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    Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

    Aimtrak gun loses alignment when I aim off the screen. <tag> Aimtrak <Tag>

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    aimtrak
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    • D
      dureq83
      last edited by

      Also, I just plugged in my Death Adder mouse and thought I'd try and test something.
      There almost seems like some kind of over reach setting in place where the pi thinks it's actually a mouse rather then something mimicking a mouse. What I mean is this, I placed the cursor in the middle and did 10 upwards strokes to the top of the machine and then moved the mouse back to the middle and took a note of where my wrist was initially and then where it was when I returned to the middle. I then did the same thing and over-extended my wrist and push the cursor past the top of the screen and brought it back down. My wrist was much further down then it was to start. either I'm on to something or I'm 100% in the opposite direction and am over-thinking the scenario.

      EfriimE 1 Reply Last reply Reply Quote 0
      • EfriimE
        Efriim @dureq83
        last edited by

        @dureq83
        There's a lot to think about. Hmm, like a bad level sometimes you need to come back after a break.

        I think it is okay if you post this, there are other scripts and modules the people write, but they don't contribute to RetroPie directly so it is hard to accept them. This will be most useful in beginning to understand the libraries and scripts involved.

        I'm just waking up and setting some guncon games to explore some variables first hand.

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        • EfriimE
          Efriim
          last edited by Efriim

          I think this section is of import.
          As I was just concluding that the relative values of the mouse and the absolute values of the light gun should be as seperated.

          https://github.com/gunpadawan/gunconf#configuration
          ~/.advance/advmame.rc (this folder is linked directly to the one in /opt/retropie/configs/...)

          device_mouse none
          device_joystick event
          input_map[p1_lightgunx] joystick[d209_1601_2,0,0]
          input_map[p1_lightguny] joystick[d209_1601_2,0,1]
          

          [d209_1601_ is the device Id and it should not need to changed.
          _2,0,1] the first number(2) might need to be changed to the usb device interface number since you are using a powered usb hub.

          I'll update if I find a way to read the usb interfaces, ID & and numbers

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          • D
            dureq83 @Efriim
            last edited by

            @Efriim those are the settings I was messing around with earlier. The readme in the gunconf folder mentioned editing those lines but have mouse_none. I'll play with it again in the morning.

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            • G
              grant2258 Banned
              last edited by

              mame2010 2003 and + only has a mouse/pointer added no guns unless they do decide to add them. You are better off using advanced mame to get this working.

              I think this is something thats lacking all all ra mame cores i would need to look at current to see if it maps them at all. It could be done no doubting that but as i dont have the devices i cant test or fix.

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              • D
                dsstrainer
                last edited by

                I have a similar issue using the Wiimote with the Dolphin Bar. Works really well until I go off screen... then it's slightly off center until I move around enough to get it back. I have an aimtrak but haven't tried it with retropie yet.

                RetroPie v4.2 • RPi3 Model B • 5.1V 2.5A PSU • 8GB SanDisk class 10 microSD • 16GB External USB Thumb Drive
                Roms, images and configs stored in USB and symlinked from normal microsd location
                Xarcade Keyboard encoder + Zero Delay Joystick encoder

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                • G
                  grant2258 Banned
                  last edited by

                  Well not having this device it looks to me like you can use it as a controller (axis) or mouse device (this is goodif it is) this would be trivial to add to mame2010 in retroarch if that is the case. Looking into it a little more The Dolphin bar has the same modes supported as well so that all good.

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                    dureq83
                    last edited by

                    Just an update, I installed the pixel desktop and reverted back to the original advmame.rc files. (I know that advmame.rc doesn't effect the pixel desktop but I wanted everything as default for my test.) and the lightgun never lost calibration, (or didn't drift as I've been calling it.) So the gun works correctly in the pixel desktop. I don't know if this will help or mean anything but it seems like it would help troubleshoot the issue or narrow it down.

                    EfriimE 1 Reply Last reply Reply Quote 0
                    • EfriimE
                      Efriim @dureq83
                      last edited by

                      @dureq83
                      That is a good test and it is a good sign. I'm fairly certain now that advmame.rc will have the solution. Have you got any results by using the configuration earlier, the one from the gunconf website?

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                      • D
                        dureq83
                        last edited by

                        I changed device_mouse none, device_joystick_event and changed the two lines for lightgunx and lightguny. I then loaded up the game using advancmame and bound the up, down, left, and right keys with the light gun.

                        With these current settings the crosshairs dont start moving until I've moved the light gun quite a distance. Its not like a lag but rather as if the emulator/rom doesnt acknowledge the movement until you've moved by a few inches.

                        Also, I unplugged the lightgun from the powered USB hub and plugged it into the #1 USB port on the pi. I kept the keyboard and sensor bar attached to the USB hub. (The sensor eye is the reason for the powered USB hub due to its energy drain, or that it needs more power then then pi's USB ports supply.)

                        I do agree that the issue is probably just a line of code in a conf/.rc file. I will mess with the advancmame.rc file here in a few minutes before I head to work.

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                        • D
                          dureq83
                          last edited by

                          There is something that has been concerning me this whole time. When you load up the screen there is a cross hair in the shape of + and then there is also a x rotated crosshair type thing. They both move with the light gun pointer but the cross hair is accurate (until I aim off screen of course) but the X crosshair thing, lags behind. Does anyone know what the X is for?

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                          • T
                            tuki_cat
                            last edited by tuki_cat

                            The X is for the second player in light gun games that support a second player.

                            Also, I have the same issue as you where the aimtrak is being used for both players, rather than just player one.

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                            • D
                              dureq83
                              last edited by dureq83

                              That makes sense, I just unbound all the player two inputs and no-longer have the 2nd crosshair trying to follow the 1st.

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                              • D
                                dureq83
                                last edited by

                                Also, I've found that even if I mess with the Device_Mouse raw, event, lightgun, auto... etc every time I go to bind the gun's movement in the game's settings, it always shows as a joystick input not mouse. Just food for thought?

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                                  tuki_cat @dureq83
                                  last edited by

                                  @dureq83

                                  Hi dureq,

                                  Which file did you edit to unbind player 2 inputs?

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                                  • D
                                    dureq83 @tuki_cat
                                    last edited by

                                    @tuki_cat I loaded the game, hit TAB, and go to controls, I then went to player 2 and cleared the inputs for player2.

                                    1 Reply Last reply Reply Quote 1
                                    • EfriimE
                                      Efriim @tuki_cat
                                      last edited by Efriim

                                      @tuki_cat
                                      ~/.advance/advmame.rc
                                      input_map{p2}
                                      most of them are set to auto.

                                      the in-game config works too just hit the "TAB" key on a keyboard. I think it is press "Delete" key to clear entry.

                                      @dureq83
                                      using this
                                      /opt/retropie/emulators/advmame/bin/advm
                                      do you notice any absolute values, or is it always 0 and + - 1-9 and nothing like -255 in the far corner?

                                      I'm thinking.

                                      I need some sleep.

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                                      • D
                                        dureq83
                                        last edited by

                                        I opened the file you suggested which is mostly in anscii characters and not readable, there were a few spots here in there with words but nothing relating to what you mentioned. It's Friday and I'll be off for the weekend, would you be interested in joining me in a Discord call and maybe bouncing some ideas back and forth?

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                                        • D
                                          dureq83
                                          last edited by

                                          Also, I have an idea that I want to try in a minute. I'm not sure if this will help or not but it's worth a try. The lightgun is supposed to represent a mouse. What if I plug in a mouse, start the game, and then bind up, down, left, and right to the lightgun X + , X -, Y +, Y -. I'll then save the settings, turn off the pi and replace the mouse with the lightgun. The lightgun works as a mouse in the Pixel Desktop so I know it counts as a mouse. When I try to bind the lightgun in the game it shows as a joystick. Maybe if I purposely bind the X and Y axis with a real mouse and then connect the lightgun after that maybe the game will read the X and Y axis as it should?

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                                          • D
                                            dureq83 @Efriim
                                            last edited by

                                            @Efriim I just tried to test my mouse in the game. I found this interesting and might actually be of a lot of help? When I hit tab and try to bring up the controls, I move my mouse up, down, left, and right but it doesn't detect it as movement so I can't bind the keys this way. Interesting twist though, I'm playing the game with the mouse and it goes up, down, left, and right without being bound. I decided to go into the controls for player 1 up, down, left, and right, and then unbind each. In addition I unbound player 1's lightgun Y -, Y +, X -, and X +, and yet the mouse still controls the cross hairs.

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