RetroArch Light Gun Game Mode Selection
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Sorry to jump in, I hope I’m not out of place but...
Off screen reload works in Advmame 1.4 Lethal Enforcers. It can tell when the cursor is at the bottom of the screen and shooting reloads. In the actual arcade cabinet you shoot a small colored box at the bottom middle of the screen.
And once you get the Wiitote setup correctly (and mount some sights) it is accurate enough to hit targets without onscreen crosshairs. As accurate as my aimtrack.
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Good to know. I've tested a few gun games in AdvanceMAME before, but it's been a while and it's nice to hear the situation hasn't changed. Thanks.
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I seem to be having even more trouble with lr-nestopia.
- Mouse movement is shaky and fast
- Pulling trigger doesn't register an in-game shot
- 'Select' button won't cycle through game modes
- Standard relative coordinate mice not registering
Edit: I lost functionality with standard mice after updating to the most recent version, so I guess there's just been a regression in lr-nestopia.
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Can you help me verify an issue as well? Lr-fceumm has been working great with a Wiimote and dolphin bar. After adding an overlay (retrorama-nes) I get a system freeze when pressing the trigger. Unresponsive and needs to be rebooted via putty.
Not trying to troubleshoot, just something to report.
EDIT: Duck Hunt & Hogan’s Alley. The only thing I have changed is input_overlay=true/false.
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I wasn't able to test with the Retrorama overlay, but I tested another without any issue.
Lr-fceumm has been working great with a Wiimote and dolphin bar.
Does this mean you're able to select different game modes, such as the skeet shooting, or tin can targets in 'Duck Hunt' and 'Hogan's Alley'?
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No. I have been working on a setup that lets me use sights instead of onscreen crosshairs, and had yet to play anything other than the Game A on Duck Hunt just to get the correct angle dialed in.
But now that I’ve re-read the manual (Duck Hunt),it is clear that the emulator does not function as the normal hardware did.
Select on the controller centers the crosshairs, and shooting offscreen starts Game A instead of changing selection.
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@mediamogul i havent updated lr-nestopia, but the other reasons were why i stopped using it. The crosshair lag and speed was too much.
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For this specific bug with regard to RetroArch emulator cores I would like to suggest that you all post this information in the libretro forums.
If you could get this thread going with logs over there I will do what I can to attract some attention from developers familiar with the NES light gun situation.
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@markwkidd said in RetroArch Light Gun Game Mode Selection:
I will do what I can to attract some attention from developers familiar with the NES light gun situation.
That would be great. I do plan on starting a thread there soon, but I'm currently trying to get my thoughts together on the matter. There's a handful of things that need to be addressed to make light gun use more practical in RetroArch and I want to make sure I can present those issues as clearly and concise as possible. I also need to experiment with all the applicable cores to see what issue they might have as well.
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@mediamogul Cool!
There is at least one libretro dev who takes FCEUmm NES light gun functionality pretty seriously so I think if the details are laid out that is a good place to start.
For my part there are evidently still irregularities with mame2003 lightgun support. I'm unfortunately not experiencing them myself, so I'm kind of at the same point as you: getting my documentation and description in order before I put out the call for help! :) Maybe this weekend...
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As an aside to anyone looking to change game modes in the mean time, gamepad selection is possible as long as the NES 'Select' button is mapped, or remapped away from the RetroArch hotkey.
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@mediamogul I just tried the overlays from the rpi-video-manager utility by Floob. I still get this freeze, it happens in all RetroArch cores if there is an overlay active. This is on a stock image from the RetroPie website and 1 overlay added to test.
I’m finding it hard to believe this is an isolated incident... I won’t bother you again if you can’t help. Trying to get to the bottom of it. Thanks.
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@chuckyp said in RetroArch Light Gun Game Mode Selection:
I’m finding it hard to believe this is an isolated incident.
We could be on different versions of RetroArch. I haven't updated mine in a little while. I'll update and try again this evening.
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@mediamogul I appreciate it. I just need a confirmation one way or the other. Sorry to bother you.
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I just updated everything, installed an overlay and setup the Dolphinbar and everything seems to be working well. I don't know what could be causing the issue. Perhaps a conflict with another mouse?
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Hello @mediamogul and other lightgun fans: could you answer a slightly remedial question from the libretro side? We know that you have access to the
udev
input driver -- thereforeudev
needs to be working well for the retropie lightgun userbase.Are there any other RetroArch input drivers that RetroPie users employ for their mouse-like devices?
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@mediamogul so strange. I really appreciate you taking the time to test this for me. Another mystery to solve.
I do use a keyboard and trackpad combo but removed it from the equation many times. I will revisit that though once again.
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@mediamogul unless it is the Dolphinbar itself I can not work this out.
I need to ask before I purchase a replacement... are you using the regular version of RetroPie and RetroArch? I have updated RetroArch from both binary and source without change.
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@chuckyp said in RetroArch Light Gun Game Mode Selection:
are you using the regular version of RetroPie and RetroArch?
I am, yes. If it helps, below are the two
.cfg
files I used for the overlay.Duck Hunt (World).zip.cfg
input_overlay = "/home/pi/RetroPie/roms/nes/duck_hunt_overlay.cfg" input_overlay_enable = True input_overlay_opacity = 0.900000 input_overlay_scale = 1.000000
duck_hunt_overlay.cfg
overlays = 1 overlay0_overlay = "duck_hunt_overlay.png" overlay0_rect = "0.0,0.0,1.0,1.0" overlay0_full_screen = true overlay0_descs = 0
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