Hacking Gamecube to Classic Controller Converter 2 questions

bezem

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Please adjust it so software can remap at will; I can wait as I prefer your original config plans
 

qwertymodo

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I'm working with tueidj right now to add the proper hardware detection and command protocols. If this works, it'll probably go into libwiiuse, which will mean potentially any homebrew could support the functionality if they so choose (though most probably won't, considering the only hardware that will support it will be mine...). In any case, the fact that he seems willing to add this kind of support into Devolution just for my hardware is pretty sweet :)
 

bootsector

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Hmmm... Wondering what you mean when you say "...willing to add this kind of support into Devolution just for my hardware...". Are you guys tampering with the Extension ID bytes in order to create a "new" kind of Wiimote extension? Won't devolution support regular Wii CC's?
 

qwertymodo

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Hmmm... Wondering what you mean when you say "...willing to add this kind of support into Devolution just for my hardware...". Are you guys tampering with the Extension ID bytes in order to create a "new" kind of Wiimote extension? Won't devolution support regular Wii CC's?

Yeah, the idea is to modify the extension ID to identify as a "new" type of extension, but to do so in such a way that existing software ID's it as a normal CC (so far, the ID 0x00, 0x01, 0xa4, 0x20, 0x01, 0x01 seems to work with all of the official software and homebrew that I've tested). Then, Devolution will be able to check if it's a normal CC or one of my adapters. If it's one of my adapters, then we'll use some unused range of the extension register space to store button mapping data, and Devolution can re-map the buttons at will by writing the new mapping data to whatever range we settle on. Software that is unaware of this additional capability will just assume it's a normal, original CC and continue as normal with the default mapping (which, if this works, will probably stay as A->A, B->B, etc. and then the remapping will be up to the software). Devolution will work just fine with normal CC's, but tueidj has decided to map the ABXY buttons differently than I would like to, and this way, he can map the buttons any way he wants without me having to change the default mapping. Granted, changing the extension ID alone would be enough for him to just do it in software, but I like the idea of being able to remap the buttons in software, but have the actual change made in the hardware. This way, you could potentially, say, remap an N64 controller's Z button to the CC L button for use with N64 VC titles.
 

bootsector

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I think he should drop the whole idea of using a different extension ID for that. Software button mapping is plain vanilla to implement and it seems like the cleanest/smartest solution.

You could also implement new mappings based on which button is pressed when the adapter is powered. I've implemented that for N64 controllers on WRA which makes it greate for Zelda games. Config could even be stored in flash memory, so it saves the last config until the user selects a new one by powering the adapter with another button pressed.
 

qwertymodo

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I don't see any problem with using a different ID as long as it doesn't break support for existing software, and from the testing I've done so far, I haven't found a single game, official or homebrew, that has any problem treating the modified ID as a normal CC.
 
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qwertymodo

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Have you at all looked into the issue of the controller freezing when no GC controller is plugged in? I haven't had a chance to look into it yet, but I might have time this weekend. I'm not sure if any other controllers suffer from the same issue, but I would guess that N64 would as well. It's probably waiting for data that never comes and that combined with having interrupts disabled is likely causing issues...
 

Hyperstar96

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just wanted to mention something about the original post here, I don't think it'll be possible to play GC games on the U although the appropriate mIOS could be installed to play them.

Reason being that GC mode will not work simultaneously with wii mode, because of this there will be no controller inputs. Since the U has no ports for GC controllers the games will be unplayable as GC games do not respond too any wii controllers...

since there hasn't been a hack to change this on the original wii i don't think its likely one will be released now unfortunately :(
Do some research before saying things like this. The entire point of Devolution is to have Gamecube games running within Wii's IOS.
 
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gummowned

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Have you at all looked into the issue of the controller freezing when no GC controller is plugged in? I haven't had a chance to look into it yet, but I might have time this weekend. I'm not sure if any other controllers suffer from the same issue, but I would guess that N64 would as well. It's probably waiting for data that never comes and that combined with having interrupts disabled is likely causing issues...
I noticed this issue as well. I was looking into a fix for it, but couldn't get a working solution.
 

Nintendo Maniac

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I just talked to tueidj about CC support in Devolution, and although he said it "won't be released for a while", he has made a decision on button mapping that will affect how I do the mapping for these adapters. Here's how the CC buttons are being mapped in Devolution:
CC GC
Y->B
B->A
A->X
X->Y

Err... big problem regarding such a setup:
http://www.mayflash.com/Products/NINTENDOWiiU/W007.html

I'd also be extremely worried about retro game collections and having the Classic Controller button-mapping not match a SNES controller for similar/matching games (Nintendo Puzzle Collection and Tetris Attack comes to mind, though it is quite a minor example)

You may want to talk with tueidj a bit more regarding button mapping...

(PS. did tueidj mention anything at all regarding sideways-wiimote support in devolution?)
 

libertyernie

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Actually, the most ideal thing for me would be an adapter with three separate options that you could enable all, some, or none of:

Hold X -> Map B/A/Y/X to Y/B/X/A (SNES style)
Hold L -> Map L/R to ZL/ZR and Z to R
Hold Z -> Map Z to Select instead of whatever it was before

For SNES games, you could use X and Z; for Sonic Transformed, you could use X and L; and so on.
 

Nintendo Maniac

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But my issue is that tueid's current button-mapping plan for Devolution makes that Mayflash adapter completely useless, and could very well create sub-optimal Classic Controller button-arrangements for retro game collections as well (it certainly wouldn't make CC/Pro layouts any BETTER than a GCN pad, which is pretty sad considering it's the GCN pad, a controller notoriously bad for pre-N64 games, that we're talking about here). Yes something like per-game customizable controls in Devolution would avoid the issue altogether, but considering that is supposedly NOT the plan going forward...

Needless to say, we've got a problem.
 

bootsector

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Have you at all looked into the issue of the controller freezing when no GC controller is plugged in? I haven't had a chance to look into it yet, but I might have time this weekend. I'm not sure if any other controllers suffer from the same issue, but I would guess that N64 would as well. It's probably waiting for data that never comes and that combined with having interrupts disabled is likely causing issues...
Yeah, I'm aware of this issue.

GC pad reading routine blocks the flow if there are not GC/N64 pads connected. I will try to implement a timeout mechanism on the reading routine. I hope the additional generated asm code for the timeout check gets executed under 2 microseconds, otherwise, the only way to fix this will be to rewrite the whole GC/N64 pad driver in asm (which is beyond my knowledge currently).

bootsector
 

bezem

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The Mayflash adapter doesn't even have price or availability. Does anyone here have experience w/ Mayflash products? I'll stick with this project as I have faith in how it's being developed. Mayflash could be sourcing boards from qwerty, only he knows ;)
 

Maxternal

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But my issue is that tueid's current button-mapping plan for Devolution makes that Mayflash adapter completely useless, and could very well create sub-optimal Classic Controller button-arrangements for retro game collections as well (it certainly wouldn't make CC/Pro layouts any BETTER than a GCN pad, which is pretty sad considering it's the GCN pad, a controller notoriously bad for pre-N64 games, that we're talking about here). Yes something like per-game customizable controls in Devolution would avoid the issue altogether, but considering that is supposedly NOT the plan going forward...

Needless to say, we've got a problem.
If it's one of my adapters, then we'll use some unused range of the extension register space to store button mapping data, and Devolution can re-map the buttons at will by writing the new mapping data to whatever range we settle on. Software that is unaware of this additional capability will just assume it's a normal, original CC and continue as normal with the default mapping (which, if this works, will probably stay as A->A, B->B, etc. and then the remapping will be up to the software). Devolution will work just fine with normal CC's, but tueidj has decided to map the ABXY buttons differently than I would like to, and this way, he can map the buttons any way he wants without me having to change the default mapping.
I think what he's actually saying here is that it will stick with a traditional button mapping similar to the adapter you linked to as a default (and this is what all Wii games will use) but that there will be a little trick where Devolution can detect that it's an adapter and NOT a normal CC and adjust the button mapping with a special signal ONLY for Devolution ... or any other homebrew that wants to implement it.
 

Nintendo Maniac

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Mayflash is THE company for pretty much any controller adapter, especially since Sony ran Lik-Sang out of business in 2006. I myself own a Classic Controller to USB adapter and it works great.


Anyway, all I know is, I actually want to be able to map the button on a classic controller to the same letters used on the GameCube (that is, A=A, B=B, etc), and I'll be incredibly disappointed if I can't do this. At the same time, on a CCpro I'd prefer to have full-pressed R & L mapped to ZL and ZR and then have half-pressed R & L on the normal R & L (leaving Z mapped to the -/Select), but still use the analog shoulder buttons like normal on the original Classic Controller (with Z mapped to ZL & ZR).

And then there's the part where I would die for completely remappable controls, because the control scheme for Rush 2049 in Midway Arcade Treasures 3 absolutely sucks (and you can't change it!) Whoever thought mapping a DIGITAL accelerator to the R button was a good idea needs to be shot. But my cynicism says such an issue will only be "fixed" by using a true emulator...
 

Maxternal

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If he can get it working like he says (and if I'm understanding right) then having the same letter mapping as a default but having the mapping completely changeable in registers ... I wonder how long that mapping would stick in those registers.

If you were to run a button mapping homebrew app and THEN go and run a retail game, would the button mappings stick? If so, that would be great. You'd have it completely customizable as long as you're using this adapter. I know this could be kind of hard since the WiiMote turns off briefly when a IOS is reloaded but if the registers could keep the charge for like 10 seconds, long enough for it not to loose anything on a quick power loss like that, this would be awesome.

- - -

Along the same lines I wonder how popular a similar "adapter" would be that would take a CC plug instead of a GameCube one and would just remap the buttons on the CC. It could be used to make the adjustments you mentioned or to add/remove the analog/digital push from the CC(Pro) shoulder buttons.
 

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