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Development source

If anyone's interested in working on this at all, I've taken Björn's patch and integrated into (a branch of) the main Fuse codebase. See here. It still needs some tidy-up work on it, but it works. Cheers --Pak21 11:06, 4 September 2008 (UTC)

usb keyboard and wiimotes not working


Unfortunately on Fuse Snapshot 2 the usb keyboard and wiimotes support no longer seems to work?

Loading games works fine but there seems to be no input working for either keyboard or wiimote (which worked fine on the previous build from bjorn) making it impossible to actualy play any games?

Ta Baboon

Hi, There's couple of changes here. I need a bit more specifics as to what doesn't work: What type of joystick are you using? If you use Kempston it's by default off - you need to turn it on in Options/Peripherals. Then another option you need to set is go to Options/Joysticks/Joystick 1 and select what kind of joystick will wii remote emulate, by default it's set to None. Another change is that you use your wii remote in menus in horizontal position now. Next snapshot will make it possible to save the changes, so you'd need to set the above only once, until then...sorry... Hope that helps -- Spec
To respond to original question both wii remote and usb keyboard works for me here on the snapshot2 -- Spec

I'm pretty sure I tried all configs in the menu but still had no success assigning a joystick to the wiimote, but I'll try again later and report back. Also (even if joysticks are working) usb keyboards support is now broken on this new build... which means you can't actually play any games as each title requires input from a keyboard to start (this bug and also the joystick one has also been verified by others on tehskeen). I look forward to the new release - thanks for continung to bring the specky to the wii! Baboon

I can't confirm it. I've got IBM keyboard plugged into the upper usb slot and works fine. This is the dev build I'm using at the moment -- Spec

Hi, There's couple of changes here. I need a bit more specifics as to what doesn't work: What type of joystick are you using? If you use Kempston it's by default off - you need to turn it on in Options/Peripherals. Then another option you need to set is go to Options/Joysticks/Joystick 1 and select what kind of joystick will wii remote emulate, by default it's set to None. Another change is that you use your wii remote in menus in horizontal position now. Next snapshot will make it possible to save the changes, so you'd need to set the above only once, until then...sorry... Hope that helps -- Spec

I've just tested your dev build and I can assign the remote to a joystick now... it confused me as I though the A or 1 button was the option to put a tick to show what I just selected (instead it was go right on the d-pad wiimote). I've tested 2 USB keyboards though and have had no joy still with getting them to work... although I was able to start a game by using the key binding feature. :)Baboon

I also have no USB keyboard access (worked fine in the previous build. Im using a Logitech wireless which, as I said, worked fine on Bjorns release and works with all other keyboard supporting homebrew. Mr_Nick666

Hey Mr_Nick666. I cannot replicate the problem. Bjorn tested is a well with his wireless usb keyboard and couldn't replicate the problem as well. It will be real hard to troubleshoot the problem if we cannot replicate it.
Damn! It works fine with Bjorns original build but I get nada with this one. Something must have changed but I've no way of letting you know what Mr_Nick666
This happened to me as well, but then I plugged the keyboard in the other USB port and it started working.--ICEknigh7 19:23, 24 January 2009 (UTC)

Yes! Putting it into the wii's other usb port works! lol Thanks. baboon

This has also worked for me! Great news indeed and thanks to ICEknigh7. I have noticed occasionally keypresses seem to stick on? Has anyone else experienced this? Mr_Nick666
Have you tried switching your Wii to 50Hz mode? I know this emu has some issues when the system is running at 60Hz (jerky scrolling, laggy sound), so it might be somewhat related to that.--ICEknigh7 01:23, 1 February 2009 (UTC)
Actually, forget about this. I've just noticed that the 50Hz mode runs quite poorly... which is quite strange since it's the Spectrum's native mode, and it should be the screen mode used by default. Weird.--ICEknigh7 05:47, 1 February 2009 (UTC)

I tried my wireless USB keyboard in the other slot and still no joy. I also took out the WiiSpeak microphone, leaving just the keyboard and it still didn't work - in any slot. This is my wireless keyboard: It worked fine with Bjorn's build.Speccy 17:43, 1 February 2009 (UTC)

Controller Mapping

This idea was posted over at Bjorns site, by ICEknigh7, and thought it may be worth posting here as it was an excellent idea.



That's definitely not planned. All the keys on wiiremote except the cursor arrows will be user defined and the user will be able to save those settings (those settings will automatically load next time fuse is run). Cursor keys will also be user definable eventually. Regarding the rest of the controllers - that's not planned at this point. If I could map the wii remote keys to anything I want, I don't think mapping keys on other controllers would be useful. -- Spec
Its quite a shame, then. As you see in the diagrams, being able to use other controllers would be quite useful for having direct access to both the joystick and the cursor keys, for example. Not to mention the "auxiliary" incremental variable in those control configurations, absolutely needed for selecting the options in many games, and also for those that need to use the keyboard numbers along with the normal controls (Cybernoid, Livingstone I pressume...). Many games (and BIOSes) with completely different key configurations were taken into account when making those control schemes.
I really think those would be the ultimate solution for having near absolute control over almost any Speccy game (and menu) out there flawlessly (even for text adventures, if you take into account the "virtual keyboard" idea, when pressing certain buttons for half a second). I hope it would be possible to map the keys to those in the diagrams, in future updates.
If you were wondering how that auxiliary button would work, the "aux+" and "aux-" keys would cycle between 1,2... to ...9,0, and show the current value somewhere in the screen border, which would then be used when pressing the "aux" button in the controller. That would allow to choose between weapons and menu selections in many different games, quite easily without the need of a keyboard. ICEknigh7
I just tried Cybernoid and to play the game you need to be able to select a joystick (let's say Kempston - number 5, you can map number 5 to "-" on wii remote), to start it (number 1, you can map number 1 to "+" on wii remote) and to emulate joystick's up, left, right and fire which you do with wii remote cursors + button "1". No need for elaborate setup. What game requires having direct access to both the joystick and the cursor keys? If you really need access to so many keys you should just plug in a usb keyboard (hopefully that works for you). None of the emulators or Virtual Console games require setup as it is proposed here. Spec
Erm, you actually do need numbers 1 to 4 for constantly switching between weapons mid-game, just like in Livingstone I pressume. The system depicted in there allows for having access to 10 buttons in one, as opposed to just mapping 3 buttons directly to "+", "-" and "1". Of course the virtual console games don't require this number-key mappings since they're, well, console games that weren't designed with a keyboard in mind.
About having direct access to the cursor keys, it makes it possible to handle the BIOS menus without having to switch between joysticks. The more user friendly this (or any) emu can get, the better, I think.
By the way, I seriously don't think that mapping the menu to the "2" button is a good idea. "2" should be used for the joystick button (and as the "accept" button in the menus) instead, since it's the closest button to the thumb, and the menu can already be opened with Home anyway.--ICEknigh7 16:56, 23 January 2009 (UTC)
All six wii remote keys will be user defined: A, B, +, -, 1 and 2 - you can make them any keyboard button or joystick fire. So if weapon switching is 1-4, or 5-9 or A-B you'll be able to do that from wii remote. If you need to use more than 6 keys in the game, i think keyboard, not an additional controller, is the way to go. I'm sorry but this proposition doesn't convince me one bit. If you'd like to try your config, you'd need to look in wiimouse.c (very short file) and recompile fuse. Spec
Being able to select the keys for each button is great, but you forgot to make the user able to map the Wiimote buttons to joystick directions. This would make some platform games easier to control, by mapping the "up" direction (used for jumping) to a button. Also, being able to save and load different key configurations (for platformers, for shooters, for games that require numbers, etc) would come in handy.
By the way, I'm given an error message each time I want to save the configuration: "Error writing file: expected 21 bytes, but wrote only 0".

Intro Screen

This was a screen I did on Bjorns request (the space on the bottom left was for text). If you'd like to use it thats fine.


This can be found here in Speccy format.

I also did some HBC icons...

FuseIcon.png FuseIcon2.png FuseIcon3.png


This is really nice. I will most likely use one of the icons for the hbc (probably the same one Bjorn used). As far as the splash screen (is it for splash screen?), it would have to be integrated into the fuse main code, because all I do is take that code from fuse svn and compile it for Wii. But it looks really nice. -- Spec

Accept/Cancel buttons reversed

It's kinda annoying to have the Accept button for the menus mapped to button 1 as it's not the button nearest to the thumb, thus making it unintuitive. How can we change it to button 2, and map Cancel to 1?--ICEknigh7 22:21, 26 January 2009 (UTC)

Let me think about that. I think that sounds reasonable. It would be much easier if Nintendo named the buttons the opposite. Now internal naming needs to be change just to accommodate that... Spec
Well, that would be awesome. Thanks.--ICEknigh7 13:50, 28 January 2009 (UTC)

I also think that the 1 and 2 buttons should be reversed. Games which play by holding the Wii remote sideways, eg Super Paper Mario, have the 2 button as fire/accept, and 1 as cancel/back, whereas as WiiFuse it's the other way around. The 2 button seems more natural for firing, as with the 1 button your thumb is virtually touching the 2 button as well.Speccy 16:34, 1 February 2009 (UTC)

DOL File

Has anyone managed to convert this to a working .dol file? If so please could you upload it somewhere!? -- Mr_Nick666 17:33, 27 June 2009 (GMT)

Why do you need a .dol file? this elf file is perfectly good and working Spec 14:05, 13 August 2009 (UTC)
Trying to put it in a channel. Can't figure out how to do that with an elf. Any ideas please?--Wilsoff 00:08, 22 August 2009 (UTC)
you would need to run elf to dol - I think it comes as part of devkitpro. Personally I prefer forwarder channels, so that you can upgrade the app without having to rebuild the channel (google "wii forwarder repository"). Spec 14:42, 22 August 2009 (UTC)
It won't run after using elf2dol, HBC reports "this is not a valid wii application". I've tried many forwarders, including one comiled by djdynamite123 (reports invalid entry point when loading FUSE boot.elf. The other forwarders I've changing the path and recompiling are: usbloader_gx, forwarder grrlib, hybrid by WiiPower. I've successfully used them with other apps, but they just hang before they start loading FUSE. Have you got a forwarder that works for FUSE?--Wilsoff 07:20, 23 August 2009 (UTC)

Cannot find 48.rom

When I try to run it, it says it can't find 48.rom, although the file is in the roms folder, inside the fuse folder, inside the apps folder. Just to be sure, I copied the whole roms folder to the root of the SD card, but with the same results... --Kyuubi840 01:25, 8 August 2009 (UTC)

I think I'll have it fixed shortly Spec 14:05, 13 August 2009 (UTC)
A temporary fix is to put 48.rom in sd:/apps/fuse/48.rom . You will also need to put fuse.font from the ui folder into sd:/apps/fuse/fuse.font .--Wilsoff 00:26, 22 August 2009 (UTC)
I haven't tried any forwarder for fuse -- Spec 10:01, 24 August 2009 (UTC)


Can this be compiled on Windows? I have successfully compiled other homebrew, but this doesn't appear to have a MAKEFILE with the correct settings for my compiler. Any help would be appreciated. Thanks.--Wilsoff 00:36, 22 August 2009 (UTC)

It compiles on windows with no problem. For current svn you need this patch, there's a README there too. I prefer to cross-compile from ubuntu to windows - much easier than from msys (I think) Spec 14:37, 22 August 2009 (UTC)
Thanks for the guidance, but I got stuck at building a Wii version of libspectrum. I tried to use msys to do this, and ./configure went fine, but make, and make install gave a bunch of errors. I think I'll just have to accept that this is above me. Thanks again for replying. I've created a separate page to avoid cluttering up this one, it's Compiling Fuse if anyone does feel like spending the time to help me (totally understand if everyone is busy!) Just to clarify I want to build it for the Wii using Windows if that's possible.--Wilsoff 05:35, 23 August 2009 (UTC)
You'd need bunch of tools that are readily available on linux like perl and bison to build fuse, which is why i prefer to cross build from linux. If you don't want to install linux on your disk partition, you can get yourself virtualbox or vmware and install linux on there and still ultimately run it on windows. I even prefer to build Fuse for Windows on linux because of all the build-time dependencies... -- Spec 11:34, 23 August 2009 (UTC)