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    Multiple mice support in RetroArch cores (lightguns, spinners, trackballs)

    Scheduled Pinned Locked Moved Ideas and Development
    micelightgunspinnersteering wheelmame
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    • AnalogHeroA
      AnalogHero
      last edited by

      @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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        space invader
        last edited by space invader

        This is my runcommand.log, perhaps it could help somebody.

        https://pastebin.com/DjTmgwW7

        I'm not sure this is the best way to post it, but I don't know another...

        1 Reply Last reply Reply Quote 1
        • AnalogHeroA
          AnalogHero
          last edited by AnalogHero

          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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          • S
            space invader @AnalogHero
            last edited by

            @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.

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            • AnalogHeroA
              AnalogHero
              last edited by

              @space invader Did your mousebuttons work without doing any config? If not what did you do to make them work?

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              • S
                space invader @AnalogHero
                last edited by

                @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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                • ?
                  A Former User
                  last edited by

                  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 #7

                  If 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 #6

                  So, 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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                  • S
                    space invader @AnalogHero
                    last edited by

                    @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!

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                    • ?
                      A Former User @AnalogHero
                      last edited by

                      @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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                      • AnalogHeroA
                        AnalogHero
                        last edited by

                        @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.

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                        • B
                          BGallagherLA @AnalogHero
                          last edited by

                          @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

                          markwkiddM 1 Reply Last reply Reply Quote 0
                          • markwkiddM
                            markwkidd @BGallagherLA
                            last edited by

                            @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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                            • K
                              kneli @markwkidd
                              last edited by

                              @markwkidd

                              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?

                              caver01C 1 Reply Last reply Reply Quote 0
                              • mediamogulM
                                mediamogul Global Moderator
                                last edited by mediamogul

                                @markwkidd

                                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.

                                RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

                                markwkiddM 1 Reply Last reply Reply Quote 1
                                • caver01C
                                  caver01 @kneli
                                  last edited by caver01

                                  @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.

                                  My 4-player cocktail style cabinet built as a custom "roadcase"

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                                  • markwkiddM
                                    markwkidd @mediamogul
                                    last edited by

                                    @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 :)

                                    mediamogulM 1 Reply Last reply Reply Quote 1
                                    • mediamogulM
                                      mediamogul Global Moderator @markwkidd
                                      last edited by

                                      @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.

                                      @caver01

                                      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.

                                      RetroPie v4.5 • RPi3 Model B • 5.1V 2.5A PSU • 16GB SanDisk microSD • 512GB External Drive

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                                      • K
                                        kneli @markwkidd
                                        last edited by

                                        @markwkidd

                                        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?

                                        markwkiddM 1 Reply Last reply Reply Quote 0
                                        • markwkiddM
                                          markwkidd @kneli
                                          last edited by

                                          @kneli said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

                                          @markwkidd

                                          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.

                                          hooperreH K 2 Replies Last reply Reply Quote 0
                                          • hooperreH
                                            hooperre @markwkidd
                                            last edited by

                                            @markwkidd Sorry to get a bit off topic and call you out here, but I posted a while back on a similar but not exactly fitting topic that nobody was able to answer, and it seems you're the person to ask.

                                            Can lr-nestopia handle an NES Power Pad input? From what I've seen it can't (at least on the Linux version), but maybe I'm missing something.

                                            4B ~ RPi PSU 5.1V / 3.0A ~ 32GB SanDisk microSD ~ 128GB USB

                                            markwkiddM 1 Reply Last reply Reply Quote 0
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