[Release] Fakemote: An IOS module that fakes Wiimotes from the input of USB game controllers

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Hola, cuando lanzo PeS 2013 en el DS4, la barra parpadea en azul, pero no lo reconoce. Es el único juego que me pasa así. ¿Alguna ayuda? Lo tengo instalado en los Cios 252.
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Hi, when I launch PeS 2013 on the DS4, the bar flashes blue, but it doesn't recognize it. It's the only game that happens to me like that. Any help? I have it installed on the Cios 252. :unsure::unsure:
 
Can you make third-party PS4 controllers work?
I can't compile the code, so it would be up to someone else. I am curious about your 3rd party controller, and what USB Vendor and Product ID it has. You may be having the same issue I am... that Fakemote is expecting something else from the controller that only a real Sony controller will provide.

I can't post direct URLS yet, but if you google for online game controller test, the one from onlinemictester should work for this test.

Plug your controller into your pc and go to that page. if you click buttons on your controller, in the menus above the controller image it should list the Vendor ID and Product ID of your controller. If it is the same as the official Sony controllers, then there is something else in the Fakemote code preventing this from working for both of us.

Sony controllers and compatibles will have a vendor ID of 054C (Which may be noted as 0x054C)
And a product ID of 05C4, 09cc or 0268 (0x05C4, 0x09cc or 0x0268)
 
Plug your controller into your pc and go to that page
My controller is pro 5 and it has the following values:

VID=0C12
PID=0E11


816c5DcGndL.jpg
 
Thanks a lot!! So that's why I never heard of it, it released today. =P
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@XFlak
When I enter the Fakemote d2x cIOS Installer on my vWii, and then press A, a text with red outline appears saying: "Unable to get the module MLOAD for the d2x-v11-beta2-FM051-vWii cIOS base 38".

And also, why does this Fakemote version has the FM051 after the version? Just out of curiosity.

In XFlaks post with the download, for vWii it mentions removing/renaming the ciosmaps.xml file and renaming the ciosmaps_vWii.xml file to ciosmaps.xml. What I think it should also mention is renaming the d2x-v11-beta2-FM051 folder to d2x-v11-beta2-FM051-vWii

As for the FM051 after the name, I think it helps identify the CIOS that is installed in any particular slot. So if you hit the "Credits" button in USB Loader GX, or use the SysCheck app, it will be easy to tell what slots have the Fakemote patch.
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Something I wasn't aware of was that Fakemote allows switching between nunchuck and classic remote mode. It uses L1 +L3 to switch modes. Of course the sticks I want to use through the Mayflash adapter don't have an L3 button, so I won't be able to switch.

Is there a chance that it starts up in nunchuck mode?

Also, just to verify, some of you are successfully using cios v11beta3 with fakemote 0.5.1 successfully on vWii?
 
Last edited by Squished Squirrel,

I think you mentioned that a better slot to install fakemote cIOS was 247? Problem is, I have not found any tool that can return a slot to empty, so I am pretty much stuck with fakemote 57 and 58 in 252 and 253. The ancient (and buggy) MMM appears to be the only tool that will erase slots and it doesn't work.

In better news, fakemote does actually work with my Mayflash NS2 bluetooth adapter. I was assuming that if it didn't work on the USBLoader GX main screen, it wouldn't work anywhere, but instead it works in games, but not in the USB Loader GX Menus.

I don't suppose anyone has an idea what to try to get it to work on the loader screen as well? I have the loader IOS set to slot 252 where my ios 57 with fakemote is. Clicking the Credits star button shows it is using slot 252. (Which reminds me, I thought "FM051" would be part of the ios name and show here and in SysCheck, but apparently that name is buried deeper.)

The only USB drive I use is for Wii U content. All my wii and gc stuff is on the SD card. That leaves the rear lower USB port for the Mayflash adapter so it works in both fakemote patched IOS 57 and 58.

(On a side note, nearly had a panic attack when USB Loader lost its game start buttons. I figured it must have been due to installing priiloader, and sure enough, there is a patched USB Loader for that bug.)
 
U can clear those slots easily by using modmii's syscheck updater wizard, and (un)installing those redundant cios's using the optional stub ios's modmii provides

Or if u have any (c)IOS wad that is set to slot 252 u can just uninstall that.

Caution should be used whenever (un)installing a wad, but in this case it's fine. I say this not so much for you as it sounds you're up to speed, and more for anyone else that may happen to read this later.

Regarding getting the loader to work with fakemote, it may have other adverse effects but u could change the loader/startup ios in the settings / meta.xml and/or forwarder.

I've personally not messed with fakemote, but I too actually have the same Mayflash adapter as u (I use it mainly on a dif console), neat to know that it works in this way!
 
U can clear those slots easily by using modmii's syscheck updater wizard, and (un)installing those redundant cios's using the optional stub ios's modmii provides
...
Of course I type that up and find that AnyTitle Deleter MOD easily cleared out 252 and 253.

The goal to all this mess is to get wife's fav controller (Switch controller) to work on Wii U and Wii games.

Do loader channels overwrite the USB Loader GX meta.xml files? I tried setting:

<arg>--ios=247</arg>
<arg>--bootios=247</arg>

And after checking the file again, it changed bootios back to 58.
 
Last edited by Squished Squirrel,
I have managed to get one mode on the Mayflash NS2 to cross from Wii U, to vWii (only in USB Loader GX at the moment), to Nintendont.

It only works on the Mayflash NS2 Red LED "Switch" mode. It may only work with the NS2 unless I get more info on the NS and S adapters to see if they have a matching mode with matching HID data. It won't work with the adapter in Purple LED "Switch Pro" mode, or any other mode.

It took a custom ini for HIDtoVPAD (alpha version for Aroma) and custom ini for Nintendont, and a custom compile of Fakemote installed to a cIOS in slot 247 (in my case) along with a custom USB Loader GX forwarder channel that uses the Fakemote IOS to launch the USB Loader GX homebrew app.

Obviously you can't turn the console on from anything USB, so you still need the gamepad or or Wiimote to turn it on.

In Wii U mode, no Mayflash attached controller can trigger the home button in HIDtoVPAD. There can also be some contention between the USB input and the Wiimote/Wii U Pro controller. It appears HIDtoVPAD isn't informing the OS to move them to player 2. Maybe @Maschell will pick up development again.

In vWii mode, I have not applied the fakemote patch to the menu IOS 80, and all the d2x 249-251 IOS installs, so right now it only works in USB Loader GX using a forwarder. The WiiU USB Loader GX forwarder also works, but still requires the modded wii forwarder. From there it works in Wii games, and Nintendon't. A side note: There is a bug in priiloader right now that doesn't let you set a custom IOS for the home menu.

No mode can tell the Mayflash attached controller to change LEDs, rumble, or use an accelerometer..

The patched version of Fakemote is really, really ugly. I took the PS4 controller code, stripped it down, and modified it to work with the switch mode, I MIGHT be able to get it to cooexist with the other modes it supports (PS3/PS4/Dragonrise), but I really have no idea how much memory is free for such stuff on the vWii arm cpu where the USB ports connect. Maybe @xerpi is still around and could answer that.
 
Last edited by Squished Squirrel,
He's certainly around in github, we are doing some heavy refactoring in fakemote. Your best bet is to propose a branch for review in github.

Yeah, I am kicking myself for not forking Fakemote before the most recent changes. I haven't forked a project before, and I'm not sure if I did if I could revert a fork back to 0.5.1. I don't know if I want to try to merge my changes into the most recent source... it looks like you are in the middle of major changes.

I've got both the Mayflash NS2 Blue and Red modes working in fakemote. (Teal also works, but not in HIDtoVPAD.) Combined with Wii VC Launch, I can go from Wii U to USB Loader GX without the "connect a wiimote" warning and play wii and GC games using many fairly recent gamepads. (Switch Pro/Wii U Pro/DS4/xbox...)

My next hurdle is getting the vWii menu and homebrew channel to use Fakemote. Not sure about the best way to approach that.

Priiloader won't let us select a different cios yet, and I'm not sure how to patch IOS 80... preferably with the fakesign patch also in place. d2x doesn't have patches in the meta.xml for IOS 80.
 
Yeah, I am kicking myself for not forking Fakemote before the most recent changes. I haven't forked a project before, and I'm not sure if I did if I could revert a fork back to 0.5.1. I don't know if I want to try to merge my changes into the most recent source... it looks like you are in the middle of major changes.

I've got both the Mayflash NS2 Blue and Red modes working in fakemote. (Teal also works, but not in HIDtoVPAD.) Combined with Wii VC Launch, I can go from Wii U to USB Loader GX without the "connect a wiimote" warning and play wii and GC games using many fairly recent gamepads. (Switch Pro/Wii U Pro/DS4/xbox...)

My next hurdle is getting the vWii menu and homebrew channel to use Fakemote. Not sure about the best way to approach that.

Priiloader won't let us select a different cios yet, and I'm not sure how to patch IOS 80... preferably with the fakesign patch also in place. d2x doesn't have patches in the meta.xml for IOS 80.
Can you share your settings or files to make the Mayflash adapter to work? I have an Mayflash Magic-NS (the first one) that I like to try
 
Yeah, I am kicking myself for not forking Fakemote before the most recent changes. I haven't forked a project before, and I'm not sure if I did if I could revert a fork back to 0.5.1. I don't know if I want to try to merge my changes into the most recent source... it looks like you are in the middle of major changes.
I fully understand your frustration, unfortunately you happened to start working on the project right when we decided to make major changes indeed. On the bright side, I can tell you that the big changes are over :-)

The project has been split into two:
- fakemote: the cIOS module which translates USB joysticks into wiimotes
- embedded-game-controller: the code to interact with USB controllers

The idea is that the embedded-game-controller library could be reused across different projects (for example, Nintendont), but also across different console platforms, since it has a mechanism to support different platform backends. Right now, besides the Wii's Starlet processor, it supports libusb, which allows running it on your desktop (I tested on Linux, but Windows and macOS might also work), which greatly reduces the time and efforts to add support for a new controller, since it's much easier to debug things on your PC.

All this to say, that your changes should be made to EGC's repository :-)
 
I fully understand your frustration, unfortunately you happened to start working on the project right when we decided to make major changes indeed. On the bright side, I can tell you that the big changes are over :-)

The project has been split into two:
- fakemote: the cIOS module which translates USB joysticks into wiimotes
- embedded-game-controller: the code to interact with USB controllers

The idea is that the embedded-game-controller library could be reused across different projects (for example, Nintendont), but also across different console platforms, since it has a mechanism to support different platform backends. Right now, besides the Wii's Starlet processor, it supports libusb, which allows running it on your desktop (I tested on Linux, but Windows and macOS might also work), which greatly reduces the time and efforts to add support for a new controller, since it's much easier to debug things on your PC.

All this to say, that your changes should be made to EGC's repository :-)
Is the cmake and make procedure the same? I assume that to build a fakemote module for d2x, you are building the whole project, with both modules?

I only got as far as I did because the build instructions were clear and concise. Managed a build on a mac laptop in a couple hours from scratch, installing xcode command line tools, cmake and devkit arm.

Are the A and B wiimote buttons supposed to be reversed in nunchuck mode? I did open an issue about it. I didn't like Fakemote starting out in nunchuck mode and switched mine to start in classic controller mode. My reasoning being that the best use for Fakemote is in games that work well with the classic controller, so why not start out that way.
 
Last edited by Squished Squirrel,
Can you share your settings or files to make the Mayflash adapter to work? I have an Mayflash Magic-NS (the first one) that I like to try

I haven't had time to update my patch to the current development version of fakemote. It also requires replacing your vwii USB Loader GX forwarder channel, as well as installing a custom IOS via d2x (my changes are not in the Modmii cios downloads.) I wouldn't want anyone to use a build I compiled, so not until the changes are approved and rolled into Xerpi's version would I trust it.
 
Once the recent changes are complete, what would be the general procedure to create a fork that can interact with the Wii U gamepad? The initial intent is to run this version under the HAI-IOS used for Wii VC injections to add support for the Wii U gamepad being used in conjunction with standard wii remotes.
 
My DS4 (09CC) doesn't work for some reason.

I installed the most recent "d2x-v11-beta3-FM051" from modmii github, base 57 on slot 246 and base 58 on slot 247, both rev65535. When i load a game like Mario Galaxy, with USB loader GX forcing slot 247, it complains that no wiimote+nunchuck is connected, but after plugging the USB, the game loads the main title screen. That means, the module worked and a Wiimote+Nunchuk is being emulated correctly, however nothing i press on the controller does anything. Unplugging the USB brings back the message complaing about having no Wiimote. What then?

Loading the System Menu forcing cios with priiloader 0.9.8 also didn't work, the controller does nothing.

This can be quite related to why i couldn't use my DS4 on Nintendont as well; the details on that are on the issue #1211 of FIX94/Nintendont on github (can't post links yet). I'm already pretty sure i'll need to re-compile the module myself with custom code, but idk what i'll need to change.
 
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