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Is Dolphin 5.0 capable of Wiimote virtual/real memory allocation?
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Is Dolphin 5.0 capable of Wiimote virtual/real memory allocation?
06-20-2019, 04:00 AM
#1
Dontwait00 Offline
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Question 
Yeah, hi.

Im testing few things with homebrew stuff, and i NEED to parse the wiimote internal memory EEPROM Chip. I dont care if works only on a real Wiimote, but i was using Dolphin because i dont have a Wii, and a Wiimote (anymore).

If was possible, could i ask you developers, if one day near, have the possibility to save/create a Wiimote raw data (like the option virtual SD Card using only raw space?) If not, should i make my own version of Dolphin, and paste here my fork's source code? I need to debug in realtime stuff inside Wiimote, and i would really appreciate it if you add a rushed build. I dont care stability.

Thanks guys for your hard work!
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06-20-2019, 04:18 AM
#2
Helios Offline
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If you know how to implement this yourself, we would absolutely welcome a pull request on Github.

If you want to fork it and make a quick and dirty implementation without caring about stability or maintainability, thats fine too. You're not required to release every code change you make as long as you're not redistributing a compiled binary to other people.

I've pinged to see if any of the devs who like to work on emulated input for Dolphin are into this.
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06-20-2019, 05:42 AM
#3
Dontwait00 Offline
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(06-20-2019, 04:18 AM)Helios Wrote: If you know how to implement this yourself, we would absolutely welcome a pull request on Github.

If you want to fork it and make a quick and dirty implementation without caring about stability or maintainability, thats fine too. You're not required to release every code change you make as long as you're not redistributing a compiled binary to other people.

I've pinged to see if any of the devs who like to work on emulated input for Dolphin are into this.
Oh hell yeah, thats okay for me. I have everything ready now, but i have to say something. C++ is not implemented in my brain, unfortunatly. I only know C, which makes me really sad. Btw, yeah, i have just looked at the source code, and there is missing two files from my compiler, one is "dsp_code.h" and the other one is "dsp_code.c or dsp_code.cpp"

I dont know if that was intended to be there, or it was renamed the filename after branching, but here you are. The files should be inside "dolphin_master/Source/DSPSpy/"
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06-20-2019, 06:24 AM
#4
mbc07 Offline
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If it helps, I think Dolphin already support this with real Wiimotes at least, as I've successfully read/written Miis to my real Wiimote using Dolphin and the Mii Channel (and I remember doing that even before BT Passthough was implemented)...
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06-20-2019, 06:33 AM (This post was last modified: 06-20-2019, 07:57 AM by Dontwait00.)
#5
Dontwait00 Offline
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(06-20-2019, 06:24 AM)mbc07 Wrote: If it helps, I think Dolphin already support this with real Wiimotes at least, as I've successfully read/written Miis to my real Wiimote using Dolphin and the Mii Channel (and I remember doing that even before BT Passthough was implemented)...

Oh nice! This helps me a lot while playing with the project. Kinda sucks that i dont have any wiimote in my home, this steps me into buying an old wiimote just for testing. EDIT: spelling badly

Thanks for the hint, mate!
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06-20-2019, 11:17 AM
#6
Billiard26 Offline
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What are you actually trying to do?

Most of the Wii Remote EEPROM is NOT visible over Bluetooth. Only 0x1700 bytes are accessible. You'll find Calibration data, Mii data, "User" data (Used by Brawl and a few other games), and 342 bytes of "unknown" data.
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06-20-2019, 05:42 PM
#7
Dontwait00 Offline
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(06-20-2019, 11:17 AM)Billiard26 Wrote: What are you actually trying to do?

Most of the Wii Remote EEPROM is NOT visible over Bluetooth. Only 0x1700 bytes are accessible. You'll find Calibration data, Mii data, "User" data (Used by Brawl and a few other games), and 342 bytes of "unknown" data.

Well, im working on a project for a discord server, and, i was looking for a wiimote management tool, which consist on inject "User" data (as you said), formatting savedata, reading reports and registers. Everything releated to the wiimote, from homebrew (and PC)
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06-21-2019, 12:42 AM
#8
AnyOldName3 Offline
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Quote:Most of the Wii Remote EEPROM is NOT visible over Bluetooth.


I think I read somewhere that Wiimotes support I2C somehow, so would that mean that the OP might be best off chopping a nunchuck cable in two and attaching it to an Arduino, or does it not actually work like that?
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06-21-2019, 07:10 AM (This post was last modified: 06-21-2019, 07:13 AM by mbc07.)
#9
mbc07 Offline
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AFAIK whatever is plugged on the extension port is mapped into a specific address range that can be accessed through Bluetooth by using the appropriate data reports. That address range does not include the EEPROM, not even the small portion normally accessible through Bluetooth. AFAIK the only way of fully reading/writing to the whole Wiimote EEPROM is by connecting wires directly to the chip on the board and using a compatible programmer...
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06-21-2019, 09:17 AM
#10
Billiard26 Offline
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(06-21-2019, 07:10 AM)mbc07 Wrote: AFAIK whatever is plugged on the extension port is mapped into a specific address range that can be accessed through Bluetooth by using the appropriate data reports. That address range does not include the EEPROM, not even the small portion normally accessible through Bluetooth. AFAIK the only way of fully reading/writing to the whole Wiimote EEPROM is by connecting wires directly to the chip on the board and using a compatible programmer...

All I2C traffic IS visible on the extension port. My guess is reading EEPROM over the extension port would work so long as the remote was powered on (but inactive as I'm guessing it wouldn't play nice with another I2C master). But this all seems to be outside the scope of what is trying to be done. Tongue
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