Multiple mice support in RetroArch cores (lightguns, spinners, trackballs)
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@bgallagherla the goal here would be to install retroarch on the Windows pc and gather log data in that environment.
Im traveling for work at the moment but I'll provide a more thorough description tomorrow or Tuesday.
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In the meantime maybe these doca in w gathering logs would help :https://buildbot.libretro.com/docs/guides/troubleshooting-retroarch/
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@bgallagherla Do you have a list of what gun games work in AdvMame 1.4?
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@hurricanefan Here is a list of what I have now, but I just added like 40 more games last night and will be testing those as well.
Alien 3
Bang!
Beast Busters
Blood Bros. (Set 1)
Born To Fight
Bubble Trouble (Japan, Rev C)
Cheyenne
Chiller
Clay Pigeon (Version 2.0)
Crackshot (Version 2.0)
D-Day
Dragon Gun
Ghost Pilots
Ghoul Panic
Laser Ghost (World)
Last Bronx
Lethal Enforcers (11/19/92)
Lethal Enforcers II
Lethal Justice
Line of Fire
Lord of Gun (USA)
Mad Dog McGree
Mechanized Attack
NY Captor
Narc
Ninja Assault
Operation Thunderbolt
Operation Wolf
Polict10 (Police Trainer)
Riot
Shootout
Showdown
Space Gun
Steel Gunner
Terminator 2
The Tin Star
Under Fire
Vs. Duck Hunt
Vs. Freedom Force
Vs. Gunsmoke
Vs. Hogan's Alley
Wanted
Who dun It
Zero Point
Zero Point 2
Zombie Raid -
@bgallagherla When you are done testing, is it possible for you to post your final working list in a separate post?
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@hurricanefan Sure, I could do that.
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Just out of curiosity, with the hardware accelerated framebuffer support and other Pi optimizations found in the latest AdvanceMAME, is there any benefit to running the older 1.4 or 0.94 versions?
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@mediamogul All of those games above I have running in AdvMame 1.4. Most of those above are older games which run great with no calibration needed in 1.4 (though with Operation Wolf, you do have to map the additional "grenade" button to the A button of your Wiimote, otherwise it just fires all the grenades first with regular trigger button). There are a lot of the newer games that don't play in 1.4, or play but are super laggy, which may be a Pi issue instead of an emulator issue. Which is the latest AdvMame? May have to experiment with some of the newer gun games.
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@mediamogul Also, in an earlier thread, you mentioned that emulators like lr-nestopia, lr-snes9x2010, lr-genesis-plus-gx would now have support for mouse/gun support with this new Retroarch update. I got everything updated with the new RetroArch 1.6.3 last night, and this morning I did a quick test on one of my favorite SMS shooter games, Rescue Mission, in both lr-picodrive and lr-genesis-plus-gx, just to see if it would work without calibration. The results were the same as before - nothing works at all in PicoDrive, but in Genesis Plus, the trigger works although it doesn't pick up any movement. I had hoped it would work without any tweaking, but seems I'll need to tweak.
With all that being said, can you provide any sort of detailed instructions about what settings I have to change to make this work with the 1.6.3 update, .i.e. how to calibrate my gun in Retroarch? I'm talking real basic instructions, like I'm a small child haha. I don't know how/where to access a lot of these settings, so if you or anyone else can point me in the right direction, I'll start testing this stuff out in console emulators tonight.
Thanks!
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@bgallagherla Curious if anything in lr-nestopia works for you.
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@hooperre I didn't have a ton of time this morning, but I did test Duck Hunt in lr-nestopia, couldn't get past the opening screen. The trigger button does work, but it would only cycle through the three options you have on Duck Hunt and I couldn't select anything. I also tested this without tweaking any settings. Just wanted to see if any of these NES or SMS emulators would work as is through this update, without any further configuration/calibration (like AdvMame 1.4). Didn't happen. Will dig into this further tonight after work.
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Although all those cores do in fact support mouse input for light gun games, sadly RetroArch doesn't currently read USB light guns such as Aimtrack or a Wiimote/Dolphinbar setup as being viable mouse options. This is because those devices make use of absolute pointer coordinates, rather than relative coordinates like most traditional mice. The mouse button input is standard between the two types of devices, which is why you're still able to fire shots off. @markwkidd has just opened up an issue that will hopefully work toward seeing these devices become a possibility.
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@mediamogul Thanks for explaining in a way I could understand haha. I'll look at that Github issue more tonight and see what's what.
@hooperre You said you had a few games working with your air mouse. Do you have that paired through Bluetooth, and are you also using a DolphinBar? If so, could you also possibly test out Sega Masgter System games like Rescue Mission, Rambo III, Marksmann Shooting/Trap Shooting etc, and see if an air mouse will work with that?
If an air mouse is the only thing that's gonna work for consoles at the moment, I might just pick one up for now.
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If an air mouse is the only thing that's gonna work for consoles at the moment, I might just pick one up for now.
I've tested those cores with a few different air mice and they all seemed to work pretty well.
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@mediamogul OK thanks! Don't suppose there are any air mouse units out there that are shaped like guns, are there? Haha...
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I haven't seen any myself, but after an admittedly quick search, it looks like people might be building their own.
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@bgallagherla said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
@mediamogul Thanks for explaining in a way I could understand haha. I'll look at that Github issue more tonight and see what's what.
@hooperre You said you had a few games working with your air mouse. Do you have that paired through Bluetooth, and are you also using a DolphinBar? If so, could you also possibly test out Sega Masgter System games like Rescue Mission, Rambo III, Marksmann Shooting/Trap Shooting etc, and see if an air mouse will work with that?
If an air mouse is the only thing that's gonna work for consoles at the moment, I might just pick one up for now.
It's an IR usb, not bluetooth. I'll try something on Master System and see what I come up with.
ETA: Out of the box with no configurations...
lr-picodrive does not work with my air mouse right out of the box.
lr-genesis-plus-gx recognizes my trigger button, but does not change coordinates.@markwkidd I installed RetroArch on my PC. Let me know where to go from here.
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@hooperre So does the air mouse have its own IR dongle then that has to be plugged into the pi? Will check out some air mouse options tonight. Never really used/had the need for one before.
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@bgallagherla said in Multiple mice support in RetroArch cores (lightguns, spinners, steering wheels):
@hooperre So does the air mouse have its own IR dongle then that has to be plugged into the pi? Will check out some air mouse options tonight. Never really used/had the need for one before.
I grabbed this one. There's a backlit one for a dollar more. But, yeah, sounds like you've got the idea.
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I know this maybe has nothing to do with this but after my nerd (ing) out watching
Fast forward to 24.32
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