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So basically I'm trying to play netplay with my friend. We had some problems initially but we are pretty tech smart and solved all of them except one. When we launch the game on our own, it works fine. We try to connect via netplay and that also works fine. Finally we launch the game and that works fine too but in game right at the very first loading screen it says "lost connection to wiimote one". I don't know how to fix this because neither of us are using a wiimote controller and this also doesn't happen when we play without netplay. So i was just wondering does anyone know what the issue would be and how I could fix it without having to use an actual wiimote? Also, is there any way to completely disable a wiimote? So that it doesn't give us the error message that a wiimote has just lost connection. Thank you for your time.

-Jake Turcotte
Which game?
(07-14-2011, 04:44 PM)Billiard26 Wrote: [ -> ]Which game?

The game is "Dokapon kingdom". It works completely without a wiimote (gamecube controllers etc.) but we just can't play because we can't progress past that screen. So i guess in theory we have to figure out a way to get a wiimote to work on netplay or somehow disable the wiimote all together.
Set all wiimote input sources to "Inactive".
(07-15-2011, 06:28 AM)Billiard26 Wrote: [ -> ]Set all wiimote input sources to "Inactive".

Sorry for being a noob but how exactly do you do that? I looked through almost all the settings and can't seem to find it. Under input sources I see an option called none but i don't think that worked before... Btw thanks for replying I really appreciate the help.
Yes I'm going to confirm that putting the wiimote input source to "none" gives me the same error message of "lost connection to wiimote one". If setting them to inactive is a different thing please let me know how Big Grin
ya, "None", if that didn't work, idk
Does Netplay even have support for wiimote? Like we're not using it but the game requires a wiimote to be connected for it to run. So can Netplay even recognize a wiimote at all?
(07-15-2011, 10:46 AM)jake.turcotte Wrote: [ -> ]Does Netplay even have support for wiimote? Like we're not using it but the game requires a wiimote to be connected for it to run. So can Netplay even recognize a wiimote at all?

Nope.
(07-15-2011, 10:46 AM)jake.turcotte Wrote: [ -> ]Does Netplay even have support for wiimote?... So can Netplay even recognize a wiimote at all?

Looking at the source code for NetPlay (files Core\Core\Src\NetPlay.cpp and NetPlay.h), most of the Wiimote-related code is commented out. The NetPlay_WiimoteUpdate() and NetPlay_WiimoteInput() functions are basically doing nothing for now.
Thus, as the NetPlay window says, Wiimotes won't sync through NetPlay and aren't supported yet.

If the game expects you to always have a Wiimote connected all the time even if you have GameCube controllers, or if it expects you to skip a screen using a Wiimote, then blame the game for not being programmed well enough to let you use just GameCube controllers. Tongue Perhaps you could try setting up one Wiimote, starting the game with NetPlay, pausing the game, holding whatever button is assigned to A on the Wiimote (enabling "Background Input" in the Wiimote config window may help), resuming the game, releasing the A button, [the following is to avoid potential desyncs] pausing the game, disconnecting the Wiimote in both Dolphins, resuming the game... If even the above doesn't work, then you're out of luck...

In my case, FWIW, I tried playing SSBB (PAL) using two GC controllers (both controlled by me!), single core, LLE audio emulation, with two instances of Dolphin on the same computer; but it apparently has the tendency of desynchronizing quite too quickly into matches, especially when the two Dolphins are loading the same save data (which can sometimes result in a "Vault data corrupted" error message occasionally appearing on one Dolphin). Examples of desync's included: players P1 and P2 spawning in "opposed" positions, controls not being exactly replicated (went through the settings menu once in only one Dolphin, as the pointer wasn't at the same place when A was pressed), dealing a bit too few/much % damage (random number generator desync), and thus sometimes missing attacks... Oh well.
(07-15-2011, 10:45 PM)Dimitri Wrote: [ -> ]
(07-15-2011, 10:46 AM)jake.turcotte Wrote: [ -> ]Does Netplay even have support for wiimote?... So can Netplay even recognize a wiimote at all?

Looking at the source code for NetPlay (files Core\Core\Src\NetPlay.cpp and NetPlay.h), most of the Wiimote-related code is commented out. The NetPlay_WiimoteUpdate() and NetPlay_WiimoteInput() functions are basically doing nothing for now.
Thus, as the NetPlay window says, Wiimotes won't sync through NetPlay and aren't supported yet.

If the game expects you to always have a Wiimote connected all the time even if you have GameCube controllers, or if it expects you to skip a screen using a Wiimote, then blame the game for not being programmed well enough to let you use just GameCube controllers. Tongue Perhaps you could try setting up one Wiimote, starting the game with NetPlay, pausing the game, holding whatever button is assigned to A on the Wiimote (enabling "Background Input" in the Wiimote config window may help), resuming the game, releasing the A button, [the following is to avoid potential desyncs] pausing the game, disconnecting the Wiimote in both Dolphins, resuming the game... If even the above doesn't work, then you're out of luck...

In my case, FWIW, I tried playing SSBB (PAL) using two GC controllers (both controlled by me!), single core, LLE audio emulation, with two instances of Dolphin on the same computer; but it apparently has the tendency of desynchronizing quite too quickly into matches, especially when the two Dolphins are loading the same save data (which can sometimes result in a "Vault data corrupted" error message occasionally appearing on one Dolphin). Examples of desync's included: players P1 and P2 spawning in "opposed" positions, controls not being exactly replicated (went through the settings menu once in only one Dolphin, as the pointer wasn't at the same place when A was pressed), dealing a bit too few/much % damage (random number generator desync), and thus sometimes missing attacks... Oh well.

Sigh... why did they have to make the game this way... I tried offline play. If i disconnect the Wiimote at the title screen I get the same message.
If i disconnect it while I'm actually playing it runs perfectly no problems. So unless I can skip the title screen and go right into gameplay I'm screwed.
I know this is a last ditch effort but I have to ask. Is there a way to open a game file in netplay so I bypass the title screen?
Or on a second note, a way for me to open it up on my own and have my friend join in slightly after once I have gone past the title screen?
Once again I appreciate your help and if you can think of ANYTHING, please let me know.
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