Emulator Issues #549
Enable use of multiple wiimotes
Tack this onto the wish list ;)
Currently only one wiimote is supported, being able to use more than one is
a want, not a need, and doesn't really need to be completed any time soon.
If anyone disagrees, feel free to work on it! :P
#12 Updated by bot10010 over 10 years ago
"I would like to suggest that this issue's Priority should be change do High.
Dolphin is working better and better each day, and at this point it should be very
important that users become able to use multi real wiimotes.
Wiimotes are the "soul" of Wii."
Many GC games are still not working proprely on Dolphin. Obviously it's a necessary
modification, but I think the GC emulation is more important than the Wii one, for now.
#17 Updated by Flare7571728 over 10 years ago
I understand what you guys are saying about the Gamecube emulator needing work, and you
want to work on it from the bottom up, but this isn't a single Wii game, this is a
critical piece of the Wii functionality. I believe it deserves a more than "low"
priority. There are a lot of fun Wii games that work nearly perfectly except I can
only play alone :(
#27 Updated by mikyb91 over 10 years ago
I think that is the case to start this project, because as already said it is an
important thing for the emulation of the wii. the problems that can be created
adding besides this function, will be resolved with the time.....
This remains one opinion of mine however..... Excuse me for the English :)
#33 Updated by XTra.KrazzY over 10 years ago
- Priority changed from Low to Normal
Usually I don't comment on foolish stuff, but here is the deal:
1. We're not putting this off, we're actually working on the feature. (and it's not easy)
2. Low priority means that it is not an essential feature for dolphin, and it truly
isn't. Most games function just fine without multiple wiimotes. I'll up this to
medium priority if it makes you happy.
We do not tolerate such comments on a project we spend our time on voluntarily.
#34 Updated by ayuanx over 10 years ago
OK, let me explain a little from the perspective of development.
First of all, multi-wiimote requires a new SYSCONF file which can only be dumped from
a real wii that has multi-wiimote activated on it. (Because this file stores the link
So we need someone to dump this and do some reverse engineering if necessary.
We can't go on until this has been done by somebody.
#45 Updated by BhaaL over 10 years ago
Just wondering, whats the current issue with multiple Wiimotes? Lack of stuff on
SYSCONF side? From what the source tells me, the BT.DINF section is not used by Dolphin.
The Sysconf from SVN is currently populated with two Wiimotes (both having the same
address?) and a seemingly random set of bytes near the end of that section.
BT.DINF might look as follows:
u8 number of wiimotes
6b device address
64b device name, zero padded
godisgovernment: you added that Sysconf to SVN, is that yours (guessing it is ectors,
since it has Switzerland written all over it...)
Is that file modified in any way?
#46 Updated by Anonymous over 10 years ago
there are SO MANY THINGS WRONG it's mind boggling.
the HLE emulation of the internal BT module would have to be greatly revised to allow
for connecting to multiple radios, the wiimote class/wiimote class interaction with
internal bt module, wiimote plugin specs, and wiimote plugin behavior would all also
have to change.
fwiw, having a "real" sysconf isn't really helpful, you can just copy the name bytes
in there and throw in a fake btaddr, and there you go...Note that just as you said
the current sysconf has two devices listed, only one is usable either way ;p
the sysconf is just a byproduct of nintendo's stack. The annoying part is getting the
levels I listed above working correctly.
#48 Updated by isaac.sagar over 10 years ago
Oh man, reading the development in this issue has been like a wake-up punch in the
I have been looking for information about multiple Wiimote support since i read this:
" http://twitter.com/Dolphinemu " was it just a strike of optimism then, or is there
still any hope?
Id like to ask another related question: Would including support for multiple
EMULATED wiimotes be also this challenging? (Some games like New SMB would benefit a
lot from this)
Thanks and kudos for your great work!
#51 Updated by mikyb91 over 10 years ago
EXCUSE ME, CAN YOU TELL ME IN WHAT PART OF CODE IT NEEDS TO CHANGE THIS:
// If we are not using the emulated wiimote we can run the thread temporary
until the data has beeen copied
if(g_Config.bUseRealWiimote) g_RunTemporary = true;
/* Allocate memory and copy the Wiimote eeprom accelerometer neutral values to g_Eeprom. Unlike with and extension we have to do this here, because this data is only read once when the Wiimote is connected. Also, we can't change the neutral values the wiimote will report, I think, unless we update its eeprom? In any case it's probably better to let the current calibration be where it is and adjust the global values after that to avoid overwriting critical data on any Wiimote. */ // TODO: Update for multiple wiimotes? byte *data = (byte*)malloc(sizeof(byte) * sizeof(WiiMoteEmu::EepromData_0)); wiiuse_read_data(g_WiiMotesFromWiiUse, data, 0, sizeof
// Don't run the Wiimote thread if no wiimotes were found if (g_NumberOfWiiMotes > 0) g_Shutdown = false;
// Function Definitions
void SendAcc(u8 _ReportID)
DataAcc = 0x22; // Report 0x12 DataAcc = 0x00; // Core buttons DataAcc = 0x00; DataAcc = _ReportID; // Reporting mode // TODO: Update for multiple wiimotes? wiiuse_io_write(WiiMoteReal::g_WiiMotesFromWiiUse, (byte*)DataAcc,
std::string Temp = ArrayToString(DataAcc, 28, 0, 30); DEBUG_LOG(WIIMOTE, "SendAcc: %s", Temp.c_str()); //22 00 00 _reportID 00
Both of code there are in wiimote_real.cpp
I THANK IN ADVANCE FOR THE ANSWER AND FOR THE TROUBLE