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):
@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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@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.
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@hooperre said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):
nestopia handle an NES Power Pad
I don't know anything about this specifically, but it seems like standalone Nestopia supports the Power Pad. The libretro core is a pretty shalllow fork, almost completely caught up with current Nestopia on github: https://github.com/libretro/nestopia
If you're sure it works in standalone Nestopia I'd suggest posting in the libretro forums and/or creating and issue in the libretro Nestopia github repository. I'm not sure which one of those places is more likely to get a response on your issue.
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I did some testing yesterday and it didn't work right away, I think only the trigger worked. I'm running lr-nestopia on RetroPie. I'll do some research on the udev input driver and the NES header database you mentioned and try to get it working. I will document the process if I get it to work and post it both here and in reddit.com/r/retropie. (Y)
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@kneli the file you need is
NstDatabase.xml
and you can find the official Nestopia file at this location: https://github.com/rdanbrook/nestopia/blob/master/NstDatabase.xml -
@markwkidd I'm not really familiar with Linux. I ran the command sudo usermod -a -G input 'whoami' which didn't return any errors. Is this correct? Do I need to install the udev or the libudev and libxkbdcommon packages?
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Hi guys,
I tried to read all the tread, but I'm not able to have a crear vision about how the things are going with NES and MASTER SYSTEM light gun emulation.
Could somebody make a recap about the current status of light gun emulation support using lr-nestopia and lr-genesis-plus-gx cores with Dolphin Bar please?
After some tests I can say only AdvanceMAME cores is working perfectly using Dolphin Bar. Using lr-nestopia I can only play with mouse but not with Dolphin Bar.Info about my configuration are:
Pi Model 3
RetroPie Version 4.3.2
Pre made SD Image on RetroPie website
Dolphin Bar
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