Multiple mice support in RetroArch cores (lightguns, spinners, trackballs)
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@analoghero said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
@markwkidd It kinda works now. But only one axis is recognised by the game.
Edit: Same in other games. Only horizontal movement of the crosshair. Why is that?
Could you check to make sure that you don't have the lr-mame2003 option enabled that is labelled "Share 2 player dial controls across one X/Y device"
That's the last troubleshooting step I can think of. There are people here with more expertise than myself who will hopefully continue to help in this thread :). If after while there's no resolution here you might try posting in the RetroArch forums or by posting an issue in the RetroArch github issue tracker.
In any event, people are going to want to see your RetroArch verbose log (described in the docs) and your retroarch.cfg to help debug. You should copy and paste those two items into a page at pastebin.com or another service, and link to it from forums posts and github issue posts.
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@markwkidd Yes its disabled. Checked retroarch-core-options.cfg and double checked in the options menu. When i select mouse index 0 now, my logitech wireless keyboards touchpad works as it should.
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This is my runcommand.log, perhaps it could help somebody.
I'm not sure this is the best way to post it, but I don't know another...
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So... I finally got the movement fixed. Problem is when my 8bitdo nes30 pro is connected, mouse only works horizontal. Dont know why. Now the next problem is, i cant get the mousebutton to work. Cant assign it in Retroach or in mames config.
FYI On my setup its the same mouse index as @space-invader . Mouse index 0 is keyboards touchpad and mouseindex 2 is usb mouse.
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@analoghero said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
FYI On my setup its the same mouse index as @space-invader . Mouse index 0 is keyboards touchpad and mouseindex 2 is usb mouse.
This is what I don not understand.
With cat /dev/input/mouse'n' the indexes for my four mouses were 0, 1, 2 and 3. But in Retroarch the working indexes are 0, 2, 4 and 6. -
@space invader Did your mousebuttons work without doing any config? If not what did you do to make them work?
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@analoghero said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
@space invader Did your mousebuttons work without doing any config? If not what did you do to make them work?
As I have no plans to use them I have not tried, but I will take a look this night and tell you.
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RetroArch mouse indices are assigned in order they appear in log. As an example, let's look at the relevant part of the log that was posted by @space-invader :
[INFO] [udev] Adding device /dev/input/event3 as type ID_INPUT_MOUSE. [INFO] [udev] Adding device /dev/input/mouse3 as type ID_INPUT_MOUSE. [INFO] [udev] Adding device /dev/input/event0 as type ID_INPUT_MOUSE. [INFO] [udev] Adding device /dev/input/mouse0 as type ID_INPUT_MOUSE. [INFO] [udev] Adding device /dev/input/event1 as type ID_INPUT_MOUSE. [INFO] [udev] Adding device /dev/input/mouse1 as type ID_INPUT_MOUSE. [INFO] [udev] Adding device /dev/input/event2 as type ID_INPUT_MOUSE. [INFO] [udev] Adding device /dev/input/mouse2 as type ID_INPUT_MOUSE.
In this case mice will get following indices:
/dev/input/event3 mouse #0
/dev/input/mouse3 mouse #1
/dev/input/event0 mouse #2
/dev/input/mouse0 mouse #3
/dev/input/event1 mouse #4
/dev/input/mouse1 mouse #5
/dev/input/event2 mouse #6
/dev/input/mouse2 mouse #7If we remove /dev/input/mouse* devices from the list (this is legacy interface, ignore it) we end up with something like this:
/dev/input/event3 mouse #0
/dev/input/event0 mouse #2
/dev/input/event1 mouse #4
/dev/input/event2 mouse #6So, from this log, we can say that this machine has four mouse-like devices and their indices are 0, 2, 4 and 6.
Note that udev driver log format is recently changed to include this indices so that users don't have to figure them out by themselves. For an example, this is how above log should look in the future:
[INFO] [udev] Mouse #0 (/dev/input/event3). [INFO] [udev] Mouse #1 (/dev/input/mouse3). [INFO] [udev] Mouse #2 (/dev/input/event0). [INFO] [udev] Mouse #3 (/dev/input/mouse0). [INFO] [udev] Mouse #4 (/dev/input/event1). [INFO] [udev] Mouse #5 (/dev/input/mouse1). [INFO] [udev] Mouse #6 (/dev/input/event2). [INFO] [udev] Mouse #7 (/dev/input/mouse2).
And remember: /dev/input/mouse* devices shouldn't be used.
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@analoghero said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
@space invader Did your mousebuttons work without doing any config? If not what did you do to make them work?
Tried it and mouse buttons don't work.
@casdevel
Understood. Thanks! -
@analoghero I had a similar issue with mouse movement. In my case it was the problem with MAME config files. Try to locate 'default.cfg' file and delete it. I'm not familiar with RetroPie directory structure so I can't tell you where to look for it. If this doesn't help you can also delete game specific config file (it should be in the same directory as 'default.cfg').
Also, this may solve mouse buttons related issues. Just don't forget to bind them in MAME Input settings (e.g. 'RetroMouse1 Left Click' to 'P1 Button 1' and 'RetroMouse2 Left Click' to 'P2 Button 1' for two player setup).
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@casdevel Tried without luck. Still the same result. I have more luck with AdvMame. you have to fiddle with the config file though, but it works.
The problem with advmame is that you have to know what input is needed. For terminator 2 arcade you need player 1 stick and or player 2 stick assigned to your mouse. -
@analoghero I have a setup with a Wiimote and Dolphinbar that works great in AdvMame, got about 50 games working in that setup, including Terminator 2
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@bgallagherla said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):
@analoghero I have a setup with a Wiimote and Dolphinbar that works great in AdvMame, got about 50 games working in that setup, including Terminator 2
Your rig should be working now with MAME 2003 as well -- For my part I've had good luck with the Dolphinbar/Wiimote planing Area 51 in MAME 2003 since the latest updates
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I'm currently setting up my Wiimote and dolphinbar with AdvMAME and it's working really well.
Is there any advantage in getting it to work with MAME 2003 as well? Like some games that don't work on AdvMAME?
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It's great to see that absolute pointer devices are now working well. When I get some time (perhaps over Christmas) I'd love to make my way through 'Snatcher' again if the lr-genesis-plus-gx or lr-picodrive cores are up to the challenge. If nothing else, 'Duckhunt' is always a blast. Especially, 'Vs. Duckhunt' where you can actually shoot that infamously annoying dog in the bonus rounds. A heartfelt thanks thanks to you and everyone involved for seeing this addition through. It is much appreciated.
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@kneli said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):
Is there any advantage in getting it to work with MAME 2003 as well
Many of us like the look of the retroarch shaders--CRT-PI in particular--as well as the process of adding overlay artwork made easier using a libretro core. There are certainly advantages to using lr-mame2003 for how it looks and consistency of controls. But AdvanceMAME has the most flexibility with analog, and if you are happy with RGB effects as a replacement for shaders, you might not be missing anything.
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@mediamogul said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):
I'd love to make my way through 'Snatcher' again if the lr-genesis-plus-gx or lr-picodrive cores are up to the challenge.
Those cores have yet to be tested with absolute devices, but even if they aren't ready now some github issue reports would also be welcome as always :)
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@markwkidd said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):
if they aren't ready now some github issue reports would also be welcome as always :)
I'll certainly be sure to.
AdvanceMAME has the most flexibility with analog
The amazing analog control and beautiful vector graphics keeps AdvanceMAME as my default go-to, but it's great to see the strides being made in backporting features to lr-mame2003. I recently added a few titles that were previously unplayable on the Pi as a result.
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Can lr-nestopia handle the Wiimote and Dolphinbar already? I read through this page on GitHub but couldn't make out if it was working or not?
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@kneli said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):
Can lr-nestopia handle the Wiimote and Dolphinbar already? I read through this page on GitHub but couldn't make out if it was working or not?
Yes, I have used that combination in Windows (not relevant to you probably) as well as in Ubuntu (relevant). You need to make sure that you are using the RetoArch
udev
input driver, you need to have the NES header database in the right location(can't recall the filename while mobile right now), and I believe you also need to set a core option in Nestopia.Maybe if you test this the both of us can get the exact process written up for the Nestopia core docs so that it's more straightforward in the future.
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