Gamecube/N64 to USB adapters manual [Work in progress]
Adapter types
This page explains how to use the following adapters that are based
on the
Gamecube/N64 to USB project.
Adapters based on this project are also available in my
online shop.
| GCN64-USB | N64-USB | GC-USB |
|---|
| N64 or Gamecube to USB |
N64 only to USB |
Gamecube only to USB |
 |
 |
 |
| (shop) |
(shop) |
(shop) |
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Quick guide
- Connect the adapter to a free USB port.
- Connect a Gamecube or N64 controller.
- Perform calibration using the control panel tool (See calibration below).
- If you are using a Gamecube controller, run the calibration fixer tool. (See the Gamecube sliders Fix below)
- In your game or emulator, assign buttons and axes.
Important things to keep in mind:
- Calibration is usually required in order for the axis to be able to reach their
maximum effect in the game. (i.e. Character fully running).
- The Gamecube L and R sliders can be tricky. Use the calibration fixer and refer to the
section specific to your emulator for additional tips.
- N64 and Gamecube controllers cannot be connected simultaneously to the same adapter.
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Calibration
Calibration is performed from the Windows game controllers dialog.
Under
Windows 7, go to
Control Panel -> Devices and Printers. The following icon should
be found:

Right-click and select
Game controller settings, select the adapter named "GC/N64_USB" and click the
Properties button.
This will open a window with a
Test tab and
Settings tab. Click on the
Settings and click
Calibrate to
open the game device calibration wizard.
For a
Gamecube controller, follow the calibration procedure:
- Welcome to the wizard. Thanks. Click Next.
- Find Center Point: As it says, don't touch the D-Pad or any analogic stick or sliders. Just press a button such as A.
- Axis calibration: It says D-Pad, but it really is the main analog stick we are talking about. Move it around in
all directions until releasing it brings the cross in the center. Press a button such as A to continue.
- Verify Center Point: The computer needs to know what the center point is. With the main analog stick
released so that it auto-centers, just press A to continue.
- Axis calibration (Slider): This is in fact the L slider. Slowly push it down until the slider reaches the digital button. Increase
pressure until it clicks. This button press registers and brings us to the next calibration step.
- Axis calibration (X Rotation): This is in fact the C-Stick Left-Right axis. Move the axis fully left and then fully right. Press
A to continue.
- Axis calibration (Y Rotation): This is in fact the C-Stick Up-Down axis. Move the axis fully up and then fully down. Press
A to continue.
- Axis calibration: This is in fact the L slider. Slowly push it down until the slider reaches the digital button. Increase
pressure until it clicks. This button press registers and brings us to the next calibration step.
- Calibration Complete: Click Finish and run the calibration fixer (see below).
For a
N64 controller, follow the calibration procedure:
- Welcome to the wizard. Thanks. Click Next.
- Find Center Point: Just press a button such as A. Don't touch anything else.
- Axis calibration: It says D-Pad, but it really is the analog stick we are talking about. Move it around in
all directions until releasing it brings the cross in the center. Press a button such as A to continue.
- Verify Center Point: The computer needs to know what the center point is. With the analog stick
released so that it auto-centers, just press A to continue.
- Axis calibration (Slider): This only applies to Gamecube controllers. Press A to continue.
- Axis calibration (X Rotation): This only applies to Gamecube controllers. Press A to continue.
- Axis calibration (Y Rotation): This only applies to Gamecube controllers. Press A to continue.
- Axis calibration: This only applies to Gamecube controllers. Press A to continue.
- Calibration Complete: Click Finish. Do not run the calibration fixer.
Important: The names displayed by the calibration wizard, such as D-Pad and X/Y/Z Rotation, are misleading and wrong. Please ignore
them and follow the steps above carefully.
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Gamecube sliders Fix
The Gamecube controller sliders are often problematic because they lack a central resting position. Many games assume
an axis to be
active when the value it reads is different, within a certain margin, from the center
position. Thus, when performing button assignments, the L and R sliders will often immediately register as
active and hinder (or most likely, prevent) successfully configuring the game for the controller.
The following tool must be run
after calibration (see instructions above). When it is run, it
looks for raphnet GC/N64 to usb adapters and alters the calibration data the system keeps for each
unit found. All axis are left as calibrated, except the L and R sliders which are recentered.
The tool can be downloaded right here:
gcjoycalfix_v2.exe Since firmware version 2.0.
gcjoycalfix.exe For older adapters.
A successfull operation will output something like this:
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FAQs, tips and tricks
- The Gamecube L and R sliders may hinder or prevent button assignments in some
games due to their non-central rest position (they look active). To prevent this,
always run the calibration fixer tool once following a normal calibration procedure. See
Gamecube sliders Fix above for details.
- The L and R sliders will be disabled if L and R are fully pressed when connecting
the Gamecube controller to the adapter.
- If you want to assign the digital L and R gamecube buttons but the game software
always detects and assigns the analog axis instead, disable the analog function
using the technique described in the point above. This can be done temporary and only
for this specific assignment. If you are lucky, some software (such as Dolphin) may
offer the possiblity selecting the button from a list which is much easier!
- If calibration is not performed, the analog axis (Main stick, C-Stick, sliders)
may not be 100% effective in the game. (i.e. Character walking instead of running). Refer
to this page's calibration section for instructions.
- Vibration requires firmware 2.0 and above, and is only tested with project64 and
Dolphin under Windows 7.
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Project64 with N64 controller
Using a N64 controller with project64 is easy.
Make sure to perform calibration according to the above instructions. Then in
project64
Options menu, select
Configure Controller Plugin....
In the
Configure Input dialog that opens, select the game device and
assign buttons according to your preference. For reference, here is a saved
profile for a N64 controller with standard button mapping:
raphnet_pj64_n64controller.jsf
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Project64 with Gamecube controller
This is possible, but the L and R sliders add complexity. First of all, make
sure to perform calibration according to the above instructions. Then in
project64
Options menu, select
Configure Controller Plugin....
In the
Configure Input dialog that opens, select the game device and
assign buttons according to your preference. However there will be
complications involving the L and R sliders because of the combined
analog and digital functions. There are two ways to get around this.
Option 1:Accept to use the L/R sliders analogic feature to control the N64 L/R
buttons. Nothing special is required in this case. The sliders will appear
as "Rz-" and "S0-" in the dialog box.
Option 2:To prevent Project64 from seeing movement on the L/R sliders analog
part, the analog feature must be disabled. Since adapter firmware 2.0, you can
do that by holding down the L and R buttons when connecting the gamecube controller.
Confirm the L and R sliders are inactive in the Windows Test panel and perform
calibration again (to center the L and R sliders). Then, back in Project64, you
can configure the controller without having the L and R analogic axis in your way. If
all goes well, the L and R buttons will register as Joypad 5 and Joypad 6.
There is no need to hold down L and R each time you connect the controller. It is
only required if you wish to reconfigure the input. In any case, I recommend saving
the configuration profile. Here's a copy of my config you may use to save time:
raphnet_pj64_gc_digital.jsf
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Dolphin with Gamecube controller
The first part is simple:
1: Make sure to perform calibration according to the above instructions.
2: In dolphin
Options menu, select
Gamcube Pad Settings.
3: Assign Buttons, Main Stick, C-Stick and D-Pad. No complications here.
Now it gets slightly trickier...
4: L/R Analog. Click the L-Analog and R-Analog assignation buttons and press the corresponding slider.
If you omit to run the L/R slider fix program (see Gamecube sliders Fix above),
you may get away with Axis 3- and Axis 2- being assigned the L-Analog and R-Analog respectively. Keep
in mind however that the L and R sliders won't do anything until they are 50% pressed down. This
won't feel right.
5: L/R Digital. When we try to assign these, the analog part of the L/R sliders always triggers
first. But There is an easy workaround: Right-clicking on the assignment button opens
a window where one can choose the button from a list. Select Buttons 5 and 6 for the L and
R slider buttons respectively. (See screenshot to the right)
6: Vibration. Assign the rumble Motor to the Direct Input device for the controller. (SDL does
not seem to work). When you click 'Test', the controller vibrates for a short moment.
Don't forget to Save your configuration profile once you're done!
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