Talk:How to use the Official GameCube Controller Adapter for Wii U in Dolphin

OS X native support
A change that referred to a codeless kext that allows the native GameCube adapter support to work was removed by MaJoR with the comment "That is not native gamecube controller support, that's a system driver." Thought I should make the comment that codeless kexts are not absolutely not system drivers. They are specially crafted kernel extensions that prevent other drivers from loading. In this case we need to prevent IOUSBHIDDriver from loading as the HID report descriptor of the WUP-028 makes the device unusable (believe me, I have tried to get it working as a Joystick). With the a codeless kext installed libusb is able to access the WUP-028 in the same way as is done under Linux. So, it is native support!

Now, there are problems with the codeless kext route. As of 10.10 all kernel extensions (codeless or not) need to be signed by a paying developer. The alternative is to turn on kext debugging mode but that is undesirable for end users. I would be willing to sign the kernel extension if there is any interest.


 * Since you brought this up again, I decided to go ahead and show this to skidau. Turns out I was right, but so are you! https://github.com/mitchdzugan/osx-wiiu-gcc-adapter contains the codeless kext you were referring to, and it is true and proper native support, as with any other operating system, where dolphin has full control. skidau looked at the code and confirmed it. However, the reddit link has a google drive file that turns this into a system level driver, akin to the vjoy drivers. Yea, weird. I saw the original poster saying it works for everything and realized it was a system level driver and deleted it. Basically, system level driver instructions should not be in this article. Everything on https://github.com/mitchdzugan/osx-wiiu-gcc-adapter however is perfectly fine. So, are you mitchdzugan? If so, is it ok for the instructions on the github page to be listed here with a link to the github page for the download? Or would you just prefer a mention that it is available and a link to the github page? - MaJoR (talk) 12:39, 2 April 2015 (CEST)

No, I am not mitchdzugan. I was looking at his work earlier this week and I couldn't tell how his software works as he only provides binaries. When I first attempted getting the WUP-028 to work with dolphin I wrote a driver that intercepts the HID descriptor and report requests and exposes its own making the WUP-028 look like 4 gamepads. The benefit of my kernel extension over the codeless one is it should allow other applications (openemu for example) to use the WUP-028 as an input device. I will release the kernel extension code once I have it fully working the OS X force feedback interface. As for mentioning the codeless kext method, I think that would be a good idea. It is a well-known practice for supporting pseudo-hid devices. Before a mention to this method is added let me see if I can code-sign a codeless kext for the WUP-028. Hjelmn (talk) 7:17, 2 April 2015 (MDT)

I finally got a chance to upload both my driver and codeless kext source. Both can be downloaded and built from. I am waiting on Apple to approve my kext code signing request before I build installer packages for either kext. The driver makes the WUP-028 work out of the box with other emulators like Sixtyforce and openemu and includes support for the Apple ForceFeedback framework. I will update this talk again if/when I get permissions to sign my kexts. Hjelmn (talk) 1:20 PM, 10 April 2015 (MDT)

Well, Apple sucks. They will only let Nintendo sign a kernel extension that supports the WUP-028. Nintendo will never do it so the WUP-028 is unusable on OSX without putting the kernel in development mode (bypassing signing). Those willing to turn off kext verification can run sudo nvram boot-args="kext-dev-mode=1" and use one of my kexts. Hjelmn (talk) 9:34 PM, 24 May 2015 (MDT)

OK, so is there a change needed to the OS X info here? Or can this discussion be purged out?Kolano (talk) 01:12, 26 November 2015 (CET)

Dolphin 4.0-8601 and Newer with Netplay
Not sure why but we tried multi-player and the GameCube Adapter for Wii U option works fine in single player but with NETPLAY it just doesn't work at all, cursor won't move or anything.... 142.161.88.117 10:05, 15 January 2016 (CET)

Special Controller Support
I've been trying to get more information on what controllers are supported and which ones are not. So far, it's pretty simple.


 * GameCube Controllers of any brand seem to work
 * Bongos work, but Dolphin has to manually tell the game bongos are plugged in
 * GameCube Keyboard Controller partially works - keyboard itself is non-functional, but can be used as a standard controller.
 * Dancemat is unknown.
 * Steering Wheels are unknown

JMC4789 (talk) 18:04, 9 March 2016 (CET)

New Mac update doesnt allow Gamecube adapter
Hello, So I have been playing Dolphin on my mac for several months now. I have been playing mostly super smash brother melee, but other games as well. I am using an actual gamecube controller and a WiiU Nintendo gamecube adapter. I originally visited this page when I was first setting up my Dolphin emulator and downloading the smashenabler.pkg to allow the usb's to detect the Gamecube adapter. But ever since updating my mac to 10.11.4, for some reason, it no longer recognizes the GC adapter. I think that whoever wrote up the smashenabler.pkg code to allow the usb to detect the adapter, needs to rewrite it or update it so it works with the latest version of mac software. It would be greatly appreciated, until then, I cannot play dolphin on my mac anymore.

Controller Test/Debug
Intermittently one or both the stick go in a certain direction for about a second. Is there a test dialogue box I can use to see if it's the game or the controller itself? I can't use the TAS Input box because that crashes Dolphin completely after a few seconds. Xnamkcor (talk) 16:15, 23 May 2016 (CEST)