* Bluetooth Wii Remote support: the game reads a real Wii Remote through KPAD
Enable SDL3's HIDAPI Wii driver and hand a paired Wii Remote (bare or with
Nunchuk) to the game as a real Wii Remote: WPADProbe reports CORE/FREESTYLE
and KPADRead fills KPADStatus[0] from SDL every frame (buttons, accelerometer
in KPAD's g frame, Nunchuk stick and accelerometer), while the GameCube pad
view of that port reports no controller. The game's own motion code then
handles wheelies, tricks and Wii Wheel steering. Classic Controllers and
Wii U Pro Controllers keep going through the GameCube pad path with a default
button table picked by name.
SDL's Wii driver drops a remote on a failed Bluetooth read or when the
Nunchuk is plugged or unplugged and never re-adds it, so the runtime keeps
rescanning (Dolphin style) while no Wii controller is present by toggling the
driver hint off and, a few frames later, on again; a dropped remote is back
within 1-2 s. Settings live in the F10 overlay under Wii Remotes (Bluetooth)
and in Config.toml (wii_remotes, wii_continuous_scan).
* Fix Wii U Pro / Classic Controller ZL and ZR not registering
SDL's Wii driver reports ZL/ZR as the LEFT_TRIGGER/RIGHT_TRIGGER analog
axes, never as digital shoulder buttons. Binding them to
LEFT_SHOULDER/RIGHT_SHOULDER meant they never fired and also disabled
aurora's own analog-trigger fallback (a button table entry for
PAD_TRIGGER_L/R marks the trigger as "handled", even when the bound
digital button never actually presses). Leaving them unbound lets the
default axis mapping drive them like every other analog-trigger pad.
Reported by an end-to-end tester connecting a real Classic Controller to
a Wii Remote.
* Wii Remotes menu: live raw D-pad/ZL/ZR readout for Classic Controller / Wii U Pro
Diagnostic aid for a reported issue where the Classic Controller's D-pad
does not do anything in-game (no wheelies). Shows what SDL itself sees so
a driver-level problem (nothing lights up) can be told apart from a
mapping problem (it lights up but the game does not react).
* Fix Classic Controller D-pad input
* Address CodeRabbit review on PR #73
- PADRead: hide KPAD-served ports even while input is blocked so the port
error state does not flip when the overlay opens/closes.
- WPADProbe: run the Wii Remote rescan state machine before probing so a
reconnect probe before the next PADRead can see the remote.
- EnsureSensors: only cache the gamepad id once every accelerometer enabled,
so a failed activation is retried.
- ConfigureSdlHints: reset the in-flight rescan bookkeeping.
- Settings overlay: disable "Rescan now" while Wii Remotes are turned off.
* Bluetooth Wii Remote: fix wheel steering, native Classic Controller, extension hot-swap
Accelerometer
- The SDL -> KPAD conversion negated the wrong axis: SDL's z is the remote's
+Y (towards the user), so KPAD acc is (-wiiX, -wiiZ, +wiiY). Fixes mirrored
Wii Wheel steering.
- Drop reports whose accelerometer bytes arrive zeroed (+-5.12 g on every axis,
a few times a minute over Bluetooth) and repeat the last good sample; they
read as a full-lock steer plus a 9 g shake.
- One-button zero-point calibration in the overlay (remote flat, buttons up),
stored in Config.toml as wii_accel_offset_x/y/z. SDL's read of the remote's
factory calibration times out over Bluetooth and falls back to a nominal
zero point, which left a per-axis bias of up to ~0.3 g on the tested remote.
- Live accelerometer readout and an optional per-frame CSV trace
(wii_accel_trace = true) for debugging.
Classic Controller through KPAD/WPAD
- WPADProbe reports WPAD_DEV_CLASSIC; KPADRead fills ex_status.cl and
KPADGetUnifiedWpadStatus the raw WPADCLStatus (WPAD_CL_BUTTON_* bits, sticks
in the SDK's signed -512..511 range, triggers), so the game shows the Classic
layout and icons and no button mapping is involved. Ports served through KPAD
are hidden from PADRead; only the Wii U Pro Controller stays a GameCube pad.
Extension hot-swap
- SDL's Wii driver destroys the joystick on an extension change but keeps the
HID handle open, and HIDAPI never re-creates a joystick for such a device.
Patch the vendored SDL at configure time (AuroraSDL3Patches.cmake, wired into
AuroraSDL3Provider.cmake for both the downloaded tarball and a pre-provided
FETCHCONTENT_SOURCE_DIR_SDL) so the joystick is rebuilt in place with the new
extension type, without touching the Bluetooth handle.
- Keep a vanished remote's channel alive with neutral input for up to 3 s while
SDL re-creates the joystick, so the game never sees a disconnection. The
driver-hint rescan stays as a fallback for real drops, starting 3 s after
the loss, and also runs from the overlay's per-frame Draw. Log rescans.
Mappings / overlay
- Do not apply the shared positional [controller] bindings to Wii pads: that
override is what made a Classic Controller's A/B and X/Y look swapped.
- Raw D-pad fallback also for the Wii U Pro Controller; overlay readouts read
joystick buttons directly (SDL's generated HIDAPI mapping expects a hat).
- Overlay: Classic Controller readout, accelerometer readout and calibration.
- README: Bluetooth Wii Remote section and known limitations.
* Review pass on the Wii Remote input path
- EffectiveKind: stop bridging an extension swap once a different controller
has taken the port, and note that everything touching the scanner state runs
on the guest thread.
- KPADGetUnifiedWpadStatus: fill every requested entry (the SDK returns `count`
recent samples), capped at KPAD's 16 read buffers.
- IsKpadKind gets internal linkage; the calibration accessors get their
comments; clarify why Draw() also runs Poll().
* Drop the dead Classic-Controller-as-GameCube-pad matching
A Wii Remote with a Classic Controller is served through KPAD and its port is
hidden from PADRead, so the name matches that once gave it a GameCube button
table and the raw D-pad fallback could never take effect any more. Both now
match only the Wii U Pro Controller, and the default table is renamed
accordingly (g_defaultButtonsWiiUPro).
---------
Co-authored-by: LOL <andresguerra2k26@gmail.com>
Co-authored-by: Nick <89667145+Nick1232345@users.noreply.github.com>
the idea behind this is C# code that is OS agnostic can go in WiiCompiled.Setup.Common to be shared by any OS specific code (eg: WiiCompiled.Setup.Windows and WiiCompiled.Setup.Linux).