Yes, that's true, but whether 5.0 should be blocked because of there not being working Wiimote support is independent of choosing between broken support and disabled support. I agree with the decision that was made, but your first post made it sound like we still would have broken support instead of no support if it wasn't for the upcoming 5.0 release, which seems odd to me.
I configured the controllers as Gamecube pads on both PC and laptop and now NetPlay control works

Thanks again!
Quote:How should the wiimote numbers in these three places be related?
- PC (host) controller config screen
- PC (host) netplay configure pads screen
- laptop (guest) controller config screen
I asked this earlier and here is the answer (I think, correct me if something is wrong):
Configure the PC controller on the PC as a GameCube controller. For example set "port 1" on the controller configuration screen as "standard controller" and and use "XInput/0/Gamepad" (first xbox 360 controller) as its device.
Configure the laptop controller on the laptop as a GameCube controller. It is ok to use "port 1" here too.
In the NetPlay screen click "configure pads" and set "pad 0" to the PC player name and set "pad 1" to the laptop player name. (Note that even if we on the laptop set the controller to "port 1" (the first in the config list) it still works to on the NetPlay screen set the laptop user as "pad 1" (the second in the netplay config list.)
(03-26-2016, 05:01 AM)leolam Wrote: [ -> ]Dolphin is not banned from the Wiimmfi custom server, if you have and can use your own NAND dump or change the NAND identifiers.
Just be careful though, as you must always run at full speed and not lag behind too much or your slowdowns will cause issues for other people and be considered as time cheats. Even on decent hardware, this can be pretty hard with shader compilation stuttering…
Good to hear, I'll try it. But I'm afraid my PC doesn't always run dolphin full speed. Do you think I could still be banned if I would only use Wimmfi to play private matches with friends only. Do the server mods ban for lag after someone complains or do they monitor and ban automatically no matter what?
Do you know if there is a way to host a multiplayer (more than 4 players) server on your own and play the games over LAN with friends without the detour to any WAN wimmfi server?
I think no one cares if you are lagging in friend matches. They used to investigate and ban only when someone reports a cheater or when they find a cheater themselves; now they also do that automatically, but IIRC that's only in the worldwide and continental regions (
but I'm not 100% sure. Though in the worst case, you'll be banned for 1 week
There's
dwc_network_server_emulator, but imo it is not worth the hassle of configuring it when you have Wiimmfi.
One more follow up question if I may. When in non NetPlay mode I use a "super save pack" file from the internet to unlock all tracks in Mario Kart Wii. But in NetPlay mode there are locked tracks.
On
https://sv.dolphin-emu.org/docs/guides/netplay-guide/ it is said that
Quote:Wii save files are currently disabled as of 4.0-6512. This means users do not need to synchronize Wii NANDs any longer, but cannot save in exchange.
I guess that explains why the track unlock super save does not help. Is there another way to unlock all tracks in NetPlay with Mario Kart Wii?
Maybe with an AR code? I don't remember off the top of my head if we disable those in netplay.
(03-29-2016, 01:23 AM)leolam Wrote: [ -> ]There's dwc_network_server_emulator, but imo it is not worth the hassle of configuring it when you have Wiimmfi.
Looks interesting. I found install instructions
here . Do you know if the server requires a lot of computer resources? Or would even a raspberry pi 2 or 3 be able to run it? I didn't find much info about the Dolphin side of connecting and using that server though. Is there an instruction on that somewhere that I've missed? I found the thread "
Anyone interested in a Dolphin-Fi server?" but it doesn't go into details.
(03-29-2016, 05:08 AM)helios747 Wrote: [ -> ]Maybe with an AR code? I don't remember off the top of my head if we disable those in netplay.
Thanks, I'll try that.
I don't think it needs a lot of resources to run, especially as client traffic during matches don't go to the server. A Pi should be able to run it. At worst, host it on a VPS, or your own PC inside of a container
For connecting to it, it is the same as for a real Wii. You have to patch the ISO to use your server instead of the official servers (I recommend this approach rather than messing with the DNS settings, so you don't need to change the Wii Menu settings in Dolphin)
(03-29-2016, 05:08 AM)helios747 Wrote: [ -> ]Maybe with an AR code? I don't remember off the top of my head if we disable those in netplay.
AR codes work over netplay. The Melee netplay community settings code, for example, is used to prevent desyncs due to memory card discrepancies since it lets you unlock everything without having a memcard inserted.
I tried Gecko Codes and they work for NetPlay.
Or at least the Ultimate License Unlocker code works for Mario Kart Wii over NetPlay with latest development version of Dolphin.
Here are the steps to enable them:
- config -> interface -> enable cheats
- right click mario kart wii in games list -> properties -> gecko codes -> download codes -> (downloads shown in list) -> checkmark "Ultimate License Unlocker"