Multiple mice support in RetroArch cores (lightguns, spinners, trackballs)
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@bgallagherla Does your Police Trainer game start off with loud static? My rom starts pretty loud with static.
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@rion i would love to be using a modified nintendo zapper so i hope this does come out.
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Does anybody know if the pi supports using a lightgun on a crt?
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@edmaul69 It will support wii-mote like light guns. Old school light guns aren't usb.
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@hurricanefan oh i am aware. I have no problems with modifying a light gun. Now i also asked a question if the retropie supports light guns on a crt. Playstation and xbox original light guns work with usb and the composite video adaptor. If retropie/retroarch does, i will modify an nes zapper with circuitry from one of those to use on my pi. Or use the ps2 time crisis gun. I also have a spare adaptor i built in 2005 to use thes types of light guns on vga crt/ arcades.
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@hurricanefan Sometimes it does, sometimes it doesn't... not really sure why...
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@hooperre OK so I ordered an airmouse, should be here in a few days. So, can you point me in the right direction as to how to configure this with lr-genesis-plus-gx and/or lr-picodrive? I don't know a ton about tweaking settings and/or where to even find said settings to tweak, but I know my way around Putty/SSH and I can figure it out if I know where to go first haha.
I also tried this USB wired handheld mouse things (here to see if that would work out of the box. Same exact results for picodrive and plus, but lr-nestopia works right away. Hoping I can get something to work for SMS/Genesis.
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@hooperre OK, so my air mouse is here. Can you point me in the right direction as to what configs I need to change, and where to do so? For the lr-genesis-plus emulator for starters.
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@bgallagherla What air mouse thing did you buy?
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@hurricanefan I got this one -https://www.amazon.com/gp/product/B01C2N3KOK/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1
Comes with an IR dongle thing.
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@bgallagherla Love the badly photoshopped images of the product in use. One Makes it look like its a foot long.
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@bgallagherla said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
@hurricanefan I got this one -https://www.amazon.com/gp/product/B01C2N3KOK/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1
Comes with an IR dongle thing.
I didn't have luck with this AirMouse and, ultimately, returned it. Again, I didn't change any settings and only used them out of the box. Picodrive doesn't work. Nestopia does and g-p-gx recognizes my trigger inputs but doesn't change coordinates. I'm afraid I wouldn't be of any help. :\
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@hooperre So I bought the one air mouse that doesn't work... perfect....
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@mediamogul So @hooperre is saying this air mouse that I just bought doesn't work in PicoDrive or Genesis-Plus-GX. You said you've tested those cores with air mice and they've worked, and I can't imagine that the one I got is drastically different than yours. So, are there certain settings I need to change, and if so, how do I do so? I'm not entirely adept at tweaking certain settings through SSH/Putty, but if you show me where to change these things, I can figure it out. Thanks!
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Mine is an iPazzPort model that doesn't seem to be listed on Amazon anymore. It really doesn't surprise me, as it has a couple of design flaws that I've never been happy with. However, the airmouse functionality worked in all the emulators I tested with without any modifications to the software. The only thing I might suggest is something that I've had to do with xboxdrv in the past for the keyboard that it virtualizes. RetroArch won't recognize it as being valid keyboard input unless you create a udev rule like the following:
SUBSYSTEM=="input", ATTRS{name}=="Microsoft X-Box 360 pad - Keyboard Emulation", GROUP="users", MODE="0666", ENV{ID_INPUT_KEYBOARD}="1"
It could be that a similar rule could be created to allow RetroArch to recognize the mouse as a valid input device. This would require a certain amount of trial and error, but it may be worth a shot. It could also be that the Genesis/MegaDrive cores are in need of a little love upstream to fix the issue.
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@mediamogul said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
Mine is an iPazzPort model that doesn't seem to be listed on Amazon anymore. It really doesn't surprise me, as it has a couple of design flaws that I've never been happy with. However, the airmouse functionality worked in all the emulators I tested with without any modifications to the software. The only thing I might suggest is something that I've had to do with xboxdrv in the past for the keyboard that it virtualizes. RetroArch won't recognize it as being valid keyboard input unless you create a udev rule like the following:
SUBSYSTEM=="input", ATTRS{name}=="Microsoft X-Box 360 pad - Keyboard Emulation", GROUP="users", MODE="0666", ENV{ID_INPUT_KEYBOARD}="1"
It could be that a similar rule could be created to allow RetroArch to recognize the mouse as a valid input device. This would require a certain amount of trial and error, but it may be worth a shot. It could also be that the Genesis/MegaDrive cores are in need of a little love upstream to fix the issue.
Thanks for posting this, but a lot of it is going over my head as a Linux noob. Any references I can look at to get more comfortable with udev? Again, apologies, but my brain is failing to put together the xboxdrv reference you made. If you're virtualizing a keyboard with an X-Box Controller using xboxdrv, what would the equivalent utility be for a random air mouse. I'm probably in too far over my head here, but I wish I could learn. At the same time, I understand explaining it to me would be a big ask.
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One update: casdevel has just added Wiimote/Dolphinbar support to RetroArch's Windows raw input driver. I just had a fun session with Area 51, using the Wiimote as a lightgun.
casdevel seems to be ready to move onto adding this absolute coordinates support to the Linux udev input driver, so I'm trying to set up a Linux environment that will be appropriate for that testing process. Things are gradually improving!
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@markwkidd said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
One update: casdevel has just added Wiimote/Dolphinbar support to RetroArch's Windows raw input driver. I just had a fun session with Area 51, using the Wiimote as a lightgun.
casdevel seems to be ready to move onto adding this absolute coordinates support to the Linux udev input driver, so I'm trying to set up a Linux environment that will be appropriate for that testing process. Things are gradually improving!
Area 51 with which emulator? PS?
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@hooperre I was playing Area 51 via MAME 2003.
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@markwkidd said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
@hooperre I was playing Area 51 via MAME 2003.
Noooooooo kidding. Thanks.
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