[GH-ISSUE #130] Constant rumble when playing Fire Emblem Three Houses in switch + gyro mode #53

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opened 2026-10-22 05:01:04 +00:00 by roman · 17 comments
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Originally created by @AmadeuszNowak on GitHub (Jul 5, 2026).
Original GitHub issue: https://github.com/safijari/openpuck/issues/130

I'm using version 0.9.10.
I have my openpuck paired to the left puck slot in my controller.
My openpuck is connected to Nintendo Switch dock.
Controller is recognised as a Pro controller.
Everything works fine in the menu and when playing Zelda TOTK.
However, the moment I open Fire Emblem Three Houses, the controller rumbles constantly.

I looked into this issue and searched for solution. From what I have found, it is a know bug in software that surfaced a few years ago. It happened to original NS Pro controller as well as to the third-party controllers. I found that 8bitdo released a new firmware for their controllers to solve the issue. I'm not sure how Nintendo solved it with the OG, I assume with update as well.

Edit: I have found one person claiming that this issue happened on the OG Pro controller only when playing and charging the pad at the same time. Could it be that the openpuck tries to charge the internal battery on the Pro Micro when connected to the USD on the dock?

Originally created by @AmadeuszNowak on GitHub (Jul 5, 2026). Original GitHub issue: https://github.com/safijari/openpuck/issues/130 I'm using version 0.9.10. I have my openpuck paired to the left puck slot in my controller. My openpuck is connected to Nintendo Switch dock. Controller is recognised as a Pro controller. Everything works fine in the menu and when playing Zelda TOTK. However, the moment I open Fire Emblem Three Houses, the controller rumbles constantly. I looked into this issue and searched for solution. From what I have found, it is a know bug in software that surfaced a few years ago. It happened to original NS Pro controller as well as to the third-party controllers. I found that 8bitdo released a new firmware for their controllers to solve the issue. I'm not sure how Nintendo solved it with the OG, I assume with update as well. Edit: I have found one person claiming that this issue happened on the OG Pro controller only when playing and charging the pad at the same time. Could it be that the openpuck tries to charge the internal battery on the Pro Micro when connected to the USD on the dock?
roman closed this issue 2026-10-22 05:01:04 +00:00
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@safijari commented on GitHub (Jul 5, 2026):

It does appear to the Switch as a wired controller so yeah it would look like a charging controller. This is gonna be difficult for me to debug because I do not own this game.

<!-- gh-comment-id:4886544171 --> @safijari commented on GitHub (Jul 5, 2026): It does appear to the Switch as a wired controller so yeah it would look like a charging controller. This is gonna be difficult for me to debug because I do not own this game.
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@safijari commented on GitHub (Jul 5, 2026):

Maybe in the meantime I can add a way to disable rumble in emulated modes?

<!-- gh-comment-id:4886546545 --> @safijari commented on GitHub (Jul 5, 2026): Maybe in the meantime I can add a way to disable rumble in emulated modes?
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@AmadeuszNowak commented on GitHub (Jul 5, 2026):

I think that will work as a temporary workaround. I will try to dig deeper into this issue as well. "Charging" is for now the only tangible suspect but 8bitdo had similar issue and if I recall, they are using WiFi dongles without internal battery. Maybe I will be able to find a change log related to this.

<!-- gh-comment-id:4886717623 --> @AmadeuszNowak commented on GitHub (Jul 5, 2026): I think that will work as a temporary workaround. I will try to dig deeper into this issue as well. "Charging" is for now the only tangible suspect but 8bitdo had similar issue and if I recall, they are using WiFi dongles without internal battery. Maybe I will be able to find a change log related to this.
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@safijari commented on GitHub (Jul 5, 2026):

Ok see if this helps

https://github.com/safijari/openpuck/pull/133

<!-- gh-comment-id:4887004231 --> @safijari commented on GitHub (Jul 5, 2026): Ok see if this helps https://github.com/safijari/openpuck/pull/133
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@safijari commented on GitHub (Jul 6, 2026):

Actually, this one is a long shot but please see if this helps:

https://github.com/safijari/openpuck/pull/135

<!-- gh-comment-id:4888840523 --> @safijari commented on GitHub (Jul 6, 2026): Actually, this one is a long shot but please see if this helps: https://github.com/safijari/openpuck/pull/135
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@safijari commented on GitHub (Jul 6, 2026):

Overall #135 is good to have anyway and it tested fine so I'm merging it. Lemme know if it helps.

Edit: Merged the other one too so you at least have a fix for the time being.

<!-- gh-comment-id:4888941962 --> @safijari commented on GitHub (Jul 6, 2026): Overall #135 is good to have anyway and it tested fine so I'm merging it. Lemme know if it helps. Edit: Merged the other one too so you at least have a fix for the time being.
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@AmadeuszNowak commented on GitHub (Jul 6, 2026):

I have some issues with building from source. I use drag and drop to flash my pro micro through the bootloader. Would it be possible if you could run a pipeline and create a release with "testing" label instead of "stable"?

<!-- gh-comment-id:4891420186 --> @AmadeuszNowak commented on GitHub (Jul 6, 2026): I have some issues with building from source. I use drag and drop to flash my pro micro through the bootloader. Would it be possible if you could run a pipeline and create a release with "testing" label instead of "stable"?
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@Leseratte10 commented on GitHub (Jul 6, 2026):

Such a pipeline already exists.

The latest commit on the main branch is 7f93a42 and you can download the uf2 for that commit here: https://github.com/safijari/openpuck/actions/runs/28767046635/artifacts/8099536294

<!-- gh-comment-id:4891448927 --> @Leseratte10 commented on GitHub (Jul 6, 2026): Such a pipeline already exists. The latest commit on the main branch is 7f93a42 and you can download the uf2 for that commit here: https://github.com/safijari/openpuck/actions/runs/28767046635/artifacts/8099536294
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@AmadeuszNowak commented on GitHub (Jul 6, 2026):

Unfortunately, this did not solved the issue. As for per disabling rumble per mode, I was not able to find it in the UI of the WebUSB. How should I configure that?

<!-- gh-comment-id:4896491854 --> @AmadeuszNowak commented on GitHub (Jul 6, 2026): Unfortunately, this did not solved the issue. As for per disabling rumble per mode, I was not able to find it in the UI of the WebUSB. How should I configure that?
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@Leseratte10 commented on GitHub (Jul 6, 2026):

At the bottom there's a section labelled "button mapping". In there you can choose between Xbox, Switch, DS4 and DS5, and then in the box below at the top right there's the rumble toggle for that mode.

<!-- gh-comment-id:4896528485 --> @Leseratte10 commented on GitHub (Jul 6, 2026): At the bottom there's a section labelled "button mapping". In there you can choose between Xbox, Switch, DS4 and DS5, and then in the box below at the top right there's the rumble toggle for that mode.
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@AmadeuszNowak commented on GitHub (Jul 6, 2026):

I don't see it. I have flashed the new again just to confirm that I used a proper version.

Image

As a temporary solution, I was able to turn off the rumble within the game settings which also works as a workaround.

I tried to dig deeper and found that different project encountered the same issue and they ware able to fix it. I'm not sure if that will help in any way.
https://github.com/ndeadly/MissionControl/issues/418

<!-- gh-comment-id:4896637538 --> @AmadeuszNowak commented on GitHub (Jul 6, 2026): I don't see it. I have flashed the new again just to confirm that I used a proper version. <img width="1892" height="992" alt="Image" src="https://github.com/user-attachments/assets/01ee81ec-3099-4722-86c3-da26c9f02b69" /> As a temporary solution, I was able to turn off the rumble within the game settings which also works as a workaround. I tried to dig deeper and found that different project encountered the same issue and they ware able to fix it. I'm not sure if that will help in any way. https://github.com/ndeadly/MissionControl/issues/418
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@safijari commented on GitHub (Jul 6, 2026):

Are you on https://safijari.github.io/openpuck? Or serving the HTML locally?

That link is very helpful. I'll see if Claude can propose a fix based on that but will again need your help to test.

<!-- gh-comment-id:4896998752 --> @safijari commented on GitHub (Jul 6, 2026): Are you on https://safijari.github.io/openpuck? Or serving the HTML locally? That link is very helpful. I'll see if Claude can propose a fix based on that but will again need your help to test.
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@AmadeuszNowak commented on GitHub (Jul 6, 2026):

No worries, I can help with the tests. Regarding, the Web usb, I used the https://safijari.github.io/openpuck I saw you merged the changes to main so I assumed it should be live now. Should I run it locally?

<!-- gh-comment-id:4897324833 --> @AmadeuszNowak commented on GitHub (Jul 6, 2026): No worries, I can help with the tests. Regarding, the Web usb, I used the https://safijari.github.io/openpuck I saw you merged the changes to main so I assumed it should be live now. Should I run it locally?
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@safijari commented on GitHub (Jul 6, 2026):

No need to run it locally. Maybe try a Ctrl/cmd + shift + r for a refresh that would bust cache?

<!-- gh-comment-id:4897340994 --> @safijari commented on GitHub (Jul 6, 2026): No need to run it locally. Maybe try a Ctrl/cmd + shift + r for a refresh that would bust cache?
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@safijari commented on GitHub (Jul 6, 2026):

https://github.com/safijari/openpuck/actions/runs/28824025722?pr=148

Please try the uf2 from here and see if the fire emblem issue is solved. I tested it against other switch games to confirm nothing else was broken.

<!-- gh-comment-id:4897798503 --> @safijari commented on GitHub (Jul 6, 2026): https://github.com/safijari/openpuck/actions/runs/28824025722?pr=148 Please try the uf2 from here and see if the fire emblem issue is solved. I tested it against other switch games to confirm nothing else was broken.
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@AmadeuszNowak commented on GitHub (Jul 7, 2026):

I can confirm that both issues are solved now.

There is no longer constant rumble while playing FE3H.

I am also able to access per mode rumble settings.

<!-- gh-comment-id:4905740301 --> @AmadeuszNowak commented on GitHub (Jul 7, 2026): I can confirm that both issues are solved now. There is no longer constant rumble while playing FE3H. I am also able to access per mode rumble settings.
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@safijari commented on GitHub (Jul 7, 2026):

Excellent. Closing

<!-- gh-comment-id:4905748087 --> @safijari commented on GitHub (Jul 7, 2026): Excellent. Closing
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