Multiple mice support in RetroArch cores (lightguns, spinners, trackballs)
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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 -
@illando I've played Duck Hunt for NES and Rambo III for lr-picodrive (?) successfully.
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@hooperre Using what Dolphinbar setting mode 1,2,3 or 4?
I'm using #2 and the trigger and other buttons on the Wii Remote are working, but I can't move the cursor from the center of the screen.
Same behaviour for all the cores, lr-nestopia excluded where I can play with the regular mouse.What other settings should I check?
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@illando Apologies. I'm using an air mouse not a dolphin bar. I missed that in your last post. I think it should still be similar with the dolphin bar with an x,y mouse. Sorry, I don't have a dolphin bar to check.
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@hooperre said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):
I think it should still be similar with the dolphin bar with an x,y mouse.
They generally use a different kind of positioning. Air mice normally use relative positioning and the Dolphinbar, as well as high-end USB light guns use absolute positioning. From what I've heard, now that absolute positioning and pointer devices have been ironed out in RetroArch, success still depends of support from the individual cores. It could be that Nestopia needs to be developed further to accommodate.
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@mediamogul Thanks or the clarification.
Recently Openemu (that is using a Nestopia 1.42 core) is perfectly capable to work with dolphinbar connected to my MAC.
The actual Nestopia I'm testing on Retropie is 1.49, so maybe it's depending from an integration by Retroarch.
Am I wrong? -
I looked at this a little this evening and was unable to get it to work myself. I switched ports, mouse indexes, input drivers and core options in both lr-nestopia and lr-fceumm. I ultimately ran out of time to experiment, so there may still be a certain combination of all the factors that'll work, but I was unable to find it.
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@mediamogul It seems that Retroarch dev team recently added "absolute" mouse support.
https://github.com/libretro/RetroArch/pull/5512
After updating Retroarch on my retropie, lr-nestopia core is working perfectly with dolphinbar (mode 2).Talking about Master System there are still some problems with lr-genesis-plus-gx core, and the game crash, but the developer are working on it:
https://github.com/libretro/Genesis-Plus-GX/issues/131 -
@illando Does Update All Packages in RetroPie grab that new feature of Retroarch that you have listed?
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@hurricanefan Maybe. I prefer to update separately and and using the "from binary" option.
These are the actual versions of RetroArch and cores I'm using and that I can confirm are working perfectly using DolphinBar (mode 2)- RetroArch v. 1.6.9
- lr-nestopia v. 1.49-WIP
- lr-genesis-plus-gx v. 1.7.4
About the Genesis-Plus bug "crash with MS Light Phaser control and Crosshairs option enabled" I found a way to solve it, and sometimes is working, sometimes it crash, I need time to find a correct procedure to avoid the bug!
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Is there a way to get mouse support on PlayStation?
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Not currently with RetroArch, but there's a light gun plugin that's likely to be compatible with pcsx-rearmed
Edit: On a second look, it appears to be Win32 only.
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@mediamogul Thanks!
Considering this topic is about "Multiple mice support in RetroArch cores". Do you know if there's a way to hide the second and unused light gun crosshair? In some AdvanceMame games it keep stands in the center of the screen.
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I believe in Advance MAME, the second crosshair should only show up if there's a second mouse detected. Also, you'd think it would happen in every game as a constant. What games are you noticing this in?
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@mediamogul For example:
Point blank
Steel gunner
Zero Point -
Do you have two mouse devices that it's picking up on? Like say an actual mouse or airmouse alongside your Dolphinbar? If so, I believe it's possible to allow all mice to be seen as one changing
device_mouse auto
todevice_mouse raw
in theadvmame.rc
config file. At that point, all mouse devices should be seen as one and you can just leave the others alone and use the Wiimote/Dolphin bar. Also, with all the mouse devices being seen as one, it should only produce one set of crosshairs. I haven't tried this myself, but it was necessary to set my keyboard input setting to 'raw' so that Advance MAME wouldn't automatically map my various keyboard devices to different player numbers based on the event order that the system loaded them in. -
The raw driver for mouse does not unite the devices the way it does for keyboard. You can still setup a matrix of inputs based on the device index, then route each to MAME inputs (like Dial, Trackball, etc.).
If the light gun is just showing up to advancemame as a mouse input, then it should be one of the indices which you could prove/test using the
advm
utility.Here are the relevant lines I have in my .rc file to get up to 4 mouse devices working on separate indices. They need to be mapped later in the file to the different inputs, some even by ROM if you want. For my trackball and two spinners, that means mapping the trackball mouse and not the spinners for games like Golden Tee, and vice versa for games like Blasteroids.
device_mouse raw device_raw_mousedev[0] /dev/input/mouse0 device_raw_mousedev[1] /dev/input/mouse1 device_raw_mousedev[2] /dev/input/mouse2 device_raw_mousedev[3] /dev/input/mouse3 device_raw_mousetype[0] ps2 device_raw_mousetype[1] ps2 device_raw_mousetype[2] ps2 device_raw_mousetype[3] ps2
Then, say your tests put light guns on mouse 1 and 2:
input_map[p1_lightgunx] mouse[1,x] input_map[p1_lightguny] mouse[1,y] input_map[p2_lightgunx] mouse[2,x] input_map[p2_lightguny] mouse[2,y]
That should work, right?
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@mediamogul No second mouse connected.
I'm doing my tests using only a wired keyboard and a classic wired mouse to reduce variables during the test.Talking about the dolphin bar, I was wondering if could be possible to skip it connecting a Wii remote via Bluetooth using a classic battery powered IR bar,
I found a tutorial about how to connect a wiimote to Retropie here:
https://github.com/RetroPie/RetroPie-Setup/wiki/Wiimote-Controllerbut it's so complicated it seems you have to build a driver by yourself.
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