Gc Controller Driver For Dolphin
- Dolphin With Xbox Controller
- Gc Controller Driver For Dolphin Boat
- Gc Controller Driver For Dolphin Bay
Jul 1, 2016 - Follow this guide:.
PS3003 Driver at Dinput mode-Wireless PS3 Controller to USB Adapter. W009 Wireless Wii U Pro Controller to USB Adapter. Mar.17, 2015: W009 driver in Dinput mode-Wireless Wii U Pro Controller to PC PS3 Adapter. W009 Wireless Wii U Pro Controller to USB Adapter. Upgrade firmware Ver04. Feb.10, 2015: XP/Vista and Windows 7/8/10,32 bit and 64. Connect your GameCube game controller to your PC USB Port No extra power supply required Support real vibration feedback Supports the GC/Wii Emulator Dolphin Press and hold START and Button A for 3 seconds, the D-Pad and the left analog stick mode can be. It doesn't read my GC controller, only my keyboard. I used something called Zadig to install the driver to get my GC controller to be recognized. That isn't working anymore either. I tried starting over from scratch, uninstalling everything and deleting everything and starting from step 1. My GC controller just wont work anymore. Jul 23, 2015 Nothing. It doesn't read my GC controller, only my keyboard. I used something called Zadig to install the driver to get my GC controller to be recognized. That isn't working anymore either. I tried starting over from scratch, uninstalling everything and deleting everything and starting from step 1. My GC controller just wont work anymore. I connect my ps3 controller via usb using a sixaxis driver. The computer recognizes it fine and works for other emulators but i can't seem to make it work for dolphin gamecube emulator. When i select the 'plugin tab' in the 'configure' menu the gamecube pad drop down list is greyed out.
Original author(s) | F RES, Henrik Rydgård (ector)[1][2] |
---|---|
Developer(s) | Dolphin Emulator Project |
Initial release | 22 September 2003; 15 years ago |
Stable release | 5.0 / 24 June 2016; 2 years ago[3] |
Repository | |
Written in | C++, C, Objective-C++[4] (GUI: originally in wxWidgets, but ported to Qt5 due to the wxWidgets problems)[5][6][7] |
Operating system | Windows 7 or later, OS X 10.10 or later, Linux, Android 5.0 or later |
Platform |
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Available in | 24 languages[10] |
Type | Video game console emulator |
License | GNU General Public License version 2+[11][12] |
Website | dolphin-emu.org |
System requirements | |||||||||||||||||||||||||||||||||||
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Dolphin is a video game console emulator for the GameCube and Wii[22] that runs on Windows, Linux, macOS, and Android.[23][24]
It had its inaugural release in 2003 as freeware for Windows. Dolphin was the first GameCube emulator to successfully run commercial games. After troubled development in the first years, Dolphin became free and open-source software and subsequently gained support for Wii emulation. Soon after, the emulator was ported to Linux[25] and macOS.[26] As mobile hardware got more powerful over the years, running Dolphin on Android became a viable option.
Dolphin has been well received in the IT and video gaming media for its high compatibility, steady development progress, the number of available features, and the ability to play games with graphical improvements over the original consoles.
- 1Development
- 2Features
- 4Variants
Development[edit]
Origins (2003–2007)[edit]
Dolphin was first released in September 2003[27] by programmers Henrik Rydgård (ector) and F RES[1][2] as an experimental Nintendo GameCube emulator that could boot up and run commercial games. Audio was not yet emulated, and there were performance issues. Many games crashed on start up or barely ran at all; average speed was from 2 to 20 frames per second (FPS). Its name refers to the development code name for the GameCube.[28]
Dolphin was officially discontinued temporarily in December 2004, with the developers releasing version 1.01 as the final version of the emulator.[29] The developers later revived the project in October 2005.[30]
Open source, Wii emulation, and 2.0 release (2008–2010)[edit]
Dolphin became an open-source project on 13 July 2008[25][31] when the developers released the source code publicly on a SVN repository on Google Code under the GNU General Public License v2 (GPLv2).[25] At this point, the emulator had basic Wii emulation implemented, limited Linux compatibility and a new GUI using wxWidgets.[25] The preview builds and unofficial SVN builds were released with their revision number (e.g., RXXXX) rather than version numbers (e.g., 1.03).[32][33] As with previous builds, differences between consecutive builds are typically minor.[34]
As of February 2009, the software was able to successfully boot and run the official Wii System Menu v1.0. Shortly after, almost all versions of the Wii system software became bootable.[35]
By April 2009, most commercial games, GameCube and Wii alike, could be fully played, albeit with minor problems and errors, with a large number of games running with few or no defects. Adjustments to the emulator had allowed users to play select games at full speed for the first time, audio was dramatically improved, and the graphical capabilities were made more consistent aside from minor problems.[36]
By late October 2009, several new features were incorporated into the emulator, such as automatic frame-skipping, which increased the performance of the emulator, as well as increased stability of the emulator overall.[37] Also improved was the NetPlay feature of the emulator, which allowed players to play multiplayer GameCube and Wii games online with friends, as long as the game didn't require a Wii Remote. The emulator's GUI was also reworked to make it more user-friendly, and the DirectX plug-in received further work.[38]
On 12 April 2010 Dolphin 2.0 was released.[39][23]
3.0 and 3.5 releases (2010–2012)[edit]
By the end of November 2010, the developers had fixed most of the sound issues such as crackling, added compatibility with more games, and increased the overall emulation speed and accuracy.[citation needed]
In June 2011, version 3.0 was released.[40] Strange user interface behavior, crashes, graphical glitches and other various issues were fixed. The release notes state that the majority of games 'run perfectly or with minor bugs.”[40] The release featured redesigned configuration windows, an improved LLE sound engine, new translations, added support for the Wii Remote speaker, EFB format change emulation, graphics debugger and audio dumping among several other new features. The 3.0 release removed the plug-in interface in order to “allow for a much better integration with the other parts of Dolphin.” The developers also added a Direct3D 11 video back-end and an XAudio2 audio back-end.[40]
On 25 December 2012, version 3.5 of Dolphin was released, featuring support for emulating the GameCube Broadband Adapter and Microphone accessories. It introduced a FreeBSD port, free replacement for the DSPfirmware, and the WBFS file format.[41][42]
Port to Android and 4.0 release (2013)[edit]
On 6 April 2013, the Dolphin development team released the first builds for Google's Android mobile operating system.[24][43] As of September 2013, only a handful of devices contained the hardware to support OpenGL ES 3.0, with Google officially supporting the standard in software since July 2014 with the introduction of Android 4.3 Jelly Bean. Games run at an average of 1 FPS. The developer has cited the Samsung Galaxy S4 as one of the first phones capable of playing games at higher speeds, but even it will have considerable performance limitations.[24]
On 22 September 2013, version 4.0 of Dolphin was released, featuring back-end improvements to OpenGL rendering and OpenAL audio, broader controller support, networking enhancements, and performance tweaks for macOS and Linux builds.[44][45] Months later, versions 4.0.1[46][47] and 4.0.2.[48][49] were released, fixing minor bugs.
Drop of legacy technologies, accuracy improvements, and 5.0 release (2013–2016)[edit]
On 12 October 2013 (4.0-155), Direct3D 9 support was removed from the project, leaving Direct3D 11 and OpenGL as the two remaining video back-ends. The Dolphin Team explained this, stating that the plug-in was 'inherently flawed' and that trying to evade its several flaws 'wasted time and slowed development.'[50]
On 19 May 2014, the Dolphin Team announced that 32-bit support for Windows and Linux would be dropped.[8] The Dolphin Team stated that it was becoming increasingly difficult to maintain the 32-bit builds, and that the 32-bit releases simply offered an inferior experience compared to their 64-bit counterparts. Furthermore, the vast majority of their users were already using 64-bit CPUs, and most users of 32-bit builds were 64-bit compatible yet were using 32-bit by mistake. The combination of these factors made 32-bit support unnecessary. 32-bit Android builds suffered from similar issues,[24] but ARMv7 support[51] remained for another year until the AArch64 JIT was ready and devices were available.[9]
Throughout 2014, several features were implemented into Dolphin, including disc loading emulation, native support for GameCube controllers,[15] perfect audio emulation,[52] and bug fixes for problems which had been present since the emulator's earliest days.[53][54][55]Memory management unit (MMU) improvements allowed many games to boot and work properly for the first time.[53] Improvements towards the emulator also allowed for it to run well on Android using the Nvidia Tegra processor, albeit with minor difficulties.[56][57]
In coordination with the developers of the VBA-MGame Boy Advance emulator, support for linking GameCube and Game Boy Advance games was implemented into Dolphin in March 2015.[57]
On 25 May 2015 – the Dolphin Development team announced that they had successfully re-licensed the code base from 'GPLv2 only' to 'GPLv2 or any later' in order to improve license compatibility with other Free and open-source projects and be able to share and exchange code with them.[11][12][22]
In August 2015, the Dolphin developers announced further improvements with audio[58][59] and throughout December 2015 the Dolphin project fixed audio issues on TR Wii Remotes.[60] Two months later, in February 2016, a DirectX 12 back-end was mainlined after months of development.[61]
On 24 June 2016, version 5.0 of Dolphin was released, making various fixes and additions to the emulator.[3][62]
Post-5.0 developments (ongoing)[edit]
Development of a Vulkan-based graphics renderer began in June 2016.[12][63] After a month, the developer announced that it is “now feature-complete' and that it's 'time for clean-ups/bug-fixing/performance work.“[64][65] Development of the renderer was still done in a dedicated branch for the next few months until the code was finally merged in October 2016.[66]
In September 2016, Dolphin's developers announced the emulator was now able to boot all official GameCube titles. The last title to be supported for boot-up, Star Wars: The Clone Wars, had been particularly difficult to emulate due to the game's use of the memory management unit.[67][68] Also they announced that they removed Triforce emulation, because of no maintenance in the Triforce emulation's code.[69]
In March 2017, support was added for the Wii Shop Channel.[70]
Two experimental features, both of which never reached maturity, were removed in May 2017: The DirectX 12 renderer – which found a suitable replacement in the Vulkan back-end – and the alternative CPU emulator JITIL.[71][72]
Continuing this year's earlier work on graphics performance-related matters, Dolphin developers implemented a solution for the long-standing problem known as shader compilation stuttering.[73] The stuttering is caused by the emulator waiting for the graphics driver to compile shaders required for new environments or objects. The solution that the Ubershaders – in development since 2015[74] – present to the problem was to emulate the Wii's and GameCube's rendering pipeline by way of an interpreter running on the host system's graphics processor itself until a specialized shader has been compiled and can be used for future frames, at a lower cost to performance.[73]
18 August 2017 marks the culmination of work started in late 2016 when the cross-platformMMORPGDragon Quest X was added to the list of playable games just two months before support for the online functionality of the Wii version was dropped.[75] The addition relied on a number of features that had been previously added to the emulator simply for the sake of accuracy, such as support for the Wii Shop Channel. Support for Wii File System, an encrypted file system that was originally designed for the Wii U, was also added after a rigorous amount of reverse engineering.[75]
In the first half of 2018 Dolphin's developers deprecated the wxWidgetsGUI toolkit and replaced it with one based on Qt because the original GUI toolkit's limitations stood in the way of implementing new features.[5][6][7] Among the other newly introduced features were Asynchronous Shader Compilation similar to Ishiiruka,[76] an auto-update feature,[77] and integration with Discord.[78]
In summer 2018 Dolphin's Vulkan renderer was brought to macOS via MoltenVK[79] and the Android version was brought back to Google Play with monthly updates.[80]. In April 2019, Dolphin added 3 new features; unification of video common backends, a Netplay Server browser, and Wii MotionPlus emulation. The DirectX 12 renderer was also brought back.
Features[edit]
Features of Dolphin include the ability to start games regardless of region, record tool-assisted speedruns,[81][82][83] and the use of cheat codes with Action Replay and Gecko. Functions of the original GameCube controllers and Wii Remotes can be mapped to PC controllers.[84][85] The emulator allows for the use of real GameCube controllers through the use of a USB adapter[86][15] and Wii Remotes through Bluetooth connection.[14] Controller expansions are also supported, including the Wii MotionPlus adapter, Wii Nunchuk, Classic controller, Guitar, Drums, and Turntable.[87]
Two kinds of network play are supported by Dolphin: Emulated local multiplayer[88] and Nintendo Wi-Fi Connection.[89] The first only works among Dolphin users. It applies to games that by default have no online option. The second kind is for online gameplay for WFC supported Wii games with other Dolphin users as well as real Wii users.[44][90][89]
Game progress can be saved on virtual GameCube Memory Cards, emulated Wii flash memory, and save states. Dolphin features a Memory Card Manager which allows transfer of save files to and from virtual GameCube memory cards.[91]
In conjunction with the VBA-MGame Boy Advance emulator, Dolphin supports linking GameCube and Game Boy Advance titles.[57]
Graphical improvements[edit]
Like many other console emulators on PC, Dolphin supports arbitrary resolutions,[55][92][93] whereas the GameCube and Wii only support up to 480p.[94]
Dolphin can load customized texture maps.[22] These can also be of higher resolution than the original textures.[95] The emulator also has the ability to export a game's textures in order for graphic artists to modify them.
Dolphin can output stereoscopic 3D graphics on any platform Dolphin runs. Special hardware such as Nvidia 3D Vision is also supported. The ability to play games in stereoscopic 3D is a feature the original consoles never had,[96] although Nintendo did originally plan to release stereoscopic 3D add-on screen for the GameCube.[97]
Additional features to further enhance the graphics quality are also available. Dolphin supports spatial anti-aliasing, anisotropic filtering, post-processing pixel shaders, and a widescreen hack for forcing widescreen output on games that do not support it natively.[98] Games can also achieve higher-than-intended frames per second.[99]
Reception[edit]
The Dolphin emulator has been well received by the gaming community, with the program's ability to run games at a higher resolution than the GameCube's native 480i and Wii's native 480p resolution receiving particular praise from the gaming community.[100][92][93][101]PC Gamer editor Wes Fenlon called it 'one of the only emulators to make many games better' and praised it for continually 'making major, sometimes huge improvements to compatibility and performance”.[31]Wololo.net praised the system's high compatibility.[102]
Dolphin has been used by some people as a tool to mitigate certain shortcomings for gamers; in 2012, business owner and father Mike Hoye, who had been playing The Legend of Zelda: The Wind Waker with his daughter and realized that the game referred to the main character as a male individual regardless of the inputted name, changed all of the game's cutscene dialogue text to refer to a girl instead of a boy by editing it through a hex editor, testing out the game's ISO using Dolphin.[103] The emulator's netplay feature has been described by ArsTechnica to be serving as an alternative to the discontinued Nintendo Wi-Fi Connection.[89]
As of March 2017 Dolphin has approximately 50000 daily active users, according to Dolphin's opt-inanalytics.[22]
Variants[edit]
Dolphin Triforce[edit]
A version of Dolphin made to emulate the Triforce arcade system titled Dolphin Triforce was in development by the Dolphin team, but was eventually disabled after development priorities shifted and the feature became unmaintained.[69] Downloads of Dolphin Triforce are still available from the website[104] and the source code is available from GitHub in a dedicated repository.[105]
Dolphin VR[edit]
Dolphin VR is a third party project aimed to extend Dolphin with the ability to play games “in Virtual Reality with accurate life-size scale, full FOV [field of view], a 3D HUD, independent aiming, and the ability to look around.”[106]HTC Vive and Oculus Rift are supported.[107]
PC Gamer tested a few games with Dolphin VR. Metroid Prime and F-Zero GX received especially high praise with one editor feeling “childlike wonder when playing Metroid Prime in VR” and another stating that “F-Zero [is] the thing that sold me on Dolphin VR”.[107]
The latest release is 5.0[108] and the source code is hosted on GitHub.[109] The Free Software Foundation maintains the position that GPL software cannot be combined with Oculus SDK's license.[110]
Ishiiruka[edit]
In reaction to the removal of DirectX 9 support, Dolphin developer Tino created an unofficial fork called Ishiiruka on 18 October 2013.[111] The name is Japanese for Dall's porpoise.[112] Although the focus is Windows with DirectX 9 and 11 support,[113] Linux versions also exist.[114][115]
The fork attempts to remedy performance problems present in Dolphin such as microstuttering due to shader compilation.[116] Ishiiruka serves as base for the canonical client of the Super Smash Brothers Meleenetplay communities Faster Melee[117] and SmashLadder.[118]
John Linneman of Eurogamer talks in the October 2016 Metroid Prime episode of their Digital Foundry Retro video series about Ishiiruka. He compares playing Metroid Prime via Ishiiruka to playing it on original hardware, Wii and GameCube, and upstream Dolphin. Linneman argues that “the benefits [of emulation] kind of outweigh any of the smaller issues that you might encounter”. He continues to point out features of Ishiiruka that “allow you to push the visuals beyond what you can achieve using standard Dolphin. For instance, you can add lots of cool additional enhancements like depth of field, ambient occlusion, various types of color correction and a whole lot more […]. It's also worth noting that this version of Dolphin helps avoid the shader compilation stutters that plagued the official release of the emulator and it leads to a much more fluid experience.”[116]
As with Dolphin, development is hosted on GitHub.[119]
See also[edit]
- Cemu – Wii U emulator
- Citra – Nintendo 3DS emulator co-maintained by Dolphin maintainer Mat M./Lioncache
- PCSX2 – Another sixth generation console emulator (PlayStation 2)
- PPSSPP – PlayStation Portable emulator by Dolphin co-founder Henrik Rydgård
- VisualBoyAdvance – Game Boy Advance emulator compatible with Dolphin's Link Cable emulation
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- ^''I am no man': For Zelda-playing daughter, dad gives Link a sex change'. Ars Technica. Retrieved 26 May 2017.
- ^'Downloads – Triforce branch'. Dolphin Emulator Project. Retrieved 28 May 2017.
- ^'Triforce source code branch'. Waddlesplash. GitHub. Retrieved 6 June 2017.
- ^'Dolphin VR – A GameCube and Wii Emulator with VR Support'. Retrieved 11 March 2017.
- ^ ab'Nintendo games can work shockingly well in Dolphin VR'. PC Gamer. Retrieved 26 May 2017.
- ^Donnelly, Joe (13 July 2016). 'Play Metroid Prime in VR with Dolphin emulator'. Rock, Paper, Shotgun. Retrieved 31 July 2017.
- ^'Dolphin VR'. GitHub. Retrieved 27 May 2017.
- ^'Various Licenses and Comments about Them'. GNU Project. Free Software Foundation. Retrieved 15 December 2017.
- ^Tino. '[UNOFFICIAL] Ishiiruka-Dolphin Custom Version'. Retrieved 11 March 2017.
- ^'The definition of ishiiruka (いしいるか, いし海豚)'. JLearn.net. Retrieved 31 July 2017.
- ^'Ishiiruka-Dolphin Custom Version (2015/04/06)'. EmuCR. Retrieved 11 March 2017.
- ^'Ishiiruka Linux builds'. Retrieved 11 March 2017.
- ^'I've made a script for installing Faster Melee on Linux. Help me test it!'. Retrieved 11 March 2017.
- ^ abLinneman, John (30 October 2016). 'DF Retro: Metroid Prime – First Person Action Redefined'. Eurogamer. Digital Foundry Retro. Gamer Network. Retrieved 30 July 2017.
what is the best way to play Metroid Prime today? […] I actually think in this case emulation is a pretty good option. Yes, I'm talking about Dolphin here which has come a long way – with games like Metroid Prime benefiting greatly in the process now. It's not yet flawless, mind you, but the benefits kind of outweigh any of the smaller issues that you might encounter. And, of course, while the standard version of Dolphin certainly gets the job done, I'm actually playing the game here using an unofficial Ishiiruka version of Dolphin which adds a ton of unique features that allow you to push the visuals beyond what you can achieve using standard Dolphin. For instance, you can add lots of cool additional enhancements like depth of field, ambient occlusion, various types of color correction and a whole lot more […]. It's also worth noting that this version of Dolphin helps avoid the shader compilation stutters that plagued the official release of the emulator and it leads to a much more fluid experience. All around and as you can see the end results are pretty much excellent the game is sharper and cleaner than ever before.
- ^'Faster Melee v4.4 is out!'. Retrieved 11 March 2017.
- ^'SmashLadder Faster Melee Download'. Retrieved 11 March 2017.
- ^'Ishiiruka'. GitHub. Retrieved 11 March 2017.
External links[edit]
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Comments
commented Jan 7, 2015
Hello, I just got two gamecube controllers and this adapter : http://www.amazon.com/gp/product/B0089NVTDM/ref=oh_aui_detailpage_o01_s00?ie=UTF8&psc=1 The controllers show up as USB Gamepad but only the triggers are recognized. I then installed USB Overdrive to test the controllers and all the keys are recognized and working fine. Is it a know issue ? Did anybody else managed to get gamecube controllers to work with OpenEmu ? |
commented Feb 8, 2015
I have this same problem. I have a Mayflash, openemu and a macbook. Only the Right bumper registers, but it works perfectly fine when I'm playing on Dolphin |
commented Feb 27, 2015
Same for me but with the PC/WiiU 4-controller adapter. Definitely not a localized issue. |
commented Mar 10, 2015
Same problem with the Mayflash GC adapter.. Have you tried #1607 ? Only the triggers work.. |
Gc Controller Driver For Dolphin Boat
commented May 9, 2015
same problem here. multiple controllers hooked up to this adapter work fine in mame as well FYI, |
commented Sep 7, 2015
Same issue here on 10.11 |
commented Dec 6, 2015
I've hit this too. Basically, configuration works until I accidentally hit one of the shoulder buttons. Then I can't assign anything except the shoulder buttons. Even assigning buttons for non-GC controllers stops working! |
commented Dec 27, 2015
Does the reworked input system in 2.0.1 fix this? OpenEmu is basically unusable for me with this issue. |
commented Feb 8, 2016
Can confirm that this problem still exists. Dolphin reads all inputs fine, but OpenEmu gets locked to triggers-only after using them once while configuring controller. |
commented Feb 19, 2016
Gc Controller Driver For Dolphin Bay
Will we ever see support for the first party Wii U GameCube adapter? |
commented Apr 26, 2016
I have made a temporary (I hope it's temporary) workaround. I experienced this bug and knew right away it was a software bug and knew it was a problem with the front-end user interface. Here's what to do;
I just made this workaround last night and when I tested it it seemed to work great. Let me know if you guys have any troubles. And I really hope this bug is fixed soon because it does suck. OpenEmu is an awesome and beautiful emulator but it is so buggy and unreliable. |
commented Jun 9, 2016
Same issue? #1607 |
commented Aug 14, 2016
Same setup, same problem. August 2016. Mayflash GC controller adapter for USB. |
commented Aug 16, 2016
Same issue with the official Wii U GameCube Adapter.. It's not recognized when plugged in. Everything's fine with Dolphin 5.0, all buttons and even rumble feature are responsive! I've just installed the driver on this page : https://wiki.dolphin-emu.org/index.php?title=How_to_use_the_Official_GameCube_Controller_Adapter_for_Wii_U_in_Dolphin. Hope it'll be included in a future release.. Love the GameCube pad ;-)!!! OpenEmu v2.0.3 |
commented Aug 17, 2016
@Kabaaz Thanks for the help. I have both the blue two-port adapter and 4-port wii u/pc adapter. I also tried the second, both usb ports, switch in both positions, all four ports in each situation. I did manage to find one combination that worked in Dolphin. Well, it worked on the controller setup, the buttons had no effect once the emulation began. Leaving everything the same, there was still no response in OpenEmu besides the right analog trigger. I added that kext and upgraded to Dolphin 5.0 to test. |
commented Aug 17, 2016
Hello everyone with this issue, please post a link to your exact adapter that can be purchased. Ne yo lazy love instrumental mp3 download. We cannot diagnose the problem if we don't have the adapter or even know which one. Now for the Official GameCube Controller Adapter for Wii U, that will likely remain unsupported as it is not an actual HID device and would need a driver built into the app. |
commented Aug 17, 2016
Hi clobber, Thanks to you and your OpenEmu team for this great work.. Keep up! And so no support for the Official GameCube Controller Adapter for Wii U.. I understand though, I'll try with one of these Mayflash adapters and will come back here from time to time to post and see how it's going! According to previous posters, one (or both) of the triggers is responsive with Mayflash.. That's a start ;-)! |
commented Aug 17, 2016
http://www.mayflash.com/Products/PCUSB/PC051.html (not the new one with a switch) |
commented Aug 18, 2016
If you read my previous comment you will see that the adapters actually work fine and you can use them with SixtyForce without any problems. It's actually the front end of OpenEmu that is having the problems. I am able to use OpenEmu with the GameCube controller triggers by going into the backend and editing the Default.oebindings file manually. Download the file I uploaded and give it try (I only set it up to work for the N64 games). OpenEmu has problems when you try and set up the GameCube controller in the app's preferences and it only messes up when you press or bump the L or R triggers during set up. And Clobber, you should be able to get the OEM Nintendo WiiU adapter to work as well because Dolphin was able to support it. It would be nice to just put Dolphin in OpenEmu and kill two birds with one stone. Then we could use the WiiU adapter and play GameCube / Wii games in OpenEmu. |
commented Aug 18, 2016
@SoloKeita You aren't adding anything to the discussion here. The workaround with the mappings is known, and the fact that the adapters work with other applications is irrelevant. Also, I don't care much for natively supporting the Official Wii U adapter (honestly, or GameCube controllers in general -- they are awful for retrogaming). I am simply asking for a list of devices that don't work and links to where they can be purchased, so that we might check them out eventually, to troubleshoot the problem. I also didn't care for your earlier comment where you made a brash generalization about the application being 'so buggy and unreliable' due simply to your experience with an adapter. That certainly won't win you any favors. |
commented Aug 18, 2016
@clobber Sorry for being a disturbance to your work then. I'm just trying to do what I can to help. This is the one I have. I got it on eBay but those links expire so here it is on GearBest. http://www.gearbest.com/video-game/pp_203817.html?currency=AUD&gclid=CjwKEAjwudW9BRDcrd30kovf8GkSJAB3hTxF6fUC4GzK6p8LKjWpDR6CZryRdUrlVk6V-0BGDLV8VhoCPcnw_wcB |
commented Aug 19, 2016
GameCube controllers awful for retro gaming? What kind of sacrilege is this..? ;) I have a Mayflash GameCube controller adapter purchased from Amazon: https://www.amazon.com/gp/aw/d/B00RSXRLUE/ref=pd_aw_sbs_147_3?ie=UTF8&psc=1&refRID=MMWMJCEN2KZE6TF32MGW Neither the Wii U mode nor the 'PC' mode work with OpenEmu - same trigger issues as described above. Both modes work in Dolphin. @clobber Let me know if Amazon doesn't ship to wherever you are or you can't purchase this for some reason and I will personally send you one. I believe there are quite a number of people who want this feature - myself included! Willing to help however I can to make that dream a reality. Cheers. |
commented Sep 4, 2016
@SoloKeita I can't find the file to replace it. It's not showing up in OpenEmu at all. Any help? |
commented Sep 7, 2016 • edited
edited
@seanskii You can't find the file on your computer? In Finder, press on 'Go' in the menu bar, press & hold the 'Option' key, then select 'Library'. Then in that 'Library' folder go to the 'Application Support' folder. In that folder is the 'OpenEmu' folder and in there is the 'Bindings' folder. You may have to at least open OpenEmu once for these files to appear. |
commented Sep 27, 2016
I've been wanting a fix for this for over a year. I'd like to play some old N64 games on this platform (4 player) and I already have the gamecube controllers. I'm a developer and I'd happily contribute, but I don't know the first thing about emulator platforms, controller configuration, or whether the problem is with the software or the driver for the controllers themselves. That said, I'd be willing to learn if anybody can point me in a starting direction. Between OpenEmu and Dolphin I can play pretty much every game I grew up with that is no longer convenient/possible to play on the original system. I'd rather use the $100 worth of controllers I already own. I can definitely see a gamecube controller being less than perfect for older systems, but it does really well for N64. |
commented Oct 7, 2016
@NorthWest1620 By default macOS thinks it's a HID device, tries to read the commands, which obviously don't meet the standard, and fails. Dolphin users use a Kext to stop macOS from believing it's a HID device: Then Dolphin has it's own driver from read the non-standand output: I'm not a developer and may have be wrong, in fact I'd say it more than likely I've used the wrong terminology, so please correct me if I'm wrong. But I'd love to use the the adapter with OpenEMU. |
commented Dec 23, 2016
I took a few hours to look into this issue, since I have the same problem. Here's my assessment of the situation.
Many peoples and google searches pointed to PR #1607. I tried to make it work by reapplying the patch manually at the tip of the master branch, but I was not able to get a successful build (I was able to get one before I applied the patch). Also, to my understanding of the issue, this patch would not fix the issue, since it only add bindings to the controller database (which doesn't seems to be the right ones) and would not allow us to bind the controller manually. Since my understanding and experience in Objective-C is pretty limited, I'm unable to dig into the code to find and fix the issue we're having. But, as I saw in issues #792 and #2133, I should be able to provide more data that may help the resolution of the issue.
@clobber You might find useful the three files I linked above. Tell me if you need anything else. |
commented Feb 4, 2017
@SoloKeita I tried what you did but it must have been patched because it didn't work. I have the same problem, here's my adapter: https://www.amazon.com/gp/product/B00RSXRLUE/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 |
referenced this issue Mar 30, 2017
ClosedMayflash Gamecube Wii U adapter and Wii U pro controller not mappable #3114
commented Apr 1, 2017
Same adapter https://www.amazon.com/gp/product/B00RSXRLUE/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 same problem. Note : This adapter as two mode (with switch interruptor) : WII U mode and PC mode. |
commented Apr 17, 2017 • edited
edited
Hello I found a fix that worked for me :
|
added a commit to MarkMendell/OpenEmu that referenced this issue Jun 29, 2017
referenced this issue Jun 30, 2017
OpenTime out controller mapping read events #3241
commented Jul 7, 2017
@Fluxxed@seanskii Sorry for the very long delay in replying. I just went to use OpenEmu a couple weeks ago and it asked me to do the update so I did and the problem seems to be fixed for me. Get the latest update and let me know if it works. I think it still did weird things but I was able to remap my GameCube controller in OpenEmu. |
commented Jul 15, 2017
@SoloKeita I've never been able to get the controllers working using your fix, with any version of Open Emu. |
commented Aug 4, 2017
@SoloKeita the default.oebindings.zip fix above worked like a charm for me using a 3in1 MagicJoyBox. Much appreciated - thank you! |
commented Aug 15, 2017 • edited
edited
Hey @NorthWest1620 and @Fluxxed I think I know what your problem may be. I think the file I made might not be working for you because your adapter has a different name than mine. Do this for me..
**Notice that my adapter actually has four names that are all one digit apart (45,46,47,48), these are for each individual port on my 4-port adapter. If your adapter's name is different;
This is all theory so let me know if it works or if the name of your adapter is even different than mine. And sorry for the delayed response. If you don't get any of this just post the name your adapter has in the default.oebindings file and I might get around to doing it for you. |
commented Aug 15, 2017
@shax71 No worries! I'm glad it worked for you! |
commented Sep 3, 2017
@SoloKeita I tried replacing the device identifiers in your bindings file with the one that was specific to my GC Adapter, no luck. Same behavior of only the right trigger firing and action event. |
commented Sep 6, 2017
@NorthWest1620 So just to clarify, the right trigger is the only thing that works when you go to play a game? Or the right trigger takes over when you go to set up the controls? Because if you are using the default.oebindings file I made means you don't mess with the controls in OpenEmu, they are already set up. |
commented Sep 6, 2017
In the game I couldn't get any response from the controllers (most games require you to push start at the beginning), so there was no way to verify if the right trigger was doing anything. Only after trying to use the controller in game did I go back to the UI to see if mappings showed up, which they didn't..and then verified that only the right trigger would register to be mapped through the UI. |
commented Sep 7, 2017
@NorthWest1620 Are you playing N64 Games? I only set this up for N64 games. If you are playing N64 games, are you able to go into settings and map all the controls except for L&R triggers? You may have to stop on 'analog; right' so it doesn't automatically go down to the trigger. That's what I did when I first set it up. Then I used TextWrangler and filled in the blanks to map the L&R triggers since OpenEmu just messes it all up. If none of that works, can you zip up your default.oebindings file and upload it for me to look at? I want the default.oebindings file OpenEmu makes for your specific GameCube controller adapter, not the one I have uploaded. |
referenced this issue Nov 8, 2017
ClosedGameCube controller support #2360
commented Jan 21, 2018
ugh so what's the issue here why isn't it supported? i've got the 4 port one and yeah dolphin works fine on openemu only right bumper on one controller :/ |