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1) Added current core button status for all REPORT_IN, so now you can hold a tire and walk in "Mad World".
2) Commented out "SendEventNumberOfCompletedPackets()", I intend to have wider tests on this, if **this revision** causes frequent wiimote de-sync, please report. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4647 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -553,37 +553,14 @@ void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
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wm_report* sr = (wm_report*)hidp->data;
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HidOutputReport(_channelID, sr);
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/* This is the 0x22 answer to all Inputs. In most games it
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didn't matter if it was written before or after
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HidOutputReport(), but Wii Sports and Mario Galaxy would
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stop working if it was placed before
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HidOutputReport(). Zelda - TP is even more sensitive and
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require a delay after the Input for the Nunchuck to
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work. It seemed to be enough to delay only the Nunchuck
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registry reads and writes but for now I'm delaying all
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inputs. Both for status changes and Eeprom and registry
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reads and writes. */
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/* This is the 0x22 answer to all Inputs.*/
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// There are no 0x22 replys to these report from the real
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// wiimote from what I could see Report 0x10 that seems to
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// be only used for rumble, and we don't need to answer
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// that, also if we do *we should update the 0x22 to have
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// the core keys* otherwise the game will think we release
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// the key every time it rumbles
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// AyuanX: Since I've rewritten the whole WII_IPC & WII_IPC_HLE & USB & BT
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// finally we can get rid of this AckDelay issue, HAHA!
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//
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/*
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const u8* data = (const u8*)_pData;
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if(!(data[1] == WM_READ_DATA && data[2] == 0x00)
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&& !(data[1] == WM_REQUEST_STATUS)
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&& !(data[1] == WM_WRITE_SPEAKER_DATA)
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&& !(data[1] == WM_RUMBLE))
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if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent)
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CreateAckDelay((u8)_channelID, (u16)sr->wm);
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*/
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// that
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// The rumble report still needs more investigation
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}
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break;
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