Homebrew Homebrew app Bloopair: Connect Controllers from other Consoles natively

  • Thread starter Thread starter GaryOderNichts
  • Start date Start date
  • Views Views 326,023
  • Replies Replies 640
  • Likes Likes 104
@GaryOderNichts Would it be possible to create something like Bloopair for the vWii/Wii? I apologize if this has been asked before, but was just thinking how nice it would be to play some Wii games compatible with the classic controller with a wireless PS4 controller.
There is fakemote. No wireless support yet though.
 
  • Like
Reactions: MikaDubbz
Would Bloopair allow a Wii U Pro to act as the Gamepad in PPSSPP? Or any other controller for that matter that is not the Wii U Gamepad?
 
Brilliant plugin - awesome work Gary!

As some others before me, the ability to switch A/B etc. would be great, either via inifile or configuration application. Due age and muscle memory ingrained due several gaming platforms, Nintendo ordering of buttons causes all kinds of oops moments while gaming.

For "personal edition" of buttons across the whole range of BT controllers swapping values of WPAD_PRO_BUTTON_xxx in controllers.h and compiling the plugin myself should do the trick i guess?

Although, even better for us A/B ordering heretics would be an Aroma or Tiramisu plugin for switching buttons throughout the system.
 
  • Like
Reactions: GaryOderNichts
I tried Bloopair with the 8bitdo Pro 2. It worked fine at first but sometimes the Controller would just disconnect or input would get laggy. I tried both Switch and Xbox Mode but it has happend on both settings. Controller works fine on PC and my Switch Console so i guess it's an issue with Bloopair?
 
Excuse me, do you know how to connect an Xbox S/X controller ? I have seen that it is not currently supported, so, is there not any turnaround with it, like Magic NS for example, that would be actually certified by users of Xbox controllers ?

Thanks~
 
Is there any plans to add support to wired controllers? One of my PS3 controller is recognized and pairs, but doesn't actually work wirelessly.
 
  • Like
Reactions: Ewpb
I'd also be interested in wired controller support as I have an arcade stick that thinks it's a wired PS3 pad.

I have a Bluetooth M30 pad that works flawlessly using Bloopair, I just press a button and it becomes the controller in port 2 in Retroarch.

If the module read inputs from a wired pad I could then just use Retroarch to define the buttons., As Retroarch seems very flexible when allocating buttons in the main input setup screen.

Press a button for A...

Press a button for UP...

Press a button Left Trigger.... If you leave for 3 seconds it moves to the next input assuming you don't have a Left Trigger.

Ideally the perfect setup for system wide would be HID Test using the Retroarch style define key setup. Capturing the inputs and putting a button to them and creating a config.

Then making it the Wii U system think it's plugged into the second input port.


People with old wired HID pads that only have 4 buttons could set up a pad for playing. It would be very flexible.

Thanks for reading my many assumptions and waffle! But I needed to get it straight in brain.
 
Last edited by Ewpb,
Is there a way to remap the buttons of paired devices? i have a "generic" switch Pro controller, that gets recognized with buttons Y ↔ X and B ↔ A swiped
All other buttons work fine
 
Is there a way to remap the buttons of paired devices? i have a "generic" switch Pro controller, that gets recognized with buttons Y ↔ X and B ↔ A swiped
All other buttons work fine
Yeah, the controllers button mappings each are in different files, but it's part of the source code, and you have to compile it. I can't do it now, since my computer's fan failed.
 
Is there a way to remap the buttons of paired devices? i have a "generic" switch Pro controller, that gets recognized with buttons Y ↔ X and B ↔ A swiped
All other buttons work fine
I hope this works, but I changed what I think are the buttons for that, then compiled it:
 

Attachments

  • Like
Reactions: ArgoRV
Hi there!

I have a raphnet n64 controller to wii adapter. The controller works great but i need to remape Z in virtual console injected games. Zr to Zl.

Is there some way to remape from the beginig?

Thanks
 
Hi there!

I have a raphnet n64 controller to wii adapter. The controller works great but i need to remape Z in virtual console injected games. Zr to Zl.

Is there some way to remape from the beginig?

Thanks
you'll have to do it in the source code. I'm afraid doing it for specific games or even where that device would be located in the source code is beyond my abilities.
 
  • Like
Reactions: rioazuki
Bloopair version 0.6.0 is now released!
Changelog:
  • A lot of code has been refactored to improve stability and maintainability.
  • Avoid stick drifting which rarely happened once a controller was connected.
  • Switch Controller:
    • User calibration data is now used if available (after calibrating a controller using a Switch).
    • The capture button is now mapped to an unused button bit, which can be accessed by homebrew applications.
 
Bloopair version 0.6.0 is now released!
Changelog:
  • A lot of code has been refactored to improve stability and maintainability.
  • Avoid stick drifting which rarely happened once a controller was connected.
  • Switch Controller:
    • User calibration data is now used if available (after calibrating a controller using a Switch).
    • The capture button is now mapped to an unused button bit, which can be accessed by homebrew applications.
I may have used the code from that for the user above (if I even did it right with the switch), because I compiled it less than an hour ago.
 
Bloopair version 0.6.1 is now released!
Changelog:
  • Switch Controller:
    • User calibration data is now properly read for the right stick.
    • Third-party Pro controllers now use the extended reports.
      This fixes an issue where the capture button wasn't mapped and calibration data ignored.
    • Properly handle cases where no calibration data is stored on the controller at all.
Post automatically merged:

Can the same thing be done with dualshock/sense touchpad?
It could, but tapping the touchpad seems unintuitive to me, and could be triggered on accident.
 

Site & Scene News

Popular threads in this forum