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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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(Unofficial) Rebased Wii MotionPlus build
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(Unofficial) Rebased Wii MotionPlus build
07-04-2018, 04:24 PM
#51
Helios Offline
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I hope you understand then that merging maintainable code is also a very important part of dev. *especially* in unpaid OSS.

We have lots of features of Dolphin that were merged in without much thought to maintainability, now it's a buggy PITA that nobody wants to touch yet users slam into bugs with constantly.
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08-26-2018, 07:45 PM
#52
zelda64 Offline
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Hi , thanks for "Rebased Wii MotionPlus build"

I download Dolphin.Wiimotion.Plus.2017-12-2
Dolphin.Wiimotion.Plus 5.0-5981


Then I run The Legend of Zelda Skyward Sword

When I use Direct3D-11 , Dolphin Crashes !
But With OpenGL everything is Ok

Then I Use Old version of Dolphin MotionPlus build (Dolphin-MotionPlus-3.0-410-x64)
Direct3D-9 and Direct3D-11 is working very well without any crash

Please giude me for Direct3D-11 Crash on Dolphin.Wiimotion.Plus 5.0-5981


My system is old.
My GPU is Nvidia 9600Gt - 1Gb Vram
My Cpu is intel Q8400 @ 2.66 GHZ
RAM 8 GB
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08-27-2018, 02:57 AM
#53
mbc07 Offline
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Your GPU doesn't support DirectX 11.
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 16 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2)
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01-03-2019, 07:50 AM
#54
TheVinAnator
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Hey, had a question. So I see that you guys have been trying to get it working with different motion controllers. In my specific case, I'm interesting in Oculus Touch, has this gotten any further since the last post? The Oculus Touch controllers are wonderful and for a game such as Skyward Sword that has been talked about a lot in this thread, would be fantastic. Is there currently any sort of method to get the Oculus Touch working with WiiMotionPlus?
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01-12-2019, 03:28 AM
#55
8BitCerberus
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(07-04-2018, 02:09 PM)gamerk2 Wrote: That being said, I do slightly disagree on one point: At least in the short term, the majority of end users aren't going to have access to external motion controls (Android phones come to mind here).

There are quite a few options for gyro controls available now, not only using an Android phone, but also Steam Controller, Switch Pro Controller, Switch JoyCons, Dualshock 3 & 4, the newer Switch compatible 8bitdo controllers, etc. I think end users are going to have a lot more gyro-equipped options already, than you think. Outside of the Motion+ limitation, my Steam Controller has been fantastic for playing through my Wii library, I just have to keep my old Wiimote+ around when I want to play Skyward Sword.

And going forward, for the people that only have generic Xinput/or official Xbox controllers (which I hope to see Microsoft finally put a gyro in them next gen, they're the one holdout the past ~10 years) if Dolphin moves to expose the Motion+ emulation to any gyro equipped controllers instead of trying to do a hacky emulation, they'll just have to suck it up and get one. They're not detrimentally expensive, and there is a wide enough variety of options that they can pick something they're comfortable using rather than only having one option as with the current situation requiring a real Wiimote+ or Wiimote w/ Motion+ attached.
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04-28-2019, 06:20 AM
#56
t1op Offline
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So the official build of dolphin now has improved motion controls. As far as I can tell, it is not as customizable as this build.

Would it be possible to make another "rebase" of the current build, like the one that was done 12/2017?

I'm not sure if it will work, but the idea is to combine the improved working of motion controls from the official build with the customizable features of this one. Specifically, setting a modifier for gyro ranges so that you can do precise aiming by default then hold a trigger to increase speed for sword play.
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04-28-2019, 06:36 AM
#57
JosJuice Offline
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(04-28-2019, 06:20 AM)t1op Wrote: Would it be possible to make another "rebase" of the current build, like the one that was done 12/2017?

I'm not sure if it will work, but the idea is to combine the improved working of motion controls from the official build with the customizable features of this one. Specifically, setting a modifier for gyro ranges so that you can do precise aiming by default then hold a trigger to increase speed for sword play.

Combining the two would be so complicated that it's not worth it. It would be easier to code the customization features from scratch on the official build.
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04-28-2019, 04:54 PM
#58
t1op Offline
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(04-28-2019, 06:36 AM)JosJuice Wrote: Combining the two would be so complicated that it's not worth it. It would be easier to code the customization features from scratch on the official build.

How does one go about requesting that this be added?
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04-28-2019, 05:02 PM
#59
JosJuice Offline
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(04-28-2019, 04:54 PM)t1op Wrote: How does one go about requesting that this be added?

Probably the feature request thread: https://forums.dolphin-emu.org/Thread-feature-request-thread
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04-28-2019, 11:25 PM
#60
JMC47 Offline
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If you're having problems doing precise aiming, I think you're going about it wrong. There's a few small bug fixes coming in to fix the stabs at the end of swings, but, just used infrared with a higher range to make aiming easier. Stuff like the bow and first person mode work like a dream.
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