Aimtrak gun loses alignment when I aim off the screen. <tag> Aimtrak <Tag>
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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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@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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@dureq83 Just out of curiosity, when you calibrated your aimtrak, what option did you select for Tilt/Z correction? And what options did you select for enable buttons for off screen calibration?
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@quicksilver For the Tilt/Z corrections I have it set to None, I believe I tried all three early on but will check each again. My off screen calibration is set for my right side button which I don't use in the games I've tested.
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@dureq83 Have you tried contacting Ultimarc directly? They may be able to give some troubleshooting advice. My apologies if you already said earlier, I havent read through the entire thread.
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Yes, I contacted Andy with Ultimarc and he didn't know what might be causing the problem.
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I just unbound everything for player 1 up, down, etc, and light gun player 1 up, down, etc... and the light gun is still working, although still having the drifting problem. So if the keys are unbound then why is the light gun still working?
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I found something promising! I just launched Lethal Enforcers 2, unbound all the keys and found that the lightgun was still working. I then hit Tab in the game and brought up the game menu. I went into analog controls and turned the lightgun sensitivity down from 50% to 25% and now it's no longer drifting!! I'm going to find a good setting % and see if it fixes the problem!!!!!!!
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Great news! The issue lied in the Analog Controls portion of the in-game menu. I still don't know how the lightgun is working when I purposely unbound the light gun Y and X axis for -/+. I turned down the lightgun sensitivity and it corrected the issue.
Now, I would like to thank everyone who added their input and helped me get to this resolution. Big thanks to Efrllm for sticking it out with me for over 60 posts!
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@dureq83
/opt/retropie/emulators/advmame/bin/advm
this is a executable file, you call it directly and it will read controller events.
I was stuck trying to understand what js/mouse event it wanted to use.That is great news, there were a lot of settings there, I would not have thought of this solution.
You're welcome, I'm glad you didn't give up on it. -
https://github.com/gunpadawan/gunconf setup util for linux you can set it as a mouse or joystick
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25% seemed to work best for my size screen.
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Great, thanks.
What size screen do you have? It might then help me to pick a starting point
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32" LG 720p
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@dureq83
I read somewhere that a candle shouldn't be used in place of the sensor bar. Do you think the sensitivity was part of the ambient light in the room?It looked a lot like the cursor dragging, but thinking about it now, the sensor was probably just identifying to the wrong light sources when it was taken off screen.
Then again the analog setting was a solution so maybe it was drifting while it reached a determined maximum value.
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i have a wi mote that easy enough to map up in linux. Ill just need to get a sensor bar ill knock something when i get one. Ill make a bin for testing when i get round to it for people with aimtracks wiimotes doplhin bars ect.
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@grant2258
How do you map a wiimote? I have a motionPlus controller so maybe it is just difficult.If I sync it, it will show up and the buttons are there in jstest, but when I use it is identified as a keyboard in emulationstation and only the directional buttons work.
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really depends how you configure it and what you want to use it for in my case im only interested in two buttons and the ir sensor
Wiimote.A = BTN_A Wiimote.B = BTN_B Wiimote.Dpad.X = ABS_HAT0X Wiimote.Dpad.Y = ABS_HAT0Y Wiimote.Minus = BTN_SELECT Wiimote.Plus = BTN_START Wiimote.Home = BTN_MODE Wiimote.1 = BTN_X Wiimote.2 = BTN_Y
should get you going not tested it obviously you can change the mapping any way you like
for ir sensor add
Plugin.ir_ptr.X = ABS_X Plugin.ir_ptr.Y = ABS_Y
I know the ir sensor is working fine i tested it with my remote control just need to get a sensor bar if i ever get round to it
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Well ive added light gun support to my wee mame 095 test core its not an official core very much beta for my personal use. when i get a sensor bar ill test it and let mark know if it works or not then he can decide if 2003 and plus will get light gun support if it does.
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