- #CAN YOU USE THE GAMECUBE CONTROLLER FOR WII U ON WII GAMES DRIVER#
- #CAN YOU USE THE GAMECUBE CONTROLLER FOR WII U ON WII GAMES CODE#
(I checked that will meet issues if Wii and GameCube into hard drive so use SD card instead so I'm looking to get 128 gb soon if it don't work.) I plan use this to host smash bros event at friend house this summer and I plan bring Wii U with Melee, Brawl, Wii U, Smash 4, 4xM installed. Hello, found this thread today, when you will be done get it working for USB loader like WiiFlow? I plan to start hacking Wii U soon this week, I have all item I needed including 2 GB sd card, 32 GB sd card, 500 GB hard drive. I should really just have a blog for this sort of thing.ĮDIT: Formatting fixed the paragraph separation looked WAY better in the editor. Sorry for the super-lengthy explainations. ( Adapter overclocking and asyncronous transfers come to mind, but probably neither would be very practical.) Oh, and if you're wondering, the USB communications were really never the bottleneck here, and there's no realistic way to make that part of it any faster anyway. This seemed theoretically perfect, and it certainly made waveshining perfectly comfortable, so I figured that was enough. Trying more possibilities, I ended up running adapter_thread right at the beginning of PAD_Read, just before the inputs are normally delivered to the game. Because the game waits a few milliseconds after drawing to the screen (for v-sync), I decided to try running the function just before this delay. Once the time came for me to try optimizing the latency, the obvious fix was to find the ideal time in a frame to run adapter_thread. The exact place where it was being run seems to have been chosen rather tactlessly, in retrospect latency was really bad. Originally, this was being run once every frame during the game's existing PAD_Read function. Wii GCA Inject polls for controller input once every frame, in the function called adapter_thread. Tl dr the inputs were/are 35 units higher than they're supposed to be, and IDK if dolphin has fixed it since I tested this.Īnd THEN there's the latency. So, rather than scaling/interpolating the triggers' range, I needed to transpose their range. Anyway, I tried correcting this in my code, and was very pleased with the results.
#CAN YOU USE THE GAMECUBE CONTROLLER FOR WII U ON WII GAMES CODE#
(Only on the triggers though) My mind had been thoroughly blown I immediately reviewed the source code for dolphin's adapter support, finding where they should be fixing this, but weren't. It seemed that the flawed implementations were consistently about 35 units higher than the console results. These results revealed that the default, no-attempted-solution version of my code was returning the same values as dolphin. I stared at the input values in dolphin, and concluded that I was missing something.īanging my head up against a wall for a solution, I tried to obtain samples of analogue input on several different environments, including dolphin's built-in adapter support, my code with and without it's attempted solution, and a real gamecube ports, via homebrewed wii. After some testing, I could feel that this wasn't correct. The first solution I tried had some method of "scaling" the analogue values based on the extrapolated purposes of some constants in wii-u-gc-adapter, as well as some investigation within dolphin.
#CAN YOU USE THE GAMECUBE CONTROLLER FOR WII U ON WII GAMES DRIVER#
I couldn't tell exactly what caused this, because ToadKing's wii-u-gc-adapter linux driver (which is what I based the code off of) seemed to be "calibrating" things using uinput, which I'm not familiar with at all. Lightshielding was much touchier, making shielding strangely uncomfortable. What I mean by "screwing up," is that the behaviour of the triggers seemed REALLY off at the time, when using the hack. (commit de6c9404fc43f82d6ec33629d6a2ab3a5317c9e2) No idea whether or not they've fixed it by now, but I concluded at the time (June) that dolphin was screwing up in the same way as Wii GCA Inject. The dolphin build I tested that on is from March of 2017. I wrote those notes so long ago! Forgive me if I go into too much detail. (Again, this is a beta)Ĭlick to expand.Oh, goodness. I haven't confirmed the cause of thisīug, or even if it's affecting anyone but me. Around the time of the first match in any particular play session, the game.PM debug mode doesn't work this is because of the way the debugĬodes get button input, and is not likely to be fixed any time soon.Works on vanilla Brawl, Project M (and smashladder edition), and probably most other mods!.(Please, for the love of heck, don't try plugging in two adapters at once.) Seamlessly replaces behaviour of original gamecube controller ports.I've been silently developing this for about a year, until my cover was blown, causing me to come out of hiding, after years of lurking. Wii GCA Inject, a hack which will finally allow you to use gamecube controllers in Brawl/PM, through the official Wii U Gamecube Controller Adapter.