Nothing I've heardAnyone know anything about support coming for using the adaptor with vwii virtual console games?
Nothing I've heardAnyone know anything about support coming for using the adaptor with vwii virtual console games?
Would the gameboy advance link cable to gamecube work with this on nintendont?
I got stuck at trying to run it though, I followed your instructions in the readme, but terminal returns this after the third command:
/tmp/GC.kext - no compatible dependency found for com.apple.kpi.iokit.
I am running OX X 10.9.5 Mavericks, which may be why I'm having issues.
kextlibs /tmp/GC.kext
Defaulting to kernel file '/System/Library/Kernels/kernel'
Notice: /tmp/GC.kext has debug properties set.
Diagnostics for /tmp/GC.kext:
Code Signing Failure: not code signed
/tmp/GC.kext appears to be loadable (not including linkage for on-disk libraries).
kext-dev-mode allowing invalid signature -67062 0xFFFFFFFFFFFEFA0A for kext "/tmp/GC.kext"
Loading /tmp/GC.kext.
/tmp/GC.kext successfully loaded (or already loaded).
I'm having issues running it too, i'm on 10.10. I get the following:
Code:Defaulting to kernel file '/System/Library/Kernels/kernel' Notice: /tmp/GC.kext has debug properties set. Diagnostics for /tmp/GC.kext: Code Signing Failure: not code signed /tmp/GC.kext appears to be loadable (not including linkage for on-disk libraries). kext-dev-mode allowing invalid signature -67062 0xFFFFFFFFFFFEFA0A for kext "/tmp/GC.kext" Loading /tmp/GC.kext. /tmp/GC.kext successfully loaded (or already loaded).
However don't have anything appear to map controls to games?
Yea I think you're right, thanks for the help . I ran what you suggested and I got:I think your version of OSX is the issue...
For all architectures:
com.apple.iokit.IOHIDFamily = 2.0
com.apple.kpi.iokit = 13.4
com.apple.kpi.libkern = 13.4
com.apple.kpi.mach = 13.4
Notice: /tmp/GC.kext has debug properties set.
Diagnostics for /tmp/GC.kext:
Code Signing Failure: not code signed
/tmp/GC.kext appears to be loadable (not including linkage for on-disk libraries).
WARNING - Invalid signature -67062 0xFFFFFFFFFFFEFA0A for kext "/tmp/GC.kext"
Loading /tmp/GC.kext.
/tmp/GC.kext successfully loaded (or already loaded).
Yea, its working . I downloaded Enjoyable but for some reason the application seems to think I am holding the control stick in a direction at all times, keeps jumping back to Axis 6 low.Mike, looks to me like its working mate as i got almost an identical response. Download and test with Enjoyable to test it out
Yea, its working . I downloaded Enjoyable but for some reason the application seems to think I am holding the control stick in a direction at all times, keeps jumping back to Axis 6 low.
I see the same, actually. Axis 6 is one of the triggers - I think it's just a consequence of how the triggers start at the end of their range, but I agree it's annoying!
Glad it's working for you guys though.
EDIT: Hmmm, multiple controllers are a bit screwy in Dolphin. It's clearly due to the HID REPORT_ID stuff (when configuring a second controller, the second controller's inputs are recognised, but are mapped as coming from the first controller).
Nah, you're fine. I like seeing progress.In my mind, that is what it should be doing at the moment, at least based on the second part of http://eleccelerator.com/tutorial-about-usb-hid-report-descriptors/ - I agree that it's not, and I don't know why! I should stress that this is all new territory for me - kexts in OSX, USB HID descriptors and so forth, so I'm learning as I go. Someone who knows what they're doing might be able to do a much better job!
Getting it working in Dolphin - from the perspective of playing four player emulated games - might be easy, if the HID spec supports it. Rewriting the HID descriptor, and have it present as a single controller with 24 axes and 48 buttons would make it work in Dolphin easily - but it might be harder for other games, where it assumes one controller is controlling one player, rather than allowing per-button and per-axis mapping to the controls.
Weirdly, Enjoyable seems to correctly identify button presses coming from different controllers, so I have no clue where the discrepancy between Dolphin and Enjoyable is.
Getting it working in Dolphin is clearly a very appropriate mission statement, so I will investigate deliberately getting it to present as one-huge-controller possibility in the next day or two. If the HID spec doesn't support it though, then it will be harder.
NWPlayer123: Are you happy with this sort of talk continuing in this thread, or shall we take it elsewhere?
zalloc: zone map exhausted while allocating from zone kalloc.8192, likely due to memory leak in zone kalloc.256