Lightgun support added to PCSX-Rearmed
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@mitu said in Lightgun support added to PCSX-Rearmed:
@allahandro said in Lightgun support added to PCSX-Rearmed:
Duck hunt and 2 and 1, I changed the controller to lightgun and mouse, but no movement on the screen. If I hit any buttons on the wiimote, the system would freeze. Since I can only have the directional pad, 1, 2 and the home key work, I'm guessing this is what's freezing my retropie.
There's a known bug in RetroArch when using the mouse with bezels enabled - it freezes the emulator. It's fixed in 1.7.7, but not in 1.7.6.
Alright. I got this far where the wiimote is moving the cursor in the screen for duck hunt, but nothing in time crisis. In duck hunt though, when I press a button, it stalls the cursor but no action. No shot.
I had to use mouse index 2 and changed the controller to zapper and light gun with no change.
I feel like I've done this before and don't remember any of this.
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Hi All
Thanks for the information, I didn't realise people were using their Wii Remotes using the "mouse" setting in lr-fceumm which is relative. I thought they would be using Pointer or Lightgun which is absolute. Does anyone do calibration for line of sight? Do you still use "mouse" in lr-fceumm?
I'll copy the lr-fceumm options of mouse, lightgun and pointer and do 3 libretro interfaces controlled by that option. At that point it should be if it works in lr-fceumm then it will work in lr-pcsx-rearmed.
If you are reliant on a cursor the whole time then you will struggle with this, I haven't added a crosshair although this could be done in future.
Do we have anyone with Aimtrak that can test? Can you confirm whether you can do line of sight in lr-fceumm and then what zapper option you have set of mouse, lightgun or pointer.
Thanks guys, we will get there.
Andy
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@allahandro said in Lightgun support added to PCSX-Rearmed:
@mitu said in Lightgun support added to PCSX-Rearmed:
@allahandro said in Lightgun support added to PCSX-Rearmed:
Duck hunt and 2 and 1, I changed the controller to lightgun and mouse, but no movement on the screen. If I hit any buttons on the wiimote, the system would freeze. Since I can only have the directional pad, 1, 2 and the home key work, I'm guessing this is what's freezing my retropie.
There's a known bug in RetroArch when using the mouse with bezels enabled - it freezes the emulator. It's fixed in 1.7.7, but not in 1.7.6.
Alright. I got this far where the wiimote is moving the cursor in the screen for duck hunt, but nothing in time crisis. In duck hunt though, when I press a button, it stalls the cursor but no action. No shot.
I had to use mouse index 2 and changed the controller to zapper and light gun with no change.
I feel like I've done this before and don't remember any of this.
Hi @allahandro is this with a dolphin bar? what option did you have on the physical dolphin bar please?
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@allahandro hi also did you configure the wiimote as a controller in emulation station? I can’t remmeber exactly but I think I configured the wiimote trigger as button a and the wiimote a button as button b or vice versa. If you didn’t that could be why the cursor is moving but not registering a button press.
The other thing I have found in general (not necessarily specific to this issue) with the pi and my dolphin bar/wiimote is that it seems to screw up way more when I have an additional controller in instead of just the “lightgun” setup. I think it has to do with how the pi seems to randomly assign controller ids at startup. So if you have any sort of static settings assigned to what mouse index the lightgun is at they can get all screwy when you have other controllers (or even a keyboard with a built in mouse/trackball) attached at the same time as the “lightgun” setup.
@MrLightgun yeah sorry about the confusion I don’t think you can configure the wiimote/dolphinbar to be line of sight. Aimtrak you can in theory but from vociferously reading this forum over time I see a lot of people saying it is hard or it loses calibration easily. That being said at least in time crisis you see your bullet hole so you can kind of calibrate yourself from that. Anyhow I am helping with testing not really so the wiimote works as much but so this can be all set when I get my sinden :)
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@MrLightgun Option 1.
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@BJRetro I tried assigning buttons in emulation station but the a and b buttons wouldn't register. The wilmote also showed up as a keyboard.
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@allahandro do you also have lights 1 and 4 lit up on the wiimote? If not try that mode and see if it works.
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No just 1 and 2. I'll try this tonight. Thanks guys.
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@BJRetro I have mode 1 on the light bar and can only get 1 and 2 lights on the wiimote and 1 and 3. Can't get 1 and 4. Tried to set it up with both combination of lights and wouldn't register the A And B buttons on the wiimote. I tried changing the mode on the dolphin bar but only had emulation station crash when configuring the controller.
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@allahandro try pressing the home button on the wiimote and the left directional and see if that lights up led 1 and 4 on the wiimote. https://drive.google.com/file/d/1whlKx0I716VFFrYCUJZX_7EHYg7cbJ54/view
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@BJRetro thank you. I have led lights 1 and 4 on the wiimote. I tried configuring the wiimote in the GUI but A and B are still not recognized.
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@allahandro ok did you try duck hunt again anyhow and see if that works? I have a controller in one usb and the wiimote /dolphin bar in another usb
EDIT- come to think of it, I think I could have had the same issue in emulation station because as I think harder, I have the plus key configured as start, minus key as select, button 1 as “a” and button 2 as “b” so it is possible I couldn’t configure the “a” button or “trigger” in emulation station either and yet I am able to use the gun to shoot. So maybe try that.
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Hi Chaps
Quick update, I have good news and bad news. The recent retroarch/libretro touchscreen improvements have added snes, master system and genesis/megadrive lightgun functionality which is super awesome, however they have also introduced a few issues to the lightgun api. I need to separate what is a bug and what is a feature I don't understand. It seems like the emulators work but you can't use the functionality because the lightgun api is broken. This may of course be my setup.
I can't just fix it for the Sinden Lighgun but break it for every other lightgun device. I can complete my work for lr-PCSX-Rearmed first and make it support all 3 lightgun options of mouse, pointer and lightgun. So if it works in lr-fceumm it should work in pcsx-rearmed. Hopefully I can get that merged into main. I've also spotted one code issue I'm 99% certain is a bug in the retroarch lightgun api which I can raise which will hopefully get fixed quickly to improve things a little bit.
I then have a bigger change to the lightgun api if my analysis is correct but that's the one that will take a bit more testing to make sure I'm not breaking anything else. I'll have the version of lr-pcsx-rearmed on my git updated hopefully within the next week. I don't want to leave it too long in case the branch gets out of date. So I'll post here when I've done that.
Thanks for all your testing and support
Mr Lightgun
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@MrLightgun awesome let us know when you update and I will update on my end and test PSX again. Hopefully at that point we can get more testers too to make sure it’s not just something unique to my setup that makes it work. The awesome and bad thing about retropie is how much customization there is - awesome because it seems with a little work you can do almost anything (can’t imagine having anything close to my near-professional looking barcade setup without it) but bad because extremely hard to know if any fix will be “universal” or “near universal” given how many different setups and updates/lack of updates, custom configuration settings people have on their machines.
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@BJRetro said in Lightgun support added to PCSX-Rearmed:
EDIT- come to think of it, I think I could have had the same issue in emulation station because as I think harder, I have the plus key configured as start, minus key as select, button 1 as “a” and button 2 as “b” so it is possible I couldn’t configure the “a” button or “trigger” in emulation station either and yet I am able to use the gun to shoot. So maybe try that.
In a game, are you saying you mapped the buttons A and B in Retroarch (hotkey+x)?
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@allahandro hi I will look. Unsure if I had to do that.
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@MrLightgun I’ve given your release a go with a set of Aimtrak’s. I can get as far as the Emulator registering trigger fire, as the screen flashes and responds with the in-game gun fire. In terms of any response on screen, nothing is detected, the Guncon setup screen doesn’t register any events within the designated ‘center’ crosshair. I’ve tested across Time Crisis and Point Blank.
Player 1 and 2 input types have been set to ‘guncon’, and I’ve left mouse index to 0 on both players. If I change the index to any other number other than 0, both players fail to register gun fire.
I’ve given lr-fceumm another go, and it is still hyper sensitive with my Aimtrak movement. With the version I have, it only provides me the option for input type as ‘mouse’ or ‘lightgun’. Mouse is the only one that registers movement and trigger fire from my Aimtrak’s, ‘lightgun’ provides no response at all, and the onscreen crosshair disappears.
Before I installed your release, I upgraded all packages including core and EmulationStation.
Versions are:
FCEUMM 1.7.6 (SVN) 5e1d648
PCSX-ReArmed 1.7.6 r22 03fc8e9
EmulationStation v2.8.4RP
Core 4.14.98-v7+Both Aimtrak’s work fine for MAME shooters.
Let me know if there are any logs that I can supply that may assist.
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Apologies for the dumb question: Can I use one of those regular Wii IR bars that connect to the TV through USB? Or the Bluetooth on the Dolphinbar is actually required?
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@RetroNerdman I am not sure but from posts I have read I think the difficulty there is whether you can get your wiimotes to connect and configure properly connected to bluetooth.
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@MrLightgun Hi there - no rush but just wanted to see if you made the changes and if so I will test.
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