfemperor, yes, any game that doesn't support multi-player.
Updated by ayuanx almost 15 years ago
e.g. If that game only suports 1 player, try connecting 2 wiimotes; if that game
supports 2 players, try connecting 3 wiimotes, just like that.
Updated by fgfemperor almost 15 years ago
hmm ok, gonna run some testes here! thx!
Updated by fgfemperor almost 15 years ago
Yup, you're 100% right! Resident Evil 4, when I connect Wiimotes 1 and 2, WiiMote 2
enters an auto-reconnect loop =
I only we knew the reason for the disconnects...
Updated by fgfemperor almost 15 years ago
I mean: if the game disconnected it because it doesn't support X wiimotes or just
another reason like battery saving...
Updated by fgfemperor almost 15 years ago
What about auto-reconnecting Wiimote #1 only? It could be made into a config, but I
didn't know how to access wiimote plugin configs from withing frame.cpp (Don't think
that's a good idea)...
Updated by lmjaipawa almost 15 years ago
Well it would be good to have a Wiimote auto-reconnect! option, specially to avoid
crashes during AFK times (happens many times).
Updated by ayuanx almost 15 years ago
@ fgfemperor, well if you feel like it you can make it an option, but don't make it
enforced. I don't know other people, but I use multi-wiimote mostly as a profile
switcher.
e.g. binding all buttons on wiimote 1 to keyboard while binding all buttons on
wiimote 2 to gamepad. When I use gamepad, I simply disconnect wiimote 1 and connect
wiimote 2, then I don't need to modify any button mapping.
Updated by PianoGamer almost 15 years ago
I get this error message when using emulated wiimote or even pad plugin for
SSBB/MKWii, definitely should be an option to not have it appear.
Updated by fgfemperor almost 15 years ago
@ayuanx: that's actually a good idea that thing you do... But anyway, if you disconnect
WiiMote 1 via menu, that "bNoWiiMoteMessage" var won't let the auto-reconnect happen,
so even if you had that option ON, it wouldn't get reconnect (that is, the auto-
reconnect will only happen if it was a disconnect not made by the user)...
Now, about the option... It should be on the WIiMote1 config dialog right? But that way
I can't read it in core... Any suggestions? =P
Updated by mlkbouba almost 15 years ago
+1 for the auto-reconnect 2 wiimote
The multiple wiimote Works perfectly
2 wiimote very good, no problem with the games NSMB and just dance games, Mario Kart,
Dragon Ball Z BT 3 big sports beatch, smash bros. brawl, top spin 3
Updated by ebirnie almost 15 years ago
yeah its weird. ill have both wiimotes disabled and this message pops up in mario
kart wii at the same place every time. at the start of the first replay race when not
playing.
Updated by ayuanx almost 15 years ago
@ fgfemperor, you can add this feature once we integrate wiimote plugin into core. We
will begin the integration after the release.
Updated by XTra.KrazzY almost 15 years ago
WHAT? Integrate wiimote plugin to core? I believe that is wrong.
Updated by MatejDro almost 15 years ago
+1 for auto reconnect wiimotes in options or maybe even in game options, so you can
specify it by game.
Updated by pelliculart over 14 years ago
+1 for auto reconnect wiimotes in options and maybe in game specify options, because
I need it, I have to many reconnections ! :(
Updated by MofoMan2000 over 14 years ago
If someone wants to disconnect their Wiimotes without it auto-reconnecting, they can
just turn the thing off. But there needs to be a way to reconnect Wiimotes without
having to get off your bed, go over to your computer, click the damn "Yes" button,
then going ALL THE WAY BACK to your bed, only to see it disconnected again. :P
Updated by web over 14 years ago
Setting lock threads to cores on, and frame skip to off give me the best results in
this matter.
Setting frameskip to auto or 60 gives lots of disconnections, particulary on game
load, or while loading diferent stages or parts of the game.
Hope this helps to find the bug itself.
Updated by inv29a over 14 years ago
This is very annoying +1 for fixing the bug that causes some of the disconnections
(not the normal ones)
In the meantime plz integrate an override option to "Always auto-reconnect wiimote 1"
And how is the plugin to core integration going ? I'm hoping it would make it more
robust and it'sa chance for a partial rewrite (maybe?)
Updated by CuentaSpam23 over 14 years ago
I found a patch that could work
http://forums.dolphin-emu.com/thread-7131-post-72146.html#pid72146
Updated by inv29a over 14 years ago
It's all over the forum, dude, there are at least 4 threads about this.
http://forums.dolphin-emu.com/thread-7765.html
I hope this override makes it into the official SVN.
Updated by Anonymous about 14 years ago
- Status changed from Questionable to Won't fix
dead issue. we'll fix it correctly some time.