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    Multiple mice support in RetroArch cores (lightguns, spinners, trackballs)

    Scheduled Pinned Locked Moved Ideas and Development
    micelightgunspinnersteering wheelmame
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    • mediamogulM
      mediamogul Global Moderator @illando
      last edited by

      @illando

      I believe in Advance MAME, the second crosshair should only show up if there's a second mouse detected. Also, you'd think it would happen in every game as a constant. What games are you noticing this in?

      RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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        illando @mediamogul
        last edited by

        @mediamogul For example:
        Point blank
        Steel gunner
        Zero Point

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        • mediamogulM
          mediamogul Global Moderator @illando
          last edited by mediamogul

          @illando

          Do you have two mouse devices that it's picking up on? Like say an actual mouse or airmouse alongside your Dolphinbar? If so, I believe it's possible to allow all mice to be seen as one changing device_mouse auto to device_mouse raw in the advmame.rc config file. At that point, all mouse devices should be seen as one and you can just leave the others alone and use the Wiimote/Dolphin bar. Also, with all the mouse devices being seen as one, it should only produce one set of crosshairs. I haven't tried this myself, but it was necessary to set my keyboard input setting to 'raw' so that Advance MAME wouldn't automatically map my various keyboard devices to different player numbers based on the event order that the system loaded them in.

          RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

          caver01C 1 Reply Last reply Reply Quote 0
          • caver01C
            caver01 @mediamogul
            last edited by caver01

            @mediamogul

            The raw driver for mouse does not unite the devices the way it does for keyboard. You can still setup a matrix of inputs based on the device index, then route each to MAME inputs (like Dial, Trackball, etc.).

            If the light gun is just showing up to advancemame as a mouse input, then it should be one of the indices which you could prove/test using the advm utility.

            Here are the relevant lines I have in my .rc file to get up to 4 mouse devices working on separate indices. They need to be mapped later in the file to the different inputs, some even by ROM if you want. For my trackball and two spinners, that means mapping the trackball mouse and not the spinners for games like Golden Tee, and vice versa for games like Blasteroids.

            device_mouse raw
            device_raw_mousedev[0] /dev/input/mouse0
            device_raw_mousedev[1] /dev/input/mouse1
            device_raw_mousedev[2] /dev/input/mouse2
            device_raw_mousedev[3] /dev/input/mouse3
            device_raw_mousetype[0] ps2
            device_raw_mousetype[1] ps2
            device_raw_mousetype[2] ps2
            device_raw_mousetype[3] ps2
            

            Then, say your tests put light guns on mouse 1 and 2:

            input_map[p1_lightgunx] mouse[1,x]
            input_map[p1_lightguny] mouse[1,y]
            input_map[p2_lightgunx] mouse[2,x]
            input_map[p2_lightguny] mouse[2,y]
            

            That should work, right?

            My 4-player cocktail style cabinet built as a custom "roadcase"

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            • I
              illando
              last edited by

              @mediamogul No second mouse connected.
              I'm doing my tests using only a wired keyboard and a classic wired mouse to reduce variables during the test.

              Talking about the dolphin bar, I was wondering if could be possible to skip it connecting a Wii remote via Bluetooth using a classic battery powered IR bar,
              I found a tutorial about how to connect a wiimote to Retropie here:
              https://github.com/RetroPie/RetroPie-Setup/wiki/Wiimote-Controller

              but it's so complicated it seems you have to build a driver by yourself.

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              • mediamogulM
                mediamogul Global Moderator @caver01
                last edited by mediamogul

                @caver01 said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

                That should work, right?

                It certainly looks like it would neatly square away reliable assignment of the mice, but for some reason he's getting two sets of crosshairs with only one mouse which seems odd. Of course, I'm making the assumption that the crosshairs are being generated from Advance MAME. If the crosshairs are coming inherently from the games mentioned, it's possible the whole issue might boil down to intentional behavior, like how many coins were inserted or something. What are your thoughts? I'll look at those particular titles a little later this evening and see how they behave on mine.

                @illando

                but it's so complicated it seems you have to build a driver by yourself.

                Yeah, the main attraction of the Dolphinbar is that it's doing everything without the need for special drivers, making it both fool-proof and future-proof at the same time. I'd always stick with it between the two options.

                RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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                • caver01C
                  caver01 @mediamogul
                  last edited by

                  @mediamogul I have done plenty with the mouse inputs for advancemame, but I have no experience with lightguns. The dolphin bar presents as a standard mouse when it is working properly, right? This is probably the way I would go if I wanted to to lightgun games.

                  I also think a lot depends on how each game is built. Does it always draw crosshairs for players who have entered the game? Do the crosshairs default to the center of the screen? That would make a lot of sense, actually. It seems like I could do a test too even with a trackball and spinners, as the game should not know the difference.

                  My 4-player cocktail style cabinet built as a custom "roadcase"

                  mediamogulM 1 Reply Last reply Reply Quote 0
                  • mediamogulM
                    mediamogul Global Moderator @caver01
                    last edited by mediamogul

                    @caver01 said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

                    It seems like I could do a test too even with a trackball and spinners, as the game should not know the difference.

                    You can indeed. It can even be tested by mapping buttons or keys to move a light gun, trackball, etc. It's a real testament to the versatility of MAME, although obviously you'd always want the granular movement of analog input whenever possible.

                    @illando

                    I tested the games you mentioned. 'Point Blank' refused to launch for me, 'Steel Gunner' loaded with persistent crosshairs generated by AdvanceMAME for P1 and P2 just as you said, but bizarrely, control of the AdvMAME crosshairs for P1 had no effect on the crosshairs for the game. Lastly, 'Zero Point' seemed to behave as it should, but it definitely had persistent crosshairs generated by AdvMAME for both players at all times with no second mouse present.

                    This might end up being something better addressed over at the AdvanceMAME forums, but it seems as though it may be a bug or perhaps that the light gun implementation for two player games is still somewhat immature. It would seem as though the ideal behavior would be to only generate crosshairs for a second player if a second mouse is found.

                    RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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                    • caver01C
                      caver01 @mediamogul
                      last edited by

                      @mediamogul said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

                      It would seem as though the ideal behavior would be to only generate crosshairs for a second player if a second mouse is found.

                      Unless this is exactly how the actual arcade machine behaves. In that case it is doing perfect emulation in this regard, and to expect more or different is maybe to expect too much.

                      My 4-player cocktail style cabinet built as a custom "roadcase"

                      mediamogulM 2 Replies Last reply Reply Quote 0
                      • mediamogulM
                        mediamogul Global Moderator @caver01
                        last edited by mediamogul

                        @caver01

                        Very true, but in these particular cases and probably more, the in-game crosshairs for P2 are only present when needed. AdvanceMAME generating a second set at all times seems unintentional and you'd think avoidable by polling for another mouse device. Then again, I'm not a programmer, so perhaps it truly is unavoidable.

                        RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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                        • mediamogulM
                          mediamogul Global Moderator @caver01
                          last edited by mediamogul

                          @caver01

                          I've been meaning to mention something to you for a while, but I keep forgetting. Sometime last year we were both lamenting the fact the lr-vecx didn't render it's vector emulation in HD. Well, you might already know this by now, but sometime along the way, hi-res options were added to the core settings, all the way up to 4x. Of course the arcade conversions are still better experienced in AdvanceMAME, but the Vectrex original games now look fantastic for the first time in RetroArch.

                          RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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                          • caver01C
                            caver01 @mediamogul
                            last edited by

                            @mediamogul said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

                            the Vectrex original games now look fantastic for the first time in RetroArch.

                            That's fantastic! I will have to take a look. I have not loaded the Vectrex emu, as I just barely remember these machines. I do remember seeing ads for them, and a few months ago I got to try one first hand at the Portland Retro Gaming expo. I was amazed at the titles that were not even vector that they tried to remake as vector.

                            Speaking of more vector, did you ever hear about VEC9, the first NEW vector arcade game in 30 years?!

                            My 4-player cocktail style cabinet built as a custom "roadcase"

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                            • mediamogulM
                              mediamogul Global Moderator @caver01
                              last edited by

                              @caver01

                              Ha! The game not only looks amazing, but that premise is hilarious. They really nailed that cold war vibe in the commercial. I'll have to make a road trip to wherever this ends up.

                              RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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                              • I
                                illando @mediamogul
                                last edited by

                                @mediamogul

                                @mediamogul said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

                                I tested the games you mentioned. 'Point Blank' refused to launch for me, 'Steel Gunner' loaded with persistent crosshairs generated by AdvanceMAME for P1 and P2 just as you said, but bizarrely, control of the AdvMAME crosshairs for P1 had no effect on the crosshairs for the game. Lastly, 'Zero Point' seemed to behave as it should, but it definitely had persistent crosshairs generated by AdvMAME for both players at all times with no second mouse present.
                                This might end up being something better addressed over at the AdvanceMAME forums, but it seems as though it may be a bug or perhaps that the light gun implementation for two player games is still somewhat immature. It would seem as though the ideal behavior would be to only generate crosshairs for a second player if a second mouse is found.

                                Don't know what to say about Point Blank, It's running perfectly on my retropie. About stelle gunner you should follow the process of calibration described in this video and the P1 crosshair generated by the game will follow the P1 AdvanceMame crosshair (the P2 AdvanceMame crosshair will remain in the center of the screen).


                                But I think you are right, it should be a problem related to AdvanceMAME.

                                mediamogulM 1 Reply Last reply Reply Quote 0
                                • mediamogulM
                                  mediamogul Global Moderator @illando
                                  last edited by mediamogul

                                  @illando said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

                                  About stelle gunner you should follow the process of calibration described in this video and the P1 crosshair generated by the game will follow the P1 AdvanceMame crosshair

                                  Gotchya. Outside of that, the game seemed to run very well. Notice from the video that the second set of crosshairs are not visible, so it's either a config issue that we share, or a subtle difference between MAME and AdvanceMAME in how mice are detected.

                                  RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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                                  • I
                                    illando @mediamogul
                                    last edited by

                                    @mediamogul
                                    Not a real fix but I solved pressing "f" and "g" keyboard keys, placing the player2 crosshair in the bottom right corner. :)
                                    I can confirm 'Point Blank' refused to launch on AdvanceMAME 3.6 but it works using AdvanceMAME 1.4 core.

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                                    • mediamogulM
                                      mediamogul Global Moderator @illando
                                      last edited by

                                      @illando said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

                                      Not a real fix but I solved pressing "f" and "g" keyboard keys, placing the player2 crosshair in the bottom right corner. :)

                                      Not a real fix, but an incredible simulation. ;)

                                      I can confirm 'Point Blank' refused to launch on AdvanceMAME 3.6 but it works using AdvanceMAME 1.4 core.

                                      Ah, good to know.

                                      RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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