Multiple mice support in RetroArch cores (lightguns, spinners, trackballs)
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@mediamogul said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
sorry for the lecture
Not at all. It's great to get all this information. When I was testing my DolphinBar and Ultimarc arcade guns a week or two ago, I brought up
evtest
for the mouse event associated with the devices and each were recognized and the coordinates appeared to be read normally. During that same testing session, I specified in lr-mame2003 that the mouse be a pointer device in the core options at your suggestion. Unfortunately, it still didn't produce any results. All that being the case, could it be that #4 on your potential issue list might be the road block?Edit: At the very least, RetroArch does see the device, as the mouse buttons are recognized.
hmm, interesting! i would have thought that the new multiple-mice changes would have affected it. eg, i guess the pointer device would need to assigned to player 1 through retroarch.
i think it's worth re-testing with the latest nightlies, pointer device set to player 1, mame2003 core option set to 'pointer', and if that doesn't work i could issue my debug build again?
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i think it's worth re-testing with the latest nightlies, pointer device set to player 1, mame2003 core option set to 'pointer', and if that doesn't work i could issue my debug build again?
Sounds like a plan. I'll test everything again this evening. Thanks.
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I went ahead and tested the arcade guns with the latest nightlies, pointer device set to player 1 and mame2003 core option set to 'pointer', but there was still no joy in mudville.
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@mediamogul so my problem was i was setting the p2 device to light gun and not mouse. However, the vs games are in the nstdatabase xml file but they wont even do anything. Did you get them working?
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However, the vs games are in the nstdatabase xml file but the wont even do anything. Did you get them working?
I have the games installed, but I don't believe I've tried them. I'll give them a go later and let you know.
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They don't work for me either. I suppose the set we have doesn't match up with the hash checks from
NstDatabase.xml
. Seeing as how there's only three VS light gun games, editing the data wouldn't take long. However, a better option is probably to just use AdvanceMame for now so you could also make use of your DolphinBar. -
@mediamogul yeah, i have to install advmame roms still. Would still love to have the nes light gun games fully functional one day....
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so is there any way of playing the nintendo light gun games with a mouse?
If played with a standard desktop mouse, or just about any airmouse, lr-nestopia already has functional light gun support.
NstDatabase.xml
has to be installed at/home/pi/RetroPie/BIOS
, which I thought it was by default, but I can't find any mention of it anywhere.NstDatabase.xml
indeed should be installed in theBIOS
directory by default, per this commit to RetroPie-Setup: https://github.com/RetroPie/RetroPie-Setup/commit/a5bb24c11fe87bfc41d8b53797b724aa161a8689 -
Ah, good to know.
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As I said before I'm hoping to gather the information necessary for RetroArch emulators to support both 'absolute' and 'relative' devices.
Somehow I'm still confused about how to create the best Issue report with regard to this concern.
Could someone please spell out to me:
- What devices are categorized as 'relative' and what devices are categorized as 'absolute'?
- Which cores require 'relative' devices and which require 'absolute' devices?
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What devices are categorized as 'relative' and what devices are categorized as 'absolute'?
Just about any traditional mouse, airmouse or trackball will use relative coordinates. Touchscreens, trackpads and USB light guns all use absolute coordinates.
Which cores require 'relative' devices and which require 'absolute' devices?
The list of relative and absolute devices above could be used to determine that fully, but absolute coordinates would certainly need to be supported in any core that already has relative support for light gun games in order to add support for the available USB gun devices on the market. Those cores include, but may not be limited to lr-nestopia, lr-snes9x2010, lr-genesis-plus-gx, as well as all the MAME cores.
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So with this update would be possible to play, for example, marble madness with two mices?
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You bet your bippy.
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@mediamogul
Sorry, but my English level is not high enough to understand that... -
Ha! Sorry. It's a late sixties, early seventies pop culture colloquialism meant to express the affirmative in an exited manner. Functionally, it's really no different from the more widely used, "You bet your a**".
...In other words, yes, you can now use two mice with 'Marble Madness'.
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@mediamogul said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
...In other words, yes, you can now use two mice with 'Marble Madness'.
This is what I can understand and what I wanted to read!
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This is what I can understand and what I wanted to read!
Coincidentally, a phrase never applied to the 'Twilight' novels.
This addition to RetroArch is very exciting and greatly improves the playability of many titles. Let us know how it works out for you.
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Sure, I will try it at the end of my holidays...
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Now that I have my Wiimote and Dolphinbar in hand to help test, I have created a new Issue in the RetroArch tracker to see if we can get casdevel's help on support for lightguns: https://github.com/libretro/RetroArch/issues/5215
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Now that RetroArch 1.6.3 is out, I'll have some time this coming week and hope to start testing out various gun games in the console emulators like Sega Master System, NES and Genesis/MegaDrive. Fingers crossed!
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