(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.

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.