Wii remote for use a gun
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@mediamogul said in Wii remote for use a gun:
Happy to help if I can. I'll try compiling the latest nightly sometime tomorrow and see how it goes. For testing, do you know of any core that is more likely to have support than others?
So far the new mice code has been tested with the MAME 2003 core. I'd start there, although that shouldn't be the only one with support according to what casdevel wrote.
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@mediamogul thanks for that. I seem to have got somewhere now woohoo.
The dolphin bar and woo more are recognised in advance name. But calibration of the device within mame does not work with the movement. Only buttons.
Crosshair stays in centre then slightest movemt it either goes completely to left right of screen etc.I thought in order to use the wiimote software build into the dolphin bar you first had to calibrate it in standard Windows. Then install in retropie aswell. Or am I misunderstanding this.
Sorry for the endless questions. I'm sure you have a hammer ready.Kindest regards
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I thought in order to use the wiimote software build into the dolphin bar you first had to calibrate it in standard Windows.
If you run the DolphinBar in it's mouse mode, any system should simply see the Wiimote as a mouse. Movement could then be calibrated with any software that can fine-tune a mouse. I don't use anything to calibrate movement myself, but then again, I do have to stand decently far away to get a greater range of movement. That isn't normally a problem though, as I am usually playing from a chair or couch.
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Hey everyone.
I've had a working Wiimote (with a cheap plastic gun case thing you can get for like 10 bucks on Amazon) and a DolphinBar. Yes, it only works on AdvMame, but I have around 50 games working with this setup, and it's very easy to get working. I have not had to calibrate anything whatsoever in AdvMame (I have the default emulator as AdvMame 1.4).
You plug in the DolphinBar into the first USB of the Pi and then pair your Wiimote to the Pi. That's pretty much it. Crosshairs automatically show up on the screen when each game boots up, and crosshairs move accurately when I move the gun. There are some games I've found that the crosshairs are a bit off (Police Trainer fires actually a bit more left of what I aim), but almost everything else shoots flawlessly. I will say that there are some games that lag so much they're unplayable like Time Crisis. Could be because I'm still on a Pi 2, but big graphic-intensive games like that and House of the Dead are just super laggy that aren't even worth playing, even though they technically "work."
I can put together a list of games that work for me if that will help. I was also thinking of putting a video together to show how my setup works, so if anyone is interested in that, I can put it on here as well.
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@mediamogul This is fantastic news! Definitely would love to play my old Sega Light Phaser games on the pi!
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@masterful Do you have your Wiimote paired to your Pi through Bluetooth?
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I've just run a few tests and got some disappointing results. The first test was with two standard mice on lr-mame2003 running 'Terminator 2'. I'm on the latest nightly, I have the input driver set to 'udev' and the player 1 & 2 mouse index set to 0 and 1 respectively. Unfortunately the player two mouse was completely unresponsive. There may be a piece to the puzzle I'm missing, but at first blush it looks like the mouse index feature isn't working on the Pi.
The second test was with the DophinBar and WiiMote. Here I tested with lr-mame2003, lr-nestopia, lr-Genesis-Plus-GX and lr-snes9x2010. All the cores registered the mouse clicks, but would not register any movement. Finally, I tested an Ultimarc USB arcade gun and received the same results as I did with the DolphinBar. As I went along, I tested to make sure the system was reading the various mice with
evtest
and they all checked out. -
@BGallagherLA You can speed up time crisis tweaking the configuration. To do that, disable the framebuffer for this game. It's always slow but more playable
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@mediamogul said in Wii remote for use a gun:
I've just run a few tests and got some disappointing results. The first test was with two standard mice on lr-mame2003 running 'Terminator 2'. I'm on the latest nightly, I have the input driver set to 'udev' and the player 1 & 2 mouse index set to 0 and 1 respectively. Unfortunately the player two mouse was completely unresponsive. There may be a piece to the puzzle I'm missing, but at first blush it looks like the mouse index feature isn't working on the Pi.
The second test was with the DophinBar and WiiMote. Here I tested with lr-mame2003, lr-nestopia, lr-Genesis-Plus-GX and lr-snes9x2010. All the cores registered the mouse clicks, but would not register any movement. Finally, I tested an Ultimarc USB arcade gun and received the same results as I did with the DolphinBar. As I went along, I tested to make sure the system was reading the various mice with
evtest
and they all checked out.it might be worth trying with the linuxraw driver.
just to confirm from the other thread - you are using the latest nightly, yeah? i.e., currently the only way to get that is to edit the retroarch.sh script before the source compilation, otherwise it will get v1.6 or something like that.
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it might be worth trying with the linuxraw driver.
I'll try that this evening.
just to confirm from the other thread - you are using the latest nightly, yeah?
I modified the script module from
gitPullOrClone "$md_build" https://github.com/libretro/RetroArch.git v1.6.0 to
gitPullOrClone "$md_build" https://github.com/libretro/RetroArch.git and it seemed to build the latest without any errors. All the most recent additions are intact, such as mice indexes and menu transparency for XMB, but maybe there are additional considerations to allow the multiple mice to function.
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@mediamogul it might be worth asking on the github issue: https://github.com/libretro/RetroArch/issues/4775
also did you rebuild mame2003 from source? again it needs the latest version.
i've been meaning to test this myself, just not got around to it :(
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@dankcushions said in Wii remote for use a gun:
@mediamogul it might be worth asking on the github issue: https://github.com/libretro/RetroArch/issues/4775
I second posting on hithub assuming you've got latest mame2003 core.
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it might be worth asking on the github issue: https://github.com/libretro/RetroArch/issues/4775
I second posting on hithub assuming you've got latest mame2003 core.
Certainly. After I exhaust any suggestions here, I'll be sure to post.
also did you rebuild mame2003 from source? again it needs the latest version.
I took for granted that it might not be necessary. I'll try that this evening as well. I take it that the same goes for all the other cores I'm testing with.
i've been meaning to test this myself, just not got around to it :(
Meanwhile Terminators are taking over the Earth, the duck population is wildly out of control and Aerosmith are prisoners of a senseless war. Where are your priorities man?
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I took for granted that it might not be necessary. I'll try that this evening as well. I take it that the same goes for all the other cores I'm testing with.
i can't speak for the other cores, but certainly the latest RA and mame2003 SHOULD enable multiple mice to be used. previously it worked ok with one. i'm not sure about pointer vs absolute devices and changes around those in other corees - that's a bit of creep from what this github issue is about, but maybe that code has changed also.
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Tonight, I focused on lr-mame2003 running 'Terminator 2'. I compiled the latest 2003 nightly and tested both udev and linuxraw as the input drivers. All combinations came with the same results as last night. The two standard mice will not function at the same time, despite the 'mouse index' setting. Each mouse would operate on it's own, so long as it occupied the mouse0 assignment from the system.
The same holds true with the dolphinBar, except it never registers movement, only clicks when it's occupying the mouse0 assignment from the system. I'll post to the github thread linked above sometime tomorrow, but I'll make sure to only mention the mouse index situation, as it looks like absolute coordinates will be a separate issue.
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@mediamogul can you please post your
/opt/home/pi/RetroPie/configs/all/retroarch-core-options.cfg
? specifically i'm checking to see that the mame2003-mouse_device setting is set to 'mouse' rather than pointer.FYI it looks like they've closed the issue here: https://github.com/libretro/RetroArch/issues/4775
but i'm not sure anyone tested it using pi + udev + raspbian, etc. you may have found a bug!
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Ah nice, I forgot about that setting.
mame2003-mouse_device = "mouse"
Would that affect the multiple mouse feature, or just the absolute coordinates?
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@mediamogul said in Wii remote for use a gun:
Ah nice, I forgot about that setting.
mame2003-mouse_device = "mouse"
Would that affect the multiple mouse feature, or just the absolute coordinates?
it just makes sure that it listens for a mouse device (ie, standard USB mouse), and following these changes, multiple mice, in theory! it definitely works with one mouse.
BTW you need to make sure you're using a game that understands a mouse device. my test case was always centipede. i didn't test terminator 2 - best to stick with centipede IMO.
if you change the mouse_device to "pointer" mame2003 should understand any recognised absolute devices, but i believe previously the UDEV driver had difficulty with them. absolute devices aren't really covered in these changes AFAIK. best to leave those for the moment.
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best to stick with centipede IMO.
Shouldn't I be testing with a game that would support two mice, or do you just mean for testing pointer devices?
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Above, it was thought that better support for pointer devices would come as a side-effect from the recent addition of multiple mouse support for RetroArch. This would have directly related to this thread, but since it isn't the case, it's probably best to continue this discussion here where it's not so off topic.
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