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Emulator Issues #4185

closed

Real wiimote disconnects in some games (due to the lag caused by sending Wiimote Speaker data?)

Added by i.dardi almost 14 years ago.

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

0%

Operating system:
N/A
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?
I connected my Wiimote to my computer and then to Dolhpin r7228. It worked fine. When I tried to play again, it didn't worked fine. Even in newer/older revisions.

Dolphin version with the problem (as it appears in the title bar, Ex.: "R4779" or "R6403M"): Any

Operating system and version: Windows 7 Home Premium
32-bit or 64-bit: 64-bit

Game ID (as it appears in game properties, Ex.: "GZ2P01" or "RSBE01"): Doesn't matter

Build command-line (not on Windows):

Was the ISO a plain dump from disc, compressed and/or scrubbed: Doesn't matter

Please provide any additional information below.

"Real Wiimote" Checked
1st light on
Wiimote vibrates when I go to "Wiimote"
When playing a game, on the bar below, it sometimes says "connecting" and sometimes it says "Wiimote Connected". Still, no Wiimote commands are accepted.

(Disclaimer: I searched for a similar issue, but found nothing)


Related issues 17 (0 open17 closed)

Has duplicate Emulator - Emulator Issues #4205: WiiMote Speaker still doesn't work - since r7272 unplayableDuplicate

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Has duplicate Emulator - Emulator Issues #4217: Real remote randomly disconnectsDuplicate

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Has duplicate Emulator - Emulator Issues #4237: Wiimote big latencyDuplicate

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Has duplicate Emulator - Emulator Issues #4284: Dolphin doesn't detect a connected wiimote on iMac OSXDuplicate

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Has duplicate Emulator - Emulator Issues #4334: Fix proposal for [4185] - Wiimote spurious disconnectionDuplicate

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Has duplicate Emulator - Emulator Issues #4355: DKCR lag and Wiimote issuesDuplicate

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Has duplicate Emulator - Emulator Issues #4363: Wiimote deconnects from the Game randomly...Duplicate

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Has duplicate Emulator - Emulator Issues #4379: Wiimote Disconnect phenomenon seriously Duplicate

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Has duplicate Emulator - Emulator Issues #4398: House of the Dead 2 and 3 --> Wiimote gets disconnected at StartscreenDuplicate

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Has duplicate Emulator - Emulator Issues #4406: Big wiimote delay in last revisionDuplicate

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Has duplicate Emulator - Emulator Issues #4424: WiimoteDuplicate

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Has duplicate Emulator - Emulator Issues #4431: WiiMote LossDuplicate

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Has duplicate Emulator - Emulator Issues #4448: Wiimote connexion lost with most gamesDuplicate

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Has duplicate Emulator - Emulator Issues #4470: Dragonball Z Budokai Tenkaichi 3: Player 2 can't control the game after a while.Duplicate

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Has duplicate Emulator - Emulator Issues #4483: Wiimote not responding in Zack & WikiDuplicate

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Has duplicate Emulator - Emulator Issues #4517: Constant Wiimote Disconnects in DKCRDuplicate

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Blocks Emulator - Emulator Issues #4270: Dolphin 3.0 bug trackerFixedNeoBrainX

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Actions #1

Updated by skidau almost 14 years ago

Are you using a genuine Nintendo Wiimote?

If you are, go into your bluetooth devices and remove the existing Wiimote device. After that, re-pair the device either using "Add device" or the pair button inside Dolphin.

Actions #2

Updated by i.dardi almost 14 years ago

Yes, it's genuine. And I already did what you said. It didn't work.

Actions #3

Updated by nextarif almost 14 years ago

sometimes it's need to reconnect several times (alt+f5) , or try to use another Bluetooth stack.

Actions #4

Updated by hatarumoroboshi almost 14 years ago

Months ago it happened to me too...if your Wiimote buttons are no more detected in-game, try as follows (it worked for me):

  • go in the bluetooth menu, open "show bluetooth devices", remove the Wiimote.
  • Open the wiimote and remove the battery. place the battery back, then press the red button near the battery marked "sync" (the sync is longer than with 1+2)
  • Open bluetooth menu; add device ; pair without code, the wait until installation is complete.
  • Open Dolphin, Menu wiimote, refresh (it must vibrate); now it should work if you start a game.
Actions #5

Updated by i.dardi almost 14 years ago

Reconnecting several times: Didn't work (my Bluetooth stack is a pretty good one...)

Instrutions above: Didn't work, even if I tried to pair the Wiimote directly to Dolphin without pairing it with Windows before.

Actions #6

Updated by mhlalonso almost 14 years ago

I got the same problem.

I Update my dolphin today to version R7307 from version R7128.

To decribe the problem, I Start the games, then wiimote still disconect after every move, or button press.

I try to unplug bluetooth, remove devices, and pair again without success, still disconect all the time.

My wiimote is an original wiimote that comes with my wii, (wiimote without motion plus).

In older version works well.

Actions #7

Updated by hatarumoroboshi almost 14 years ago

I think this issue is related to issue 4217 because now it seems that in some games real Wiimote doesn't work anymore (or to be more preceise, it works only after ALT+F5 but very badly with a "crazy" pointer and keeping on disconnecting)

Actions #8

Updated by mhlalonso almost 14 years ago

That's right I tested with wii sports and the wiiremote don't disconect, it's related to specific games, error found on game Punch Out, gameid: R7PP01.

Actions #9

Updated by hatarumoroboshi almost 14 years ago

Still testing, but until now I've found that (for me) lot of Ubisoft games don't work well anymore with real wiimote (Michael Jackson Experience, Just Dance 2 and Red Steel 2), but others instead seem to work (Prince of Persia Forgotten Sands and Just Dance 1).

Actions #10

Updated by hatarumoroboshi almost 14 years ago

Disney Epic Mickey doesn't work anymore with real Wiimote (keeps on saying that the communication with the wiimote has been interrupted), so for me the games that don't work anymore are:

Disney Epic Mickey
Just Dance 2
Michael Jackson Experience
Red Steel 2

This should be related to r7272, but I don't know why the rest of my Wii games still work perfectly as before...

Actions #11

Updated by Anonymous almost 14 years ago

Issue 4217 has been merged into this issue.

Actions #12

Updated by Anonymous almost 14 years ago

Issue 4205 has been merged into this issue.

Actions #13

Updated by Anonymous almost 14 years ago

is this still a problem on most recent revisions? issue 4193 seems to say it was somewhat fixed from recent threading changes.

if it's still happening, what is your OS and cpu.

Actions #14

Updated by hatarumoroboshi almost 14 years ago

For me still the same problems with the above mentioned games (tested with r7311 - WinXP 32bit)

Actions #15

Updated by Anonymous almost 14 years ago

I need to know your cpu...

Actions #16

Updated by hatarumoroboshi almost 14 years ago

Intel Coreduo e8400, Ati Hd4850, Windows XP SP3 32-bit

I just tested r7271 and r7272 and I can confirm that the problem with those games was caused by r7272

Actions #17

Updated by hatarumoroboshi almost 14 years ago

To explain better the problem, practically in the last 3 games that I mentioned when you go to the main menu the real Wiimote doesn't work, so you have to connct it with ALT+F5 but when you point the Wiimote to the screen, the pointer has a strange movement, faster and less precise than usual and then after some seconds it just stops moving so you have to press again ALT+5 and this forever and ever...
In Disney Epic Mickey instead you keep on receiven the message "the communications to the Wiimote have been interrupted" a millisecond after you've pressed ALT+F5...

Actions #18

Updated by mhlalonso almost 14 years ago

Mine is:
Intel i7 930 (Bloomfield) 45nm
Geforce GTX 260 (GT200) 65nm
6 Gb DDR3 triple channel OCZ
Windows 7 Profesional 64-bits

Confirmed on game PunchOut, gameid: R7PP01
Work on version R7128
Not Work on version R7307

Actions #19

Updated by hatarumoroboshi almost 14 years ago

My games ID (all compressed):

Disney Epic Mickey - SEMP4Q

Just Dance 2 - SD2P41

Michael Jackson Experience - SMOP41

Red Steel 2 - RD2E41

Actions #20

Updated by Anonymous almost 14 years ago

  • Status changed from New to Accepted

OK, I can reproduce it with Epic Mickey

Actions #21

Updated by Anonymous almost 14 years ago

OK, what's happening is that these games set the wiimote speaker to mute (instead of deactivating the speaker), and then send a continuous stream of "empty" audio data to the wiimote. The constant audio writes make the real wiimote disconnect (and probably slows things down).

perhaps another one of the parameters which __wpadIsBusyStream checks needs to be fixed.

Actions #22

Updated by SpiderTECH611 almost 14 years ago

From a developer stand point what purpose does that serve to mute the speaker and send empty audio data. Seems like a waste of cycles to me. Would the audio response be that much faster having it on mute which in turn slows things down.

Actions #23

Updated by William79371 almost 14 years ago

Yes this happens to me.
I have the game Michael Jackson Experience PAL - SMOP41.
And if I play a bit then jumps my real Wiimote by itself. Disconect the Wiimote by itself.

Samples and press connect to the Wii control alt + F5, but after so disconect Wiimote by itself. I have a real control of the Nintendo Wii.

This has been a problem in Dolphin's later versions because it was not like that before. This was excellent before. Have now tried it with Dolphin r7302

Specifications:
Processor: Intel Core i5 760 Quad-Core 2.80Ghz 8MB Cache memory.
Graphics Card: NVIDIA GeForce GTS 450 1GB
DirectX 11, OpenCL, DirectCompute, OpenGL 4.0
Memory: 4GB 1333 MHz.
Operating Systems: Windows 7 Ultimate 64bit.

Please fix this problem!

Actions #24

Updated by Anonymous almost 14 years ago

@Spider: Nintendo recommends this method because actually disabling/enabling the speaker causes the wiimote to not send input data for some time. Instead, they say to mute and unmute the speaker when not in use, so that input isn't interrupted. However, most games do not continue to send audio data while the speaker is muted, so they work fine.

Actions #25

Updated by William79371 almost 14 years ago

Ok will try it. Thanks!

Actions #26

Updated by SpiderTECH611 almost 14 years ago

Ah makes sense. Thanks for explaining that.

Actions #27

Updated by harley.jester almost 14 years ago

I have the same problem.

In r6652 it works all fine. In the newer r7313 my wiimote won't stay connected while playing Donkey Kong Country Returns. New Super Mario Bros Wii works fine in both versions. I use a genuine Nintendo Wiimote without plus module.

r6652
-new super mario bros works
-donkey kong country works

r7313
-new super mario bros works
-donkey kong country don't works

Actions #28

Updated by hatarumoroboshi almost 14 years ago

So the reintroduction of the option to completely disable the Wiimote speaker could be a good (temporarily) workaround for this problem...

Actions #29

Updated by harley.jester almost 14 years ago

I couldn't find the option in r7313 and newer to disable the speaker?

The config includes the line "WiimoteSpeaker = 0". So i think its disabled.

Actions #30

Updated by hatarumoroboshi almost 14 years ago

You don't find the option because there's no more...after r7271 it was replaced by the Wiimote speaker volume slider.
As I said before adding an option to completely disable Wiimote sound would fix the problem.

Actions #31

Updated by psymong almost 14 years ago

I have this problem with certain games, can also confirm it works at r7271, but not in later revisions. Thanks to the poster who spotted this.
Will be watching this issue thread in hope of updates :)

Actions #32

Updated by robyplopeanu almost 14 years ago

I also confirm the issue in some games..

For example: on r7128 the wiimote works fine.. on r73xx it doesn't work

Actions #33

Updated by robyplopeanu almost 14 years ago

Forgot to mention i have a clone wiimote which does the same.. Its speaker sends continuos beeps slower and slower until it gets disconnected (and it makes me think that introducing an option to disable the wiimote speaker would be a solution)..

Actions #34

Updated by harley.jester almost 14 years ago

I have testet Donkey Kong Country Returns (ID SF8P01) on r7271 and it works. On r7272 doesn't work.

I hope for a update.

The changelog for r7272:
Fix the wiimote speaker problem in the core and remove the HLE patch for it.
Real wiimote tested on windows, untested but should work on linux, dunno about osx.

;-)

Actions #35

Updated by JPForgione almost 14 years ago

I can vouch for the issue, Ubuntu Linux 10.10 dolphin 7339
core i7 720 QM Nvidia GTX 360 M 6 GB Ram

Just Dance 2 Disconnects, or so it says it is, from dolphin after about 8 seconds.

Actions #36

Updated by m.accorsi almost 14 years ago

I have the SAME problem! :x Just Dance 2 disconnects during the song or in menu game. Please, fix this!! T_T I have tried all the new revs and nothing... ='(

Actions #37

Updated by hatarumoroboshi almost 14 years ago

Is there a reason why the option for completely disabling the wiimote speaker cannot be re-implemented? At least it would actually permit to play again the games affected by disconnection.

Actions #39

Updated by justnews almost 14 years ago

This is also happening to me when trying to play DKR, i will connect the wiimote and it never stay connected for more than about 10 seconds then i get the error 'Communication lost with wiimote'. I then have to reconnect only to have it say the samething several seconds later. i've tried deleting the device from the bluetooth devices but that hasn't made any difference. I have to wiimotes one is official nintendo, one is third party madcatz and it happens to either. btw this is on windows 7 x64, r7379. Not tried any other games yet.

Actions #40

Updated by kikemetal over 13 years ago

Same problem here, I can't use Dolphin since that update. Maybe is because of a bad/cheap BT receiver?

Actions #41

Updated by wag.blue.eyes over 13 years ago

same problem here and e alredy change bt. rev 7413

Actions #42

Updated by William79371 over 13 years ago

Please fix this problem guys!

Actions #43

Updated by JPForgione over 13 years ago

We're all waiting, and all curious about how its going but cmon, the devs are on it, they're great here. I'm usually surprised how well they respond to the community. Not trying to start anything really, just saying.

Actions #44

Updated by Anonymous over 13 years ago

Issue 4334 has been merged into this issue.

Actions #45

Updated by soren.jorvang over 13 years ago

Issue 4339 has been merged into this issue.

Actions #46

Updated by soren.jorvang over 13 years ago

Issue 4284 has been merged into this issue.

Actions #47

Updated by beistin over 13 years ago

I have posted a patch in another report that try to fix this bug.
Thank to the advice of godisgov, I corrected some defects and tried to adjust the code to match the wii behaviour.

This patch allow me to play with mickey,under my linux system, but I can not really test it under windows.Is anyone is willing to try?

Actions #48

Updated by hatarumoroboshi over 13 years ago

If someone can build Dolphin with this patch I would absolutely test it

Actions #49

Updated by Anonymous over 13 years ago

beistin: I tried you patch yesterday. It just breaks wiimote audio completely on windows. Are you even testing it? :P

How is your patch working for you on linux?

I then spent a long time yesterday trying to improve the situation. Still have not found a good solution.

For the record, problem games are DKCR, Epic Mickey, and Just Dance 2.
Good "normal" games to test are Wii Sports and SSBB.

Actions #50

Updated by Anonymous over 13 years ago

Issue 4355 has been merged into this issue.

Actions #51

Updated by beistin over 13 years ago

Yep I test it under linux. But right now I have a crash issue with the last rev. dolphin does not start any more.

I will be able to test is under windows soon, but right now the D3D emulation does not work VirtualBox, and even if it did I am not sure I will be able to run the game properly. So it is difficult to test :)

With the patch, I am able to play with mickey and DKCR under linux but for the sound I use Super Mario Galaxy, but the sound is crappy but as always been this way under linux.

This patch follows your advices and the sound frame is sent every 6ms under linux. May be there is a timing issue in the windows portion of the code that could explain it. This part of the code and the timer resolution are quite different between linux on windows.

By the way I asked you a question about the ring buffer. Is it only applicable to the audio frame or to the audio and none audio frame?

Thanks for your advice.

Actions #52

Updated by beistin over 13 years ago

Ok I updload the wrong patch this one is really broken :D
Sorry

Actions #53

Updated by Anonymous over 13 years ago

I'm decently sure that there exists a ring buffer for only audio data. I'm not sure exactly what happens to non-audio packets which are sent too frequently for the wiimote to handle. (fwiw, there are wiimote firmware dumps available on wiibrew, but I doubt anyone cares enough to reverse it ;p)

btw, DKCR does have wiimote audio...a lot of it. I've attached a patch of some of the things I was messing with last night. It could be helpful because it shows how to log when the speaker is muted/unmuted, which makes it easy to see when one of the troublesome games is actually supposed to play wiimote audio.

Also, you need to be able to run games in real speed in order to wiimote audio to sound good.

I'll try messing with your patch again tonight, but you should know that the code to actually send the audio packets is never hit on windows (try using the Common::Timer class instead of the extra timer code you've added).

Actions #54

Updated by Anonymous over 13 years ago

Oh, looks like we cross-posted. I'll check out the next version of your patch I guess :)

Actions #55

Updated by hatarumoroboshi over 13 years ago

In fact the problem started when the option to disable Wiimote speaker was substituted by the volume slider bar. Isn't it possible to have both, the slider bar AND the option to disable Wiimote speaker (or just disable the Wiimote speaker when volume is set to 0)? Is there something that doesn't permit the co-existence of those two options?

Actions #56

Updated by Anonymous over 13 years ago

hatarumo: Technically yes, it should be possible to fix the problem just by dropping all audio and not sending it to the wiimote. However that's Not Cool(tm) from the emulation standpoint...it would be nicer to have it just work as a real wiimote works, with no hacks. I would put the hack in, but I think we are close to getting it working properly.

Actions #57

Updated by beistin over 13 years ago

Thanks I will use it.

Don t not try the last patch, I post the wrong one and It does not work.
I do not know if I kept the good one, and with the crash AND the perf issue I
have right now it is really difficult to test.

I revert to version 7424 to be able to boot dolphin but now I have a serious
speed regression only 12fps under Super Mario when I used to have 30:40 fps!

On Friday 1 April 2011 18:47:20 you wrote:

Actions #58

Updated by Anonymous over 13 years ago

Hm, perhaps you should also know that the wiimote sound is not likely to
sound pretty if you're not running at full speed.

Actions #59

Updated by Anonymous over 13 years ago

If you know which revision caused your crashing to start, we could fix
that too :p

Actions #60

Updated by beistin over 13 years ago

Version is 7424 I put a -1 review on it.
I will open an issue.

By the way I think I found the good version of the patch. But even if I revert to version 7424 of core.cpp file, the games or soooo slow that I is hard to test if this patch is working.

Actions #61

Updated by skidau over 13 years ago

Issue 4363 has been merged into this issue.

Actions #62

Updated by skidau over 13 years ago

Issue 4379 has been merged into this issue.

Actions #63

Updated by DimitriPilot3 over 13 years ago

The problem explanation wasn't posted until after comments 21/22. Just thought I'd add that to the summary...

Actions #64

Updated by skidau over 13 years ago

Issue 4237 has been merged into this issue.

Actions #65

Updated by skidau over 13 years ago

Issue 4398 has been merged into this issue.

Actions #66

Updated by Anonymous over 13 years ago

yea this is happening in HOTD 2 & 3. It disconnections the wiimote and i have to constantly hit alt-F5

i did manage to hit the home button and everytime i reconnected, it showed my battery dying which was weird since it was fully charged.

Also noticed wiimote will just keep vibrating or make sound from the speaker.

Actions #67

Updated by DimitriPilot3 over 13 years ago

Issue 4406 has been merged into this issue.

Actions #68

Updated by Anonymous over 13 years ago

Also happens in HOTD Overkill. Works fine in ghost squad, I haven't done extensive testing in the Resident Evil shooters yet. Doesn't cause any problems in in Link's crossbow training

I'm really hoping this gets fixed soon. I miss the arcade feeling

Actions #69

Updated by lurrui over 13 years ago

I'm really hoping this gets fixed soon!!! add "disable wiimote speaker" back,thx!!!

Actions #70

Updated by William79371 over 13 years ago

Yes it would be nice if this could be fixet!

Actions #71

Updated by Anonymous over 13 years ago

Hi there!
I have the same issue but I noticed some specific things that, I hope, could help. Note that I have this issue on all rev since 6880 (since I've got a wiimote in fact). My OS is Windows 7 Home Premium 64-bit and I have a WIDCOMM bluetooth stack (integrated in my Dell laptop).

Here is what I do:

  • switch on my wiimote
  • the 4 leds blink
  • start Dolphin
  • go to "Wiimote" control panel
  • wiimote vibrates and 1st led lights up
  • start a game (for instance Wii Sports)

Here is what happens:

  • 1st case: the game starts but no commands are working
  • 2nd case: the game starts and the wiimote vibrates quickly. Then all the commands work. I start to play Tennis and can play a full session. When I get to the screen that asks me to choose between "Play again" and "Quit", the commands stop working. I get no notification from Dolphin telling me that the wiimote has been disconnected.
  • alternate 2nd case: during my Tennis game, if I press the home button, the menu appears and the wiimote stop responding.
  • alternate 2nd case: before I start my Tennis game, when I have to select the number of games, the wiimote stops responding.
  • and so on... This is reproducible on other games.

What can we conclude from this? That there is a high probability the wiimote disconnects when there is a graphical switch: opening a menu, going to another screen, pausing the game, or any event with a short black screen when one screen fades to another.
To reconnect the wiimote, I have to restart Dolphin or play several times with the "Refresh" button in the "Wiimote" control panel.
Note that once the wiimote is disconnected from Dolphin, it still works in other programs like WiinRemote.

I hope this long comment can be helpful for debugging.
By the way, I would like to thank all the people who have been and who are working on Dolphin. You do a fantastic job, thank you so much!!

Actions #72

Updated by DimitriPilot3 over 13 years ago

Issue 4424 has been merged into this issue.

Actions #73

Updated by hatarumoroboshi over 13 years ago

Wii Sports doesn't seem to be affected by this issue, so your problem must be caused by something else (maybe your bluetooth adapter)

Actions #74

Updated by Anonymous over 13 years ago

Maybe I should open a new issue but I thought it would be merged into this one. Still, I have the same problem with other games like Mario Kart for instance. It could be my bluetooth adapter but then why does my wiimote keep working for an unlimited amount of time if I just navigate and stay in the same menu but will stop responding once I go to another? And if it was my bluetooth stack, souldn't the wiimote stop responding in all programs, not just Dolphin? I know, it's a very weird behaviour...

Actions #75

Updated by lpfaint99 over 13 years ago

Issue 4431 has been merged into this issue.

Actions #76

Updated by Rewas3000 over 13 years ago

Is there a workaround for the bug yet?

Actions #77

Updated by samljer over 13 years ago

None yet sadly.
As far as im concerned untill its fixed the emulator is broken sadly :(
Even if it could emulate games flawlessly at 100fps, it wouldnt matter because the
controller doesnt stay online for more then 5 seconds at a time and you
cant play without a controller.

I suppose i could use a gamepad, but have you tried to play with one ? lul
They should have a DSP checkbox option where u can pick one like this

[] Disable Wiimote sound
[] Enable Wiimote sound
[] Emulate Wiimote sound

"the emulate one would give the sounds, but out your PC speaker, which ironically
would also allow emulated wiimotes and gamepads to also get the sound and should
be included anyway for completeness"

Actions #78

Updated by johannes.schmitz1 over 13 years ago

I think the problem is that nobody is really working on this issue.
saml's idea sounds great though...

Actions #79

Updated by samljer over 13 years ago

@johannes
I dont think so either, they want "perfect emulation" i read in another issue.
But the problem is for 80% of its users, there isnt even an emulator untill this is addressed. It could easily be removed untill a later patch, or better yet, a simple enable or disable option.

Actions #80

Updated by johannes.schmitz1 over 13 years ago

Is there anything speaking against putting some "disable wiimote speaker" option in the gui like in r7271?
If not I will try to work this out.

Actions #81

Updated by samljer over 13 years ago

Not to sure, as far as I know they took it out even knowing this issue existed.
Either the devs dont have this issue and dont care, or they want it the way it is
untill it can be fixed without a hack.

Either way they should still have an "emulate to pc speaker" option
for people who use gamepads; and this option should also disable the wiimote speaker.

That would not only FIX the issue fully, but also give the sound to non-wiimote users.
They have known this for sometime however and its not done yet. so dont hold your breath.

Actions #82

Updated by johannes.schmitz1 over 13 years ago

I think complaining doesn't help. We can not force anybody to work on this.
Ok, we could offer a reward but then we need a sponsor ;)
I downloaded the sourcecode to have a look into the issue.
I am able to build dolphin now. But it will take some time to get an overwiev of the code that is involved. Also I don't know much about bluetooth specification. It would be more interesting if somebody else starts working on this and we could discuss.

Actions #83

Updated by Anonymous over 13 years ago

Issue 4448 has been merged into this issue.

Actions #84

Updated by samljer over 13 years ago

@86 johannes
Not once did i complain, i answered a few questions, gave constructive critisism on some
build choices made, and offered alternatives.
Technically your the only one who has complained at all, it was a complaint about me, however unwarranted it was.
If your not sure about something, best not to say something at all.

Actions #85

Updated by johannes.schmitz1 over 13 years ago

Actually complaining was not the correct word for what I wanted to express. Sorry for my imperfect english. I just wanted to say that it doesn't help that everybody is asking for a fix again and again but nobody is working on it.

So saml, why don't you have a look at the code. You can start with reviewing the changes in r7272 where it all began:
http://code.google.com/p/dolphin-emu/source/detail?spec=svn7498&r=7272
-> click on "diff"

Actions #86

Updated by Anonymous over 13 years ago

I think I have already expressed the exact problem in this thread.

Actions #87

Updated by Anonymous over 13 years ago

Don't litter my email inbox with pointless arguments, that makes me angry. Angry shuffle2 no good!

Actions #88

Updated by johannes.schmitz1 over 13 years ago

@godisgov: So what are the latest news on the issue.
Can you give me some starting point, any new patch? Maybe you can name the files where you suspect the problem.
Want to play around with the code to see if I can help.

Actions #89

Updated by Rewas3000 over 13 years ago

because it fucks off what the 7271 version and put back

Actions #90

Updated by samljer over 13 years ago

After reading through this again heres a few pointers:
A) It has nothing at all to do with whatever bluetooth dongle your using, comm stops at dolphin, connection isnt lost with your PC, which leads me to believe its a buffer issue. The program must refresh, or retake the wiimote in some cases, but the computer itself never lost the radio connection, i though that was kinda weird, but i tested that theory on 3 computers with 4 different dongles.
B) Reducing the slider for the speaker sound does nothing, it reduces it to an inaudible level, but the stream is still there, causing the issue, at present all forms to actually stop the mote speaker data stream have been removed from dolphin.
C) Ive commented out the function that actually sends the data to the speaker, which worked for awhile, but i noticed other 'instabilities' became present, this is either why they havent done it either, or havent provided a means to mute. It looks
like this feature is now permanent based on how i see it coded, and will need to be fixed in a legit way, theres just no going back, wouldnt make sense.
D) Dongle stack compatability doesnt matter, I prefer a microsoft one as it works easier, but in the end, they all work the same "and in dolphin have the same issues"
E) As I code for Xbox360, thats all i can say :P I dont have time to dig any further but can say that you cannot go in and tinker and fix this, it needs need coding, and fuctions, probably a few to control speed of the data, while checking that the wiimote isnt saying "OMG ENOUGH!", there also may be issues with improper bios emulation in LLE, but i didnt look deep enough. If im not mistaken there are interupts in use in the Wii, that dolphin doesnt emulate, or emulate properly in regards to the real wiimote, that last bit is a guess based on physical symptoms and not the code itself, I could be wrong, wouldnt be the first time :D but could be looked into.
F) Tested this issue against a Nintendo Wiimote, a Generic blue one, and a black one made by Intec, They all behaved exactly the same, so not an issue with that.
I dont own a "Motion+" but if someone does they should check if the event occurs sooner and can determin if its a buffer for the whole device or just the sound buffer.
G) My son said it may be an issue with emulation not being at 100% and the on off on off sound in the stream could be pissin off the wiimote. This theory of course would entirly rule out the buffer one, but could be checked by someone with a PC that emulates at 100%. Mine is 3.2GHZ quad x64 with 6gb 1333memory, and gDDR5 Ati5770 and i get 75% so i doubt many can. but maybe someone can, Ive never compiled it under linux either, as i prefer my gaming in windows, and my linux box isnt as fast anyway.
H) Could it be windows probes going out over BTooth while playing?

Actions #91

Updated by greenarrowvigilante over 13 years ago

Sorry that I've just witnessed this thread. I think my issue belongs here, too.

Link:
http://code.google.com/p/dolphin-emu/issues/detail?id=4470

Actions #92

Updated by skidau over 13 years ago

Issue 4470 has been merged into this issue.

Actions #93

Updated by greenarrowvigilante over 13 years ago

@89:
Just looked through the code and witnessed something odd. Compare the line 62 of /trunk/Source/Core/Core/Src/HW/WiimoteEmu/Speaker.cpp

"c->step = av_clip(c->step, 127, 24567);" (r7225)

to line 66 of r7272

"s.step = av_clip(s.step, 127, 24576);"

Seems like someone (maybe accidently?) switched the last two digits of the last parameter. Is it just a coincidence that it looks like they've been switched and it's been done on purpose, or might this even be the cause of this problem?

Actions #94

Updated by Billiard26 over 13 years ago

@ Cyba_Mep...
I've noticed that change as well, but real wiimotes do not use that code.

Actions #95

Updated by Anonymous over 13 years ago

That code is only used by the emulated wiimote (emulated wiimote audio is not output to speakers at the moment) - and is unrelated to this problem.
However, that was an intentional correction after reversing the encoder used on wii and looking at other yamaha 4bit adpcm decoders.

Actions #96

Updated by samljer over 13 years ago

Even so, 9 bytes more buffer room wouldnt cause this issue, and im pretty sure thats for emulatedwiimote not real.

Actions #97

Updated by greenarrowvigilante over 13 years ago

Oh my god, I'm so sorry. Of course this is for emulated wiimotes only. -.-
I have no idea why I didn't see that in the first place just by looking at the path. -.-

Actions #98

Updated by samljer over 13 years ago

@cyba
calm down lol.

Actions #99

Updated by kickstand2003 over 13 years ago

Man vs Wild suffers from the same issue. It may not be out of the question to add a "disable speaker" option in the GameConfig so disabling the speaker on a game by game basis is possible until a solid solution is found.

Actions #100

Updated by NeoBrainX over 13 years ago

Issue 4517 has been merged into this issue.

Actions #101

Updated by nicolas.vidalro over 13 years ago

And why this speaker data streaming lag disconnects the whole wiimote, is it somehow crashing the whole plugin ?

Actions #102

Updated by skidau over 13 years ago

Issue 4483 has been merged into this issue.

Actions #103

Updated by skidau over 13 years ago

  • Status changed from Accepted to Fixed

This issue was closed by revision r7559.

Actions #104

Updated by guikubivan almost 12 years ago

I'm still seeing this issue with Epic Mickey 1. I'm running 3.5-367 on Windows 7 x64 on AMD Radeon HD 7700 Series

Actions #105

Updated by parlane almost 12 years ago

We are up to 426 fwiw...

Actions #107

Updated by guikubivan almost 12 years ago

Oh good point! I didn't realize dolphin website had changed host. Man, someone needs to take down http://www.dolphin-emulator.com/ then! Sorry about that(I also created new bug, please delete it: http://code.google.com/p/dolphin-emu/issues/detail?id=6037).

I will try it, thanks!

Actions #108

Updated by parlane almost 12 years ago

I will wait, as your bug may be valid.

Actions #109

Updated by guikubivan almost 12 years ago

Good and bad news. So far I haven't had the problem with the stable version of 3.5. However, I first tried dolphin-master-3.5-426-x64, and that seems to have still have the issue. I'm happy for now though. :) thanks for the help.

Actions #110

Updated by guikubivan almost 12 years ago

Yeah, it seems like in the latest builds of dolphin, the "Alternate Wiimote Timing" option is not there... so that must be the problem.

Actions #111

Updated by ervin.hegedus almost 12 years ago

Big buck hunter disconnects, too.

Actions #112

Updated by chanway over 11 years ago

I'm Using a Real Wiimote on dolphin 3.5-134 and this games works just fine:

  • Mario Kart
  • Kirby Epic Yarn *
  • Kirby Return to Dreamland *
  • Mario Party 9
  • Metroid Other M *
  • Zelda Skyward Sword *
  • Red Steel2

Lost Contact with Wiimote Some times

  • Mario Galaxy

Lost Contact with Wiimote after a few moments

  • 007 Goldeneye
  • Wii Sports
  • Sound issues, don't know if is related to wiimote speakers loop sound.. don't happen when I emulate a wiimote with keyboard + mouse..
Actions #113

Updated by waterstonjamie over 10 years ago

Mario Kart disconnects randomally for me.

Actions #114

Updated by samljer22 over 10 years ago

Reporting an unrelated issue? 30 seconds.
resurection of that 2011 bug report? 30 seconds.
Being told it was from 2011? Timeless

For everything else theres a new thread button.

Actions #115

Updated by tmptmpet over 9 years ago

I am surprised to see that this problem doesn't seem to have been adressed at all in the last 4 years or so.

I would suggest that we recommend to NOT get any dolphin bar at all in the future.

This product has only one reason to exist and it utterly fails to do it.

I should have spend my money otherwise. What is the use of having a dolphin bar that disconnects for a random reason.

Since the bug is unlikely to be fixed in the future, anyone has a workaround when it comes to having a SOLID controller for dolphin ? A controller that would work for all console games and maybe with a little luck, that would work with wiigames too? I mean, getting permanent disconnects when pausing, leaving the controller aside to take a call, or randomly, is a good reason to not recommend dolphin at all and simply put time on other recreational activities right...

So if you feel like letting me know of working and not seriously bugged interface solutions regarding dolphin, let me know, otherwise I think I will simply delete every rom I have and play pc games...

fyi:

latest dolphin version is used as for now (dolphin-master-4.0-6953-x64)

latest mayflash fail dolphin bar firmware,

dell xps i7 860 12 gigs ram win 7x64 ultimate

thanks in advance and sorry for this, I understand that some dudes work super hard for this project but I must have wasted 20 hours on fixing this and I believe it was just not worth the run... Assuming thousands of users have wasted 2 hours each on this, it still costed 2000 man hours just on the user side. Hadn't I have kids, I guess I would have the time to create a proper design pattern for this with a real connect disconnect interface that would mimic the behavior of plugging and unplugging a controller on all emulated consoles and on the wii itself. I can't believe this is impossible or that overly complex. Usually when a problems always come back it is the smell of bad software design. And likely bad unit testing, and even most likely, absence of test driven development in the process.

Cheers, and if you find and interface or controller solution for this, just let me know.

Actions #116

Updated by samljer22 over 9 years ago

This is why i stopped using Dolphin a long time ago;
Not sure why i got an email about this thread today. ive long
forgotten dolphin even exists, ive found other emus, and games.

anyone getting whatever that dolphin bar is, is a fool.

Actions #117

Updated by rigation over 9 years ago

I really don't understand what you're talking about: this issue is not about the Dolphin bar and is also marked as fixed...

Actions #118

Updated by samljer22 over 9 years ago

Its not fixed for everyone, just because they marked it as so.
And the dolphin bar is used for the controllers, related to what is being discussed.

Not sure how you dont get what he said, any idiot could.
GOing to mute this thread now, replies will go unread, unanswered.

Actions #119

Updated by giaga7 over 9 years ago

Guys the dolphin emulator project has been moved about 1 year ago to github, so nothing has been updated here since... just look for dolphin on github

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