CORTES12 / wjoy

Automatically exported from code.google.com/p/wjoy
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Feature Request: Wii U Pro Controller support #17

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Someone's already done the reverse-engineering, documented it and coded up an 
example (that I can confirm works (with some issues), despite the dumb gbatemp 
users), so it should be fairly straightforward to implement, eh?

http://gbatemp.net/threads/how-to-use-a-pro-controller-with-mac-osx.342852/

Of course, the controller alone is $50, so if you're not willing to pick one up 
to test with yet, that's perfectly reasonable.

Original issue reported on code.google.com by pauldacheez on 16 Jun 2013 at 5:01

GoogleCodeExporter commented 8 years ago
Hello!

I know about it, and i'm currently working on support Wii U Pro Controller. :) 
And i already have one controller :)

Original comment by alexandr.serkov on 16 Jun 2013 at 6:00

GoogleCodeExporter commented 8 years ago
Sweet! Thank you. <3

Original comment by pauldacheez on 16 Jun 2013 at 6:32

GoogleCodeExporter commented 8 years ago
And now Wii U Pro Controller supported by WJoy . I think, i will build release 
tomorrow, but i attach svn build here :)

Original comment by alexandr.serkov on 16 Jun 2013 at 2:43

GoogleCodeExporter commented 8 years ago
HINT: Use red sync button for pair device with WJoy.

Original comment by alexandr.serkov on 16 Jun 2013 at 2:52

GoogleCodeExporter commented 8 years ago
Woo! That was quick.

...The SVN build doesn't work on 10.7 or 10.9, though, and I don't have a 10.8 
installation sitting around at the moment. v_v; WJoy 0.6 somehow still works on 
10.9 (probably because it's using an older (10.5? 10.6?) SDK and someone broke 
something between the 10.8/10.9 SDKs and 10.9 itself), though, so I'll just use 
the release build you put out tomorrow.

Original comment by pauldacheez on 16 Jun 2013 at 5:31

GoogleCodeExporter commented 8 years ago
New version available :) I not tested it on 10.9, but on 10.7 it will be 
working, i think. (And yes, i build releases with 10.5 SDK now.)

Original comment by alexandr.serkov on 17 Jun 2013 at 7:39

GoogleCodeExporter commented 8 years ago
The build works fine on 10.9, yep, and the controller works... almost fine. v_v

The sticks on the Pro Controller are calibrated incorrectly to the point of 
being nearly unusable (push stick all the way -> Dolphin thinks you only pushed 
it half as far), and that's whether I set them up weirdly in Dolphin ("Axis 
Y+-" and "Axis Y-+"?) to get all four directions working or not – setting it 
up non-weirdly makes Dolphin crash or else it just doesn't detect any up/right 
movement when configuring. Would you mind investigating? :\

Original comment by pauldacheez on 19 Jun 2013 at 12:11

GoogleCodeExporter commented 8 years ago
About calibration - i think, what WJoy needs utility for it. About WJoy and 
Dolphin - please, tell me what version of Dolphin you use (release 
number/buildnumer, like 3.5-1484). And you trying to use Wii U Pro Controller 
for Game Cube emulation or Wii?

Original comment by alexandr.serkov on 19 Jun 2013 at 6:00

GoogleCodeExporter commented 8 years ago
It happens on 3.5 stable, 3.5-663 (which comes some time after a bugfix for 
detecting controller axes on OS X) and whatever the current dev build is (where 
there's now an octagon stick thing that limits the stick radius to that of a 
real GameCube 'pad). I've only tested with GameCube 'pad controls, but I'm 
pretty sure everything'll be identical for emulated Nunchuk/Classic Controller 
sticks.

I've used a Classic Controller with Dolphin and other apps with no issue 
relating to analog sticks, so I'm surprised it's not so flawless for the Pro 
Controller. I blame Nintendo's weird hardware people. v_v

Oh, another thing I should mention: there are a bunch of extra axes listed 
(right-click the stick direction to map to, you get a full list of all the 
controls the controller/driver exposes - 3.5 reports unk for a few axes, later 
builds name those and add a few more named axes), and selecting one usually 
makes Dolphin crash. I'll attach a backtrace of one of these, whether it helps 
you any or just piques your curiosity. I'll probably also throw it at the 
Dolphin devs, though I don't know if their utter lack of a proper OS X dev will 
prevent them from doing anything useful with it. Somehow I'm the only OS X user 
who has any part in Dolphin development, and I can't even write code. :<

Original comment by pauldacheez on 19 Jun 2013 at 7:53

Attachments:

GoogleCodeExporter commented 8 years ago
Aaaaand I just checked and the crashing is a 10.9 problem. 10.7 doesn't crash. 
And not having the crashes certainly helps: AxisX+^AxisX-+ and AxisX-^AxisX+- 
(and so on for the other variables) results in a usable pair of sticks, and I 
can just transfer that .ini over for crashless use on 10.9. I'll attach it too, 
just throw it in ~/Library/Application Support/Dolphin/Config/Profiles/GCPad/.

So now the issue is one of having a lot of useless/broken axes instead of 
displaying one per stick/direction to make it idiot-proof. Or just adding 
calibration.

Original comment by pauldacheez on 19 Jun 2013 at 8:30

Attachments:

GoogleCodeExporter commented 8 years ago
Yes, i think too, what crashes is 10.9 specific Dolphin bug - code for Classic 
Controller and Wii U Pro Controller is identical (except of hardware report 
parsing).

I will look at this tomorrow night, and in week-month add calibration utility 
to WJoy, i think. :)

And big thanks you for this reports - it's very helpful.

Original comment by alexandr.serkov on 19 Jun 2013 at 8:36

GoogleCodeExporter commented 8 years ago

Original comment by alexandr.serkov on 18 Apr 2014 at 8:33