Happy New Year everyone! I just thought we could kick off the new year with a progress update on WiinUPro. I've been putting more time into the project and moving at a decent pace in getting in functional code. Although I'm not at all done with it, I'm at a point where I can have some people testing it to verify its working correctly. Anyone who has donated any amount will receive preview builds. Here is the video covering all the available features in this first preview build.
Here's the gist of differences from the beta:
What it is currently lacking:
I hope everyone is looking forward to using the final version. I would like to re-iterate that WiinUPro is supposed to be designed for power users or those who need more functionality than the simple XInput emulation that WiinUSoft offers. Also, if you have donated but have not received your copy of the WIinUPro Preview, just email firstname.lastname@example.org with your name or the email address you used to donate and I'll update your contact information. And if you wish to not receive any further emails just let me know.
As always, express your concerns, questions, or excitement in the comment section below!
Hi everybody! It has been too long since the last update. I wanted to inform everyone that Disqus comments are back up. You can now continue to share your feedback and get help right from the site once again. It initially fell apart when the custom gadget link I was using broke, but now I'm hosting the gadget myself and have restored the comment sections.
I have still been writing updates to WiinUPro here and there and I'm making sure that it will work seamlessly with either the default bluetooth stack on Windows 10 or the Toshiba Stack on Windows 7 without having to configure it. Not much time has been dedicated to the project lately but I plan to rectify that. Once I am done with what I need to do for releasing my first independent game I will be working on completing the "first" Release of WiinUPro before I start working on my next game, and I won't be taking any more side jobs because that basically takes away all of my free time.
So what's this game? I'm sure you have heard me mention it before but now it is ready for release. It's called Mega Maze.
It is a puzzle solving game where players navigate mazes (surprise!) but it's not a simple as just finding the exit in a cavern of walls, not only has that been done but it gets boring after a while, and you are typically just lost until you find the end. This adds unique elements to maze solving that I have never seen done before. I actually started this project before WiinUPro (if you can believe it) and had just been working on it on and off. But the finishing line is finally in sight, and although it may not be a game for everyone (considering everyone isn't a puzzle/maze lover) I hope many of you find it enjoyable. Please check it out on Steam Greenlight for more information. If it gets greenlit then it will be on Windows, OS X, and Linux through Steam (obviously). The game will also be coming to Wii U, so keep your eyes peeled (please not literally). If you have ever wanted to contribute or help me out at all I would greatly appreciate it if you could just take a look at the game on Greenlight. Thanks!
I'm sure many of you will be happy to hear that all releases going forward will no longer require the Toshiba Bluetooth Stack to be installed when running on Windows 8/10. If you are already using the Toshiba Stack without any issues, there is no advantage to going back to the Microsoft one, in fact I think Toshiba's is better; but for those of you who have had trouble install the Toshiba Stack or are new to WiinUSoft, you can give this fix a try first.
As for what is available today, you can download this Hotfix for WIinUSoft 2.1 in order to free yourself from the Toshiba Stack. The hot fix isn't in any of the current available downloads as of the writing of this post, so you will have to download it separately and unzip it in WiinUSoft's installation folder. A vowel of thanks to the several users who have passed on references to the information posted by Julian Löhr. Without that find I wouldn't be able to bring you this fix today. However, it seems as this fix won't necessarily work for everyone, there is still additional work to be done to make it more universal.
Now to update you on the project. A question I get a lot is if I plan on going open source. The answer is yes, but in phases. I've never been a fan of handing things out before they are complete, there are some things I want to wrap up before letting everyone look at and pass judgment (all programmers know we can do better than the others) at how I've approached things. I will push out the WiinUPro Beta code first and then WiinUSoft and then WiinUPro release. The WiinUPro Beta code is actually a separate project from the WiinUPro that I plan on releasing as version 1.0, it was just an initial starting point to figure out how to utilize the controller and wasn't ever designed to be user end software. In my opinion that makes WiinUPro Beta a perfect start for open sourcing, just creating a sandbox for everyone to play in. As for WiinUSoft and WiinUPro release code, ideally I want to complete what I've set out to do before letting it into the wild and seeing what others can tack onto it. But before I do any of that I wan to continue on focusing on releasing my first console game, Mega Maze for Wii U (and hopefully Steam).
What is still left to do? Well, the big one is utilizing the IR sensor of the Wiimote. There are two main ways to utilize the IR Sensor, one is to map the sensor to act like a joystick, where having the pointer in the center of the screen is the neutral point and moving the sensor to the right would be like moving a joystick to the right and the input is repeated until returned to the neutral position. The other way is to make it a point & click like implementation where the mouse moves to the part of the screen where the pointer is pointing. It would also be great to include input from the accelerometers and gyroscope in a meaningful way as opposed to just the raw values. There have also been requests to implement DualShock and GameCube controllers but that sounds like something to tackle after open sourcing.
If you want to get more frequent updates on this project or my game development progress you can use my twitter feed.
WiinUSoft has now been updated to version 2.1 and with it bug fixes with the biggest being correcting the rumble issue. Crash fixes have also been done and WiinUSoft will now work on Windows XP.
Also, for the first time WiinUSoft now has an installer which will work on all versions of Windows and comes packaged with the necessary drivers for proper use. The installer can be downloaded from the Downloads page through Google Drive since Google Sites only allows up to 100MB of storage. If you are unable to download it from Google Drive (probably due to bandwidth limitations) you can also use the Sendspace mirror below.
If you prefer the Zip file format as provided in previous releases, that is still available in the Downloads page under the WiinUSoft Release folder.
With this release of WiinUSoft my focus will shift back to finishing the release version of WiinUPro. The release version of WiinUPro will include all the good features from the beta version plus XInput emulation and a new more intuitive user interface which will make input assignment easier then that of the beta. I'm also planning on allowing one input to have multiple assignments, for example the A button could trigger the A key and the A button for XInput. It will take some time to complete but I hope some of you are looking forward to it!
Version 2 of WiinUSoft is finally here! Check it out from the Downloads page. Here are the major changes in this release:
The Nintroller Library (for the controller communication) rewrite has been completed and is being utilized by WiinUSoft now. This new version isn't backwards compatible so don't try using the old library with the new application and visa-versa. You can also now change calibration settings for your controllers by choosing from a list of presets or by creating your own. Just a note, when calibrating the pitch and roll of the Wiimote and Nunchuk, tilt the controllers to the maximum amount that you want to tilt it and no further. Also, the accelerometer mappings are sort of primitive but they are there if you want to try them out, for now it's just tilt and shaking.
And of course the Windows 10 crash fix is in this version which many of you have been asking about is included in this build. The crash was being caused by the fix that was initially put into place for the Dark Souls games. That had to be removed in order for it to work so that issue might resurface in Windows 10, however it will remain fixed for Windows 7 & 8. Also, this version will still require the Toshiba Bluetooth stack as controllers, though can be connected , aren't at all useable with the default MS stack. On the bright side, I have found a way to install the Toshiba Stack against built in Bluetooth adaptors and I will add that to the Tutorials section (and actually create the section) when I get a chance. Personally I prefer the Toshiba BT interface over the new Windows one anyway.
Thanks everyone for your patience. It was my intent to get this build out before Windows 10 was released but was unable to. My back gave out on me and as a result sitting was excruciatingly painful; even now it is still uncomfortable so that had an impact on my productiveness. And my baby girl is now a month old! She can be quite a handful at times but is totally worth it. Then there is the full time job, those three tings put together makes extra time a rare thing, but thankfully I've had enough to finish this up before too long.
Thanks and Enjoy!
WiinUSoft has been updated! Grab it from the Downloads page. In it you will find the following features:
The controller that came out on top from the previous poll is the HORI Battle Pad! In the beginning it had very least amount of votes but by the end it swept away the competition. With your help, I have purchased and received one and have tested it out with WiinUSoft. And I'm happy to say that it works perfectly. The controller is detected as an original Classic Controller and buttons function and the turbo feature works as expected. The only thing that is odd about it is that since it is being detected as an Original Classic Controller, it is shown that it has analog triggers even though the controller itself has digital triggers, but it's not a big deal, every time you press the trigger it outputs as if you were pressing fully down on a Classic Controller trigger. I haven't found any unique identifier for the controller yet so it will still display as a normal Classic Controller in WiinUSoft.
The runner up is the PDP Fightpad which I've been told also works in WiinUSoft as it is and reacts to the triggers the same way as the HORI Battle Pad does. I'm not sure if the triggers feel like they are analog on the PDP Fightpad but I have read from reviews that they are digital. The Pro Controller U or whatever they have renamed it to still showed some interest so I will be getting to testing that one out as well. I saw votes in for the "Other" category but there was only one suggestion so I'm uncertain as to what other controllers you all have in mind. Please let me know. The one suggestion was for the PS3 controller which I am not opposed to taking a look at but keep in mind that there is already a driver for the controller so it has a bit stronger integration and that is what the SCP driver was made for. If you are still interested please let me know.
Thanks and enjoy!
Hi everyone. I haven't been responsive in the past week due to minor surgery and scheduling upcoming surgery. With my upcoming surgery I won't be able to look at a computer screen so I will also be non-responsive all next week as well. But during this time I would like to take a poll to find out which game controller I should look into adding support for. Thanks to all of your wonderful support I can afford to get a few to test against. There has been some interest in supporting third party controllers and I would like to start taking a look at them one by one. So here are three controllers that have both the highest interest level and also have a high probability of being able to be supported.
The PDP Fightpad has a GameCube controller inspired layout but has a full sized analog stick where the C-Stick was located on the GCN controller.
Although the calling it "Wired" may imply that the controller connects directly to the console, it actually means that it connects to a Wii Remote.
The controller is said to behave like a Classic/Classic Pro Controller, and all of the shoulder buttons are said to be digital (ZL and ZR are behind L & R). Because of this Classic Controller Pro functionality claim and the fact that it plugs into the Wii Remote, it has a good chance of being supported and may even already be, though depending on the range of the analog sticks, it may require tweaking.
The controller is licensed (but not developed) by Nintendo and comes in Mario, Luigi, Peach, Yoshi, Donkey Kong, Wario, Link, and Samus themes.
The HORI Battle Pad is a more conservative design to the GameCube controller but does feature a larger D-Pad.
It also plugs into the Wii Remote's extension port and behaves similar to a Classic Controller [Pro].
Unlike the PDP Fightpad, the ZL and ZR buttons are in front of the L and R buttons.
The description says it has "short stroke L and R buttons" which leads me to believe that L and R are digital inputs.
The controller also features a three speed turbo feature.
I also believe the likelihood of support success for this controller is equal to that of the PDP pad.
The controller is also licensed (but not developed) by Nintendo and comes in Mario, Luigi, and Pikachu themes.
Saving the worst for last, this one is called the Pro Controller U although the box says Controller Pro U, it seems they couldn't make up their minds so they went with both.
This controller is designed like a Wii U Pro Controller but don't let that fool you, it is actually a Wiimote/Classic Controller.
On the top of the controller is the IR camera so you can do your pointing and you can see the speakers on the front for the Wiimote sounds.
This controller comes in a variety of styles but what attracts players the most is the classic SNES look with either the colored buttons or the purple ones.
Although I've never used this controller, the reason why I say it's the worst option of the bunch is because of its low reviews typically averaging 2.5/5 stars on Amazon.
However, I still think this has a pretty good chance of being successfully supported as it acts like a Wiimote, but not as high of a chance as the other two controllers, but be warned, the complaints coming from this product range from dead on arrival, badly crafted analog sticks, poor button mapping, and poor battery life.
And there you have it, the three most popular requests that I've had and we already know that the Nyko Pro Commander for Wii U is non-discoverable via bluetooth. Use the poll below to vote for your choice of preferred controller to support, and if you have a suggestion go ahead and choose other and comment below or upvote someone else's suggestion.
What many of you have been waiting for is finally here, the first release of WiinUSoft is ready for public download!
WiinUSoft is meant to be a simple and easy to use tool for one purpose only, using your Nintendo bluetooth controllers as an XInput device (what Xbox 360 controllers use) on your PC (currently only for Windows). Since WiinUSoft was made with simpletons in mind, setup very minimal and the program is strait forward and easy to use. It works with Wii Remotes, Classic Controllers, Classic Controller Pros, and Wii U Pro Controllers. You can use up to 4 controllers of any combination at a time all acting as an Xbox 360 Controller for Windows.
Check out the video on how to use it.
For clarification, you still need the Toshiba Stack in order to use the Pro Controller, and you don't need vJoy for WiinUSoft.
Also I would like to thank all of those who were able to contribute to the project. With your help I've been able to hammer out some bugs, retain this web domain name for quite some time, and there is even enough funds left over to explore some other 3rd party controller options to add support for such as the PDP fightpad. I will hold up a poll later to see what everyone would prefer to be looked into first.
One last thing, a few months ago I got my Wii U developer license and have also been working on two very different games which are planned to come out on both Wii U and Steam. So lookout for anything being developed by Transdimensional Studios (TD Studios for short).
Time for a progress update!
Thanks everyone who helped test out the XInput support from the previous update. After seeing the results and user feedback as well as investigating user suggestions, I have found a better method for XInput support that doesn't rely on a set games list or the name of an executable file to work. The method demonstrated in the video below piggy backs off of an existing driver that creates a virtual bus in Windows, the funny thing is that I've been looking right over it's source code this whole time.. oh the irony..
Anyway, this method has worked with every game I have tested thus far, including the ones that were not supported from before! So this will be the method I will use to get XInput support. The driver is from Scarlet Crush Productions and will need to be installed in order to use this feature, but it is lightweight and doesn't require Windows to be in Test mode to use it. With this method now pinned out, I can continue work on the main program.
A big thanks to those who have donated. You have helped retain this domain name as well as help me hammer out some issues that required additional hardware. As a thanks I will send you all stable alpha builds, everyone else will have to continue to be patient, and thank you for your patience! :)
NOTE: This and the compatibility list below no longer applies with the newer build.
It's been one year as of the time of this writing since I put out the first Beta of WiinUPro. It's been a fun little project so far, though it would be nice to have even a quarter of the time I had at the start to work on the project now. But I am happy with where the project has reached thus far and although it's not yet perfect, it's in a pretty good state that I'm satisfied with for a Beta as I work on the first release candidate. A Thanks to everyone who has shown their interest and support for the project.
Now back to business. As I posted before, I am working on the XInput (Xbox 360 Controller for Windows) integration portion of the program and now I have a working (but primitive looking) Alpha of WiinUSoft, which will only map the Pro Controller as an Xbox Controller (and eventually Joystick) for ease of use for those who prefer the simplistic. Currently, it only works for a handful of games but I do have a few ideas on how to increase that number. But I would like to see what other games do work.
So what I am asking those willing to help for is a few things.
If you are willing to help, thanks and you can either comment below or send an email to email@example.com
Here is the games that have been tested with the current XInput implementation so far.
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