Emulator Issues #6047
XInput Hotplug doesn't work
What went wrong?
Launch game with an xinput device configured, but not connected (such as a powered off wireless 360 controller). Turn on the controller after the game has started.
What did you expect to happen?
Controller should be usable in game.
What actually happened?
Controller is unusable, but can be fixed by simply pressing "Refresh" in the GC input dialog.
What version of Dolphin were you using?
What Operating System were you using and what are your hardware
Windows 7 64-bit
#1 Updated by sonicsnes over 6 years ago
It may be a little bit unsophisticated, but it certainly gets the job done. For people who want drop in / out support, I don't see why it needs to be any more complicated than that.
#2 Updated by sonicsnes over 6 years ago
- For those of you who like actual patches: https://github.com/sonicsnes/dolphin-emu/commit/947d3acb3404e8b13753345decd677df9b220b99.patch
#6 Updated by thraseapeatus over 6 years ago
Most PC Games that utilize Xinput do support Hot-Plugging, Plug the 360 Controller in,
and it Auto-detects.
The Gamecube as 4 Controller Ports and the 360 Controller as 4 Quadrants, so maybe they can be Synced Together
So if 360 Controller 1 runs out of power and turns off, The Gamecube Port 1 gets unplugged , and plugging in Second 360 Controller in-game , Port-2 becomes "Standard Controller".
And Since the Gamecube Controller and 360 Controller have near-identical Layout, A Default Profile could be created.
The Mice-Input on the 360 Controller could also be used for the Gamecube/Mice.
#7 Updated by shinra35888 over 6 years ago
I agree with this request. I was just about to post this same issue just now until I saw that it was already made. PCSX2 does this by the way (with the pokopom input plugin. Also with NullDC and EPSXE with the same plugin. This is also needed for Metal Gear Twin Snakes for gamecube to fight psycho mantis and to not have the game be ruined if someone accidentally knocks the controller out of the usb slot.
#9 Updated by shinra35888 over 6 years ago
I just got dolphin-master-3.5-1504-x64 and it seems like a bit of this functionality exists now. A few notes:
-During game, unplugging and replugging works (xinput controller)
-Starting dolphin, unplugging and replugging, and then starting the game works.
-If I start dolphin and then unplug the controller and then start the game and lastly plugging the controller back in, the first time dolphin will crash but every time after that, the controller won't work anymore.
-Starting the emulator without the controller being plugged in, starting a game, and then plugging it in afterward doesn't work.
-Starting the emulator without the controller being plugged in and then plugging it in afterward before starting a game works.
In the link to issue 6313 , snes9x also has the controller to be added after the emulator is started or before (anytime) just like the real console. This is for game preservation purposes and it is very convenient. Only a small few of the top emulators lack this feature nowadays. If I remember correctly, the only console that didn't have this feature was the N64.
Edited for correction.
#14 Updated by instrospark about 6 years ago
I think this relates to the same problem I am having.
I have built an arcade console with multiple options for game controls.
An Xbox 360 wireless controller, an x-arcade tank stick and a Logitech g27 steering wheel.
I have them all mapped for wii and gamecube games in a single profile so I can go between racing games (steering wheel) to normal controlled games using the Xbox controller or the tank stick without having to change profiles all the time (I launch through a front end), however the wheel and tank stick do not work unless I switch on the Xbox 360 wireless controller prior to launching Dolphin.
It would be great if I did not have to switch that on for the other controllers / wheel to work.
I'm using Windows 7 x64, i7-3770k, Asus GTX 660 Ti, 16gb Ram, dolphin 3.5-1747