How To Connect Xbox 360 Controller To Dolphin Emulator

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Latisha Gervase

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Jul 18, 2024, 3:18:34 PM7/18/24
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The Dolphin emulator is a program that allows users to play Nintendo GameCube and Wii games on their computers. It is an open-source emulator, meaning anyone can contribute to its development. One of the most popular ways to play these games is with an Xbox 360 controller. This tutorial will show you how to use an Xbox 360 controller to play games on Dolphin.

If you are having trouble using the Xbox 360 controller with Dolphin, there are a few things you can try. First, make sure the controller is properly connected to your computer. If it is connected via USB, make sure the cable is securely inserted into the controller and the computer. If it is connected via Bluetooth, make sure the controller is paired with your computer.

how to connect xbox 360 controller to dolphin emulator


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If you are still having trouble using the Xbox 360 controller, you may want to try using a different controller. Dolphin supports a wide variety of controllers, including the Wii Remote, the Wii U Pro Controller, the PlayStation 3 controller, and many more. You can find the full list of supported controllers on the Dolphin website.

Dolphin is an open-source emulator for Nintendo GameCube, Wii, and Triforce games. It is available on Windows, macOS, Linux, and Android. It allows you to play your favorite games on your computer or mobile device.

An Xbox Controller is a game controller developed by Microsoft for the Xbox video game console. It is designed to provide a more comfortable gaming experience than other controllers. It is compatible with the Xbox and Xbox 360 consoles.

Using an Xbox controller on Dolphin is easy. First, you will need to connect your controller to your computer. If you are using a wired controller, you can plug it into a USB port on your computer. If you are using a wireless controller, you will need to connect it to your computer using the Xbox wireless adapter. Once your controller is connected, you can open Dolphin and go to the Controller Settings. From here, you can select your controller and configure the buttons and controls.

Using an Xbox controller on Dolphin has several benefits. First, it can provide a more comfortable and familiar gaming experience since the Xbox controller was designed with gaming in mind. Additionally, the controller has several features, such as the triggers and sticks, that can provide a more precise and accurate control scheme for some games.

Yes, there are some limitations of using an Xbox controller on Dolphin. First, the controller is designed for the Xbox, so some games may not be compatible with it. Additionally, the controller does not have motion controls, so some games that require motion controls may not work properly.

In addition to the Xbox controller, other controllers can be used on Dolphin. This includes other gamepad controllers such as the PlayStation 4 controller, the Nintendo Switch Pro controller, and the Steam controller. Additionally, some keyboards and mice can be used as well.

Hi, I want to play some old games again using the Dolphin emulator. As controller I use the PS5 (Dualsense) one.
I used that exact setup already some months ago (around December last year) without any problems.

But nowadays, if I connect the controller via bluetooth, the games in Dolphin run with really bad performance, so that they even get unplayable.
However, if I disconnect the controller via bluetooth, the games run smooth again. I can even use the same controller via USB and everything is still smooth, so the problem only happens when using bluetooth.

So the problem is not dolphin-emu specific, but now affects all games.
Somehow the fact that the PS5 controller is connected via bluetooth lowers my graphics performance. As soon as I disconnect it, performance instantly goes up again.
What. The. Hell.

Edit: Bonus: The performance gets even worse if I use mouse and keyboard while the controller is connected. When I do this, CS:GO constantly runs at 10 - 30 FPS. If I use the controller to play the game and do not move my mouse, it sometimes has some good seconds and runs nearly smooth, but still drops frames every now and then.

Hi, for some reason dolphin emulator will not recognise any controls (gamepad or keyboard) when trying to play Gamecube. Ive tried to configure them manually using the Dolphin application (using the F1 key to access), but still cannot get it to recognise anything.

riom
what kind of controller do you use?
and did you configre the button-mapping within batocera (Controller Settings, Configure A Controller)?
do the controls work in other systems like SNES for example?

Why do you open dolphin emulator within Applications?
You should just open the games via gameslist in Emulation Station and your controller should then work out-of-the-box (except, there is a compatability issue with Gamesir GS3 bluetooth controller, then this has to be investigated)

i know that there are some pads, that have issues, especially with dolphin (and Dreamcast (reicast or flycast) i believe).
at least i remember some users reporting issues with certain pads (xbox 360 clones for example).
maybe the GameSir GS3 (wirelessly) and that unbranded generic Bluetooth USB controller are also pads, that have some issues/incompatability with dolphin also?
best is to come to the discord and ask there under #support

regarding your issue with xbox 360 controller i will try to reproduce (i also own some Xbox 360 wireless controllers)
is it only the down direction of the left analog stick, that is not working or are there other issues as well?

/dev/input/jsX maps to the Joystick API interface and /dev/input/event* maps to the evdev ones (this also includes other input devices such as mice and keyboards). Symbolic links to those devices are also available in /dev/input/by-id/ and /dev/input/by-path/ where the legacy Joystick API has names ending with -joystick while the evdev have names ending with -event-joystick.

While SDL1 defaults to evdev interface you can force it to use the old Joystick API by setting the environment variable SDL_JOYSTICK_DEVICE=/dev/input/js0. This can help many games such as X3. SDL2 supports only the new evdev interface.

As you can see, there are many different modules related to getting your joystick working in Linux, so everything is not covered here. Please have a look at the documentation mentioned above for details.

You need to load a module for your gameport (ns558, emu10k1-gp, cs461x, etc...), a module for your joystick (analog, sidewinder, adi, etc...), and finally the kernel joystick device driver (joydev). You can load the module at boot, or simply modprobe it. The gameport module should load automatically, as this is a dependency of the other modules.

You need to get USB working, and then modprobe your gamepad driver, which is usbhid, as well as joydev. If you use a usb mouse or keyboard, usbhid will be loaded already and you just have to load the joydev module.

There are a lot of applications that can test this old API, jstest from the joyutils package is the simplest one. If the output is unreadable because the line printed is too long you can also use graphical tools. KDE Plasma has a built in one in System Settings > Input Devices > Game Controller. There is jstest-gtk-gitAUR as an alternative.

The new 'evdev' API can be tested using the SDL2 joystick test application or using evtest from evtest or evtest-qt from evtest-qt-gitAUR. Install sdl2-jstest-gitAUR[broken link: package not found] and then run sdl2-jstest --test 0. Use sdl2-jstest --list to get IDs of other controllers if you have multiple ones connected.

Go to -tester.com/. Currently, testing vibration and producing a visual of the gamepad is supported in Chromium but not Firefox. Additionally, as of version 107.0.5304.121-1, Chromium can read Joystick devices but not evdev.

1000 is the default value, but you can set anything between 0 and {{30000. To get the axis number see the "Testing Your Configuration" section of this article.If you already have an option with a specific axis just type in the deadzone=value at the end of the parameter separated by a space.

The easiest way is using jstest-gtk from jstest-gtk-gitAUR. Select the joystick you want to edit, click the Properties button. On this new window, click the Calibration button (do not click Start Calibration after that). You can then set the CenterMin and CenterMax values, which control the center deadzone, and RangeMin and RangeMax, which control the end of throw deadzones. Note that the calibration settings are applied when the application opens the device, so you need to restart your game or test application to see updated calibration settings.

If the commands above give you an empty output, it could be because your controller is connected via Bluetooth, making these unique attributes only visible on the parent device(s). To mitigate this, you could try finding other unique attributes by running:

Imagine that you tested your gamepad with evtest-qt, and find out that your left joystick cannot reach the maximum read value when you direct it to top most position. The side effect of this is that in some games (for example, HITMAN 2) the character cannot run.

Run xboxdrv and determine how the problematic axis is called. In this case it is Y1. Now try to direct it to top most position several times, and determine the lowest value that you saw. Imagine it is 29426. Now to be on a safe side, we take the value that is lower than that, like 29000. Run the command:

Nice thing about xboxdrv is that it exports resulting device as both old Joystick API and new style evdev API so it should be compatible with basically any application. You can now see in jstest that the values of axis 1 (corresponds to vertical axis of left joystick) is read from 0 to -32767, and in evtest-qt that you can reach the maximum value. And your character in game can run.

this maps the EV_ABS event with id of 40 and 41 (use xboxdrv with --evdev-debug to see the events registered), which is the normally inaccessible "mouse pointer" on the throttle, to first gamepad joystick and throttles to second joystick, it also clamps the top and lower ranges as they not always register fully.

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