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Full Version: Cursor for emulated Wiimote?
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Seeing as how batteries die in 2~ hours in a real Wiimote, and it generally takes me ages to get a Wiimote to connect anyway, I'm kind of partial to using the emulated Wiimote.

Dolphin 2.0 let you use mouse input for games that make use of an on-screen pointer (the Super Mario Galaxies, Trauma Centers, etc), and that worked fine. Early Dolphin 3.0 did pretty much the same, except with much less accuracy. Current builds really offer no such functionality, that I can tell. Even in mapping the IR to the mouse (using the cursor option from the button picker thing), no on-screen marker comes up in any games that require it, even after trying to toggle it on/off with the Hide button. Through some messing around, I found that if I map every single possible Wiimote movement to the mouse (IR, swing, and tilt), I can make the cursor show up very briefly, but it's never anywhere near where I want it to be. I get more or less the same behavior if I try to map it to an analog stick, with the only real difference being that the cursor spends even less time actually on the screen.

Is there a proper setting for this, or has this just been broken with no interest in fixing it because we're expected to use a real Wiimote?

Just in case any of this makes any sort of difference:
Build version: pretty much every single one from the past year or so, x64
OS: Windows 7 64
Controllers used: 360 controller for Windows, PS2 and Gamecube controllers through USB convertor, Logitech wireless mouse
You have to configure the emulated Wiimote IR pointer, to the axis' of the mouse. But for me, it was terrible as the pointer jumped back to the middle after every little move.
Use Cursor instead of Axis and you won't have problems Wink
I -am- using cursor. Just using cursor alone doesn't work, because the IR mappings do not respond at all, period, until they're also mapped to swing and tilt, as well. Only then will the cursor appear, but it also will not behave correctly (the full range of the cursor is a very shallow crescent from the bottom corners of the screen that arc to about 1/3 of the way up the screen).
Tried to adjust this? :
[attachment=8529]
Yep. Doesn't have much bearing. It did with older (more than a year old) versions, but all it really does now is change the way it's undesirable, rather than making it good enough. Sometimes moving the mouse up will make the cursor go down, sometimes it'll go up and then disappear, other times it just doesn't appear at all.

Messing with it long enough, I can get it to where the cursor is capable of appearing in an elongated ring shape on the screen; if it's inside or outside the ring, it's invisible, but it appears if it's ON the ring.
Show us a pic of your settings
These aren't my most recent settings, but the settings I have saved (which do not work, either).

For controller:
[attachment=8530]

For mouse:
[attachment=8531]

And messing with Center/Width/Height earlier, this is the ring I was referring to:
[attachment=8532]

Cursor would appear anywhere as long as it was within the ring I hilighted. Inside it or outside it, invisible again.
Just as I thought, uncheck upright wiimote

Edit: well that's what it looks like for the first pic any way, but the mouse should be working afaict
Ah, if I uncheck the upright wiimote box and clear out the swing/tilt settings, it works fine with the controller. Downside is that it leaves the cursor in the middle of the screen constantly, since 'hide' isn't a toggle, and it only hides for as long as the hide key is pressed. But still, that's progress! Just wish I could figure out how to make the mouse work. x.X

Edit:
Two things: just now realized the 'not' option in button configuration. Perfect solution for controller input. Also, completely wiping the mouse settings and putting all input back in from scratch fixed the mouse. Maybe the input settings format changed since I created it? It IS a very old preset file.

Thank you for your help! Big Grin
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