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Emulator Issues #4099

closed

Wiimote controller dialogue crash, issues (and suggestions)

Added by louis.farnham almost 14 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
OS X
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

What's the problem?

Opening the Wiimote controller dialogue during emulation and hitting refresh causes a crash. 100% reproducible on any game.

Occasionally (and this one's been a nightmare to track down), when in the dialogue for "emulated wiimote" and changing the config of any given button and clicking "save" causes a crash too.

It seems that the enumerated input devices can change on each instance of Dolphin at startup. This leads to configuration of any given device being incorrectly mapped to a non-existant or changed ID device. Though tapping refresh seems to remedy this.

If non-fixable, maybe worth greying out the controller option during emulation altogether?

Dolphin version with the problem (as it appears in the title bar, Ex.: "R
4779" or "R 6403M"):

Been around for a long time, but present on latest R7170

(optional) Dolphin version that does not have the problem:

Always present since I've been using it ~R6000

Operating system and version:
32-bit or 64-bit:

Mac OS X 10.6.6 64-bit

Game ID (as it appears in game properties, Ex.: "GZ2P01" or "RSBE01"):

Any

Build command-line (not on Windows):

From:
http://dolphinemulatormac.dyndns.org/

Was the ISO a plain dump from disc, compressed and/or scrubbed?

Mainly plain dumps, but any

Please provide any additional information below.

Suggestions as follows:
Firstly is there a way to capture mouse placement on the window and parse placement to the wiimote to place the cursor there too?
Increase the range of width and height in IR - 100 isn't enough to reach the edges
The spring on the mouse movement is too tight - for example it requires an exponential increase in movement to get the cursor to the edge, meaning accuracy is almost 0. Similarly, slow movements mean you can move the mouse as far as you like and the cursor almost remains stationary.
Tilt speed has been arbitrarily assigned (where as swing is on/off), this can be too slow for certain games (eg. RE4Wii where tilting side to side is required during boulder drop sequences)
Is it possible to allow input of anything other than buttons during the "waiting for input" sequence, such as an axis?
Think that's it for now!

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