Cemu bug tracker: Issueshttps://bugs.cemu.info/https://bugs.cemu.info/favicon.ico?15479674972022-09-12T20:38:12ZCemu bug tracker
Redmine Cemu - Bug #660 (New): 2nd Controller not working Bughttps://bugs.cemu.info/issues/6602022-09-12T20:38:12ZRaptorHunter182
<p>I have both controllers plugged in and controller 1 selected as "Controller 1 XInput" and controller 2 selected as "Controller 2 XInput" but when I go to use the 2nd controller it doesn't work. If I use controller 1, it controls for both controller 1 and controller 2. In the input settings when I select "Controller 2 XInput" it kind of greys out the binding options and makes them unchangeable so maybe that has something to do with it? Also when I exit the Input settings and go back into them it switches the Input for controller 2 back to "Controller 1 XInput". Maybe upon exiting Input settings it switches it back due to a bug. I have controller 1 set to GamePad and controller 2 set to Pro Controller and the issue persists. I also tried deleting the "controllerProfiles" folder and setting it up again and that didn't help. Must be a bug. Any ideas?</p>
<p>Update: I just checked it again after restarting my PC and running CCleaner. I guess that fixed it for some reason. Still worth looking into to though just so we know what caused this issue so it can be prevented in the future.</p>
Cemu - Bug #621 (New): Battle Quest minigame for Nintendoland ZL ZR button Issueshttps://bugs.cemu.info/issues/6212022-02-19T16:53:38ZPotatoPower159
<p>Can't get past the ZL ZR screen for the Battle Quest minigame for Nintendoland. A video of the issue and a copy of my controller configuration is provided below. I'm using a PS4 controller with DS4Windows. To connect the controller to my pc an official Sony dualshock 4 usb wireless adaptor was used. </p>
<p><a href="https://streamable.com/m9zpum">https://streamable.com/m9zpum</a></p>
<p><a href="https://imgur.com/xMX33G6">https://imgur.com/xMX33G6</a></p>
<p>The ZL and ZR work fine on other Wii U games like Pikmin 3 and Donkey Kong with the same controller and setup mentioned above. This makes it seem like the issue lies with Nintendoland. Please let me know if there is any other information that you would like. </p>
Cemu - Feature requests #615 (New): Allow motion with mouse to stay at last placementhttps://bugs.cemu.info/issues/6152022-01-22T10:15:53Zchriztr
<p>This is more a regression in my eyes after the rework of input from 1.26.0 and onwards.</p>
<p>When you use emulated motion by mouse, on previous cemu builds it would stay on the last position you moved your mouse around too after holding the right mouse button.<br>
Now it will reset back to default, which makes it a ton harder to play through the motion shrines in Zelda BotW and breaks the camera positioning in Fatal Frame / Project Zero (which isnt leveled by default).<br>
Also makes it more clumsy in Splatoon when you're first starting a new game before you can change between motion and just using R-stick for aiming.</p>
<p>At least consider a toggle-able / click-able box in the input section where this can be turned back on.</p>
Cemu - Bug #613 (New): 1.26.0 only detects 1 controllerhttps://bugs.cemu.info/issues/6132022-01-20T13:17:41Zsysadmin
<p>In version 1.25.6 with old input system my 2 connected PS4 controllers were both being detected as "wireless controller" (directInput). I'm using Steam client as intermediate software to make them work in cemu. So no DS4windows,Inputmapper etc...<br>
With new 1.26 branch only 1 controller shows up in dropdownlist with controllers...<br>
Can this be fixed please?</p>
Cemu - Feature requests #610 (New): Bring back WGI for use of Impulse Triggers on Xbox One S/X an...https://bugs.cemu.info/issues/6102022-01-10T16:36:29ZSaladCesar
<p>Hi,</p>
<p>I was using WGI as my controller engine on Cemu because it was the only controller engine that allowed to use the Impulse Trigger rumble motors on Xbox One controllers. But since 1.26, it has been removed.<br>
I can't downgrade to 1.25 because a lot of games broken on 1.25 were fixed on 1.26.<br>
Is it possible to consider getting it back ?<br>
Or maybe modify or add another engine that supports Impulse Trigger motors. It makes rumbling much more impactful in games.</p>
<p>Thanks in advance,<br>
Have a great day !</p>
Cemu - Feature requests #571 (New): Allow combination of sdl controllers to support split joy conshttps://bugs.cemu.info/issues/5712021-09-05T18:54:01ZTarig0
<p>With the new SDL input we can map to joycons but there is no way to map buttons across left and right joy cons. If there is a way to combine controls please point me in the right direction.</p>
Cemu - Bug #553 (New): All my buttons get mixed up after I add a second playerhttps://bugs.cemu.info/issues/5532021-08-06T09:09:09ZRHT_LorDbox4
<p>Hello,</p>
<p>Yesterday I tried to play with two (therefore two controllers) on New Super Mario Bros U. I therefore put in the parameters: on "Controller 1" the "Wii U Gamepad" with one of my controllers, on the "Controller 2" I put the "Wii U Pro Controller" with the same controller as the "Controller 1" and finally I put on the "Controller 3" the "Wii U Pro Controller" with my second controller. I then launched the game and changed the controller to "Wii Remote" and that's where my problem comes from: the keys have all changed oddly, for example A = R or Up = Down ... It probably comes from " Wii U Pro Controller ". I really can't seem to fix this, any idea?</p>
Cemu - Feature requests #548 (New): Add an option for toggling the "SDL_HINT_JOYSTICK_HIDAPI_PS4_...https://bugs.cemu.info/issues/5482021-07-26T23:26:59Zisaboll1
<p>The SDL2 Backend is great and allows for many features with many controllers, however there is one area that by default the SDL2 backend doesn't do, which is allow for PS4/PS5 controllers to have rumble support when connected through Bluetooth. It would be great if there was an option, maybe called "Extended Reporting" in the settings menu, that toggled the SDL2 hint "SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE", to allow for both PS4 and PS5 controllers to be used when the controller is connected through Bluetooth. <br>
There is a potential issue where this may not allow DirectInput capturing to work for other apps with those controllers after it's enabled, so there could be a warning with this feature, where it's recommended to power cycle the controllers after use with Cemu, IF the feature is enabled.</p>
Cemu - Feature requests #539 (New): Allow more controller APIs to maintain the mapping when tweak...https://bugs.cemu.info/issues/5392021-07-16T18:06:35ZGeroyuni
<p>(This may be less of a suggestion and more of a bug depending on the devs' thoughts)</p>
<p>Xinput allows for you to conveniently change between controllers while keeping the mapping, so that you can avoid re-mapping everything again. It seems to me that at least WGI Gamepad, SDL and DSUClient could keep this behavior given it seems the controllers act identically in these APIs. Ones like DirectInput and WGI RawController may be a step too far.</p>
Cemu - Feature requests #509 (New): Add Rumble support for DSU Client api.https://bugs.cemu.info/issues/5092021-04-20T18:41:10ZZalnor
<p>It would be great if the DSU Client supported rumble, I noticed this lacking feature after getting a duelsense controller, one has to use an Xinput wrapper, select Xinput or WGI controller api, and then use cemuhooks motion source option if one wants rumble and motion enabled at the same time.</p>
<p>PS: WGI does not have background input like Xinput, not sure if this is a bug or intended.</p>
Cemu - Bug #432 (Accepted): Cannot input Alt+C | Ctrl+Alt+C anywhere while Cemu is open in the ba...https://bugs.cemu.info/issues/4322020-11-07T00:00:57ZChest54
<p>When I have Cemu open in background, I cannot input Right Alt and C in other applications, in my case with the Polish keyboard layout it would input the letter c with an acute accent, Ctrl+Left Alt+C does not work either, though Right Alt+Shift+C still works to input the capital letter c with an acute accent.</p>
<p>(This bug tracker does not let me submit a report with unicode characters in it for some reason)</p>
<p>Cemu 1.21.4 on Windows 10 20H2.</p>
Cemu - Feature requests #337 (New): Add support for wii classic controllerhttps://bugs.cemu.info/issues/3372020-05-15T10:06:03Zjav9i
<p>I tried everithing to use a wii classic controller or a pro controller, but anything worked, some cases crashed (like using touchmote wich looks to work well) and no wiimote detection, that will be really helpfull for me.</p>
Cemu - Bug #305 (New): Cannot map Wiimote Nunchuckhttps://bugs.cemu.info/issues/3052020-04-03T18:26:04ZBlazin109
<p>I have 4 of wiimote TR (black motion plus’) and 4 black nunchucks and a dolphin bar in mode 4. Everything works correctly the way it should in Dolphin emulator but on Cemu the wiimote works but I am simply not able to map any controls of any nunchuck, others been having this problem as well. I tried wiimotehook which didn’t help, i tried HID driver control center it works but only for one properly, whenever i would try to map the analog stick in cemu for the other 3 nunchucks it the axis’ wouldn’t work properly. I am all out of solutions. Any help would be greatly appreciated or an update to cemu to resolve this issue where people are unable to map their nunchuck controls. Thanks.</p>
Cemu - Feature requests #226 (New): Add option to disable gamepad touch screen inputhttps://bugs.cemu.info/issues/2262019-12-16T22:42:17ZSlashiee
<p>This could be an option configurable in either the input settings or the game profile. It would be useful for when you're trying to click back onto the emulator from another monitor when playing a game like BotW, which switches the game screen to the gamepad whenever you touch the screen.</p>
Cemu - Feature requests #84 (In Progress): Add a mappable action for Shaking a Wiimotehttps://bugs.cemu.info/issues/842019-06-13T04:39:39ZSerfrost
<p>As motion support isn't currently in its best standing with Wiimotes, it would be nice to be able to map this action.</p>
<p>Primarily, this action would allow 2-player Co-op in New Super Mario Bros. U / Luigi U.</p>
<p>The game requires both players to use a Wiimote controller and to do certain required actions, Shaking the controller is absolutely required.</p>