Wiimote functionality issues #1079

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opened 2024-01-19 21:55:41 -03:00 by TsengFayt · 2 comments
TsengFayt commented 2024-01-19 21:55:41 -03:00 (Migrated from github.com)

Current Behavior

Functionality for motion controls doesn't work properly. I have tested this with the latest stable build of Cemu (1.26.2) as well as the latest experimental build of Cemu 2.0 (2.0-65). I have tested with an OEM standard Wiimote (RVL-003) and Wiimote with Motion Plus (RVL-036) and connected by using the native drivers for bluetooth connectivity, using a MAYFLASH DolphinBar (on the latest firmware), and with/without the third-party cemuhook (deprecated) (found here), and with/without the third-party wiimote software Touchmote (found here).

No combination of the above has worked. The wiimote is recognized, and IR sensing works perfectly as do the button inputs, but motion controls for tilt and twist do not work. This affects all games and even the Wii U System menu and related apps (i.e. Mii maker). As an example, when holding the wiimote vertically and pointing it at the screen, the finger/cursor will be pointing upwards, if you then invert the wiimote, the finger should instead be pointing downwards. Under the current setup, I can move the cursor around the screen, but it will not invert or respond to tiling or twisting motions. I've also extensively tested this in Wii Party U with mini games that utilize the tilting/twisting motion, and Cemu does not recognize these gestures.

Expected Behavior

Tilt/twist controls to work and interact normally. I have used the exact same setup with Dolphin, and those gestures work, I understand that Dolphin is unrelated to Cemu, however, this is proof positive that the issue is in the software and not the hardware configuration.

Steps to Reproduce

Using a real wiimote, connected either via bluetooth or MAYFLASH DolphinBar and configuring it in Cemu input settings. Test with either the Wii U System menu or a game that utilizes motion controls (i.e. Wii Party U)

System Info (Optional)

OS: Windows 10 / Windows 11
GPU: NVIDIA RTX 2080 Ti

Emulation Settings (Optional)

No response

Logs (Optional)

No response

### Current Behavior Functionality for motion controls doesn't work properly. I have tested this with the latest stable build of Cemu (1.26.2) as well as the latest experimental build of Cemu 2.0 (2.0-65). I have tested with an OEM standard Wiimote (RVL-003) and Wiimote with Motion Plus (RVL-036) and connected by using the native drivers for bluetooth connectivity, using a MAYFLASH DolphinBar (on the latest firmware), and with/without the third-party cemuhook (deprecated) (found [here](https://cemuhook.sshnuke.net/)), and with/without the third-party wiimote software Touchmote (found [here](https://touchmote.net/)). No combination of the above has worked. The wiimote is recognized, and IR sensing works perfectly as do the button inputs, but motion controls for tilt and twist do not work. This affects all games and even the Wii U System menu and related apps (i.e. Mii maker). As an example, when holding the wiimote vertically and pointing it at the screen, the finger/cursor will be pointing upwards, if you then invert the wiimote, the finger should instead be pointing downwards. Under the current setup, I can move the cursor around the screen, but it will not invert or respond to tiling or twisting motions. I've also extensively tested this in Wii Party U with mini games that utilize the tilting/twisting motion, and Cemu does not recognize these gestures. ### Expected Behavior Tilt/twist controls to work and interact normally. I have used the exact same setup with Dolphin, and those gestures work, I understand that Dolphin is unrelated to Cemu, however, this is proof positive that the issue is in the software and not the hardware configuration. ### Steps to Reproduce Using a real wiimote, connected either via bluetooth or MAYFLASH DolphinBar and configuring it in Cemu input settings. Test with either the Wii U System menu or a game that utilizes motion controls (i.e. Wii Party U) ### System Info (Optional) OS: Windows 10 / Windows 11 GPU: NVIDIA RTX 2080 Ti ### Emulation Settings (Optional) _No response_ ### Logs (Optional) _No response_
TsengFayt commented 2024-01-19 22:44:41 -03:00 (Migrated from github.com)

I should also note, that I have tried using WiimoteHook as well. Using this method, the controller is recognized, and the motion is detected in PadTest, but when launch games, the IR is not detected, only the buttons work and enabling "Mouse control" forces the X/Y coords of the mouse to 0,0 (i.e. the bottom left of Windows over the corner of the start button), and the IR sensor inputs are ignored by Cemu, regardless of which controller source or motion source I choose.

I should also note, that I have tried using WiimoteHook as well. Using this method, the controller is recognized, and the motion is detected in PadTest, but when launch games, the IR is not detected, only the buttons work and enabling "Mouse control" forces the X/Y coords of the mouse to 0,0 (i.e. the bottom left of Windows over the corner of the start button), and the IR sensor inputs are ignored by Cemu, regardless of which controller source or motion source I choose.
Papermanzero commented 2024-03-03 19:31:48 -03:00 (Migrated from github.com)

The best solution would be to port the wiimote pass through from dolphin

The best solution would be to port the wiimote pass through from dolphin
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Reference: cemu-project_Mirror/Cemu-2024-03-05#1079
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