Multiple mice support in RetroArch cores (lightguns, spinners, trackballs)
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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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Seems like Duck Hunt and Wild Gunman work okay for lr-nestopia, but seems pretty finicky. I haven't really figured out how to configure them yet. Luckily Tuesdays are my day off!
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@hooperre Are you using an Aimtrack or Wiimote/Dolphinbar (like me)?
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@bgallagherla I just picked up a cheap airmouse to try before purchasing anything like that.
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@hooperre Gotcha. I've got a ton of games working fine on AdvMame 1.4 with my Wiimote/Dolphinbar setup. Excited to see if these console games work too. Hoping to dig into this tomorrow night.
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@bgallagherla I had Duck Hunt and Wild Gunman working with AdvMame but it didn't have the console feel I grew up with. Wild Gunman being PC-10 didn't look great and Duck Hunt worked okay. Maybe better in terms of response as you have to "lead" the duck a bit from my 3 minutes of testing.
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@hooperre Yup, I've got Duck Hunt working in Mame, not familiar with Wild Gunman. I grew up with a Sega Master System so hoping the old Light Phaser games like Rescue Mission and Rambo III can work with this update.
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Do either of you have access to a Windows PC? casdevel added new logging capabilities to the Windows 'raw' input driver last week.
Therefore it would be great to have verbose logs with your equipment in Windows 10 with the raw driver if at all possible.
Mark
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