Aimtrak Light gun and Mame2003
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Thanks!
Here is the cat result in Pastebin - looks like gibberish:
http://pastebin.com/r5AmiTcj
So I did this - and everything is 0 it looks like.
Here is the pastebin for the runcommand log. I had to cut a bunch out because it was too big for pastebin even. But it seemed to all be the same.
http://pastebin.com/T7EPxAd9Also what I find interesting is that the light gun adds a bunch of devices.
RetroArch [INFO] :: [udev] Adding device /dev/input/event0 as type ID_INPUT_KEYBOARD.
RetroArch [INFO] :: [udev] Adding device /dev/input/event4 as type ID_INPUT_MOUSE.
RetroArch [INFO] :: [udev] Adding device /dev/input/js1 as type ID_INPUT_MOUSE.
RetroArch [INFO] :: [udev] Adding device /dev/input/mouse0 as type ID_INPUT_MOUSE.Three mice - if I run cat on any of them that are ID_INPUT_MOUSE then wave the gun they all output - and they output differently.
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@bigphildogg86 said in Aimtrak Light gun and Mame2003:
Thanks!
Here is the cat result in Pastebin - looks like gibberish:
http://pastebin.com/r5AmiTcj
So I did this - and everything is 0 it looks like.
Here is the pastebin for the runcommand log. I had to cut a bunch out because it was too big for pastebin even. But it seemed to all be the same.
http://pastebin.com/T7EPxAd9hmm, even near the end of the file (it starts logging as soon as the core loads). that's a shame as it means the libretro udev driver is not understanding these inputs at all, which makes me think the problem is either with the udev driver (an ultimarc issue) or the retroarch udev driver.
it does at least mean it's not a mame2003 problem :)
one thing you could try is changing the retroarch input driver to sdl or something else. you'd need to edit your retroarch.cfg (
/opt/retropie/configs/mame-libretro/retroarch.cfg
) and add the line (i think it needs to be the first line)input_joypad_driver = sdl
if that doesn't work try
input_joypad_driver = linuxraw
you probably want to delete this line after testing as udev is normally what you want.
Also what I find interesting is that the light gun adds a bunch of devices.
RetroArch [INFO] :: [udev] Adding device /dev/input/event0 as type ID_INPUT_KEYBOARD.
RetroArch [INFO] :: [udev] Adding device /dev/input/event4 as type ID_INPUT_MOUSE.
RetroArch [INFO] :: [udev] Adding device /dev/input/js1 as type ID_INPUT_MOUSE.
RetroArch [INFO] :: [udev] Adding device /dev/input/mouse0 as type ID_INPUT_MOUSE.Three mice - if I run cat on any of them that are ID_INPUT_MOUSE then wave the gun they all output - and they output differently.
what's strange to me is that retroarch is seeing udev devices but not able to interpret them. so close!!
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Thanks for all your help! I'll try that tonight. It's never easy!
So are you saying the Aimtrak has a "udev" driver in it? I can plug it into my windows machine and it moves the mouse right away and works great.
How would the udev driver be an ultimarc issue?I'll change those settings tonight. Found this link which actually shows another line input_driver that may also do something.
https://github.com/libretro/RetroArch/blob/master/retroarch.cfgPart of me was thinking well maybe I'll put Ubuntu onto one of my computers and see if the gun works with Ubuntu. I'm a software developer but I have limited experience with Linux and no experience with writing or changing software drivers or anything. Seems like this shouldn't be too hard to fix but that's also my naivety when it comes to this stuff talking I'm sure.
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@bigphildogg86 said in Aimtrak Light gun and Mame2003:
Thanks for all your help! I'll try that tonight. It's never easy!
So are you saying the Aimtrak has a "udev" driver in it? I can plug it into my windows machine and it moves the mouse right away and works great.
How would the udev driver be an ultimarc issue?well udev is a linux thing. see https://en.wikipedia.org/wiki/Udev
so it working in windows doesn't say anything about udev.however i don't know how you'd test a udev mouse via the command line in linux. you can see whether it's connected, but i don't know how to tell that it's actually being sent coordinates, etc, without coding something.
if it's being sent coordinates correctly, then it seems like it would be a retroarch issue somehow, but a mouse is a mouse, no matter if it's absolute or relative it should still retrieve some sort of input i would of thought!
I'll change those settings tonight. Found this link which actually shows another line input_driver that may also do something.
https://github.com/libretro/RetroArch/blob/master/retroarch.cfgsorry yeah, that might be the one you should change instead (or as well as?)!
Part of me was thinking well maybe I'll put Ubuntu onto one of my computers and see if the gun works with Ubuntu. I'm a software developer but I have limited experience with Linux and no experience with writing or changing software drivers or anything. Seems like this shouldn't be too hard to fix but that's also my naivety when it comes to this stuff talking I'm sure.
it depends on how ubuntu reads the mouse i guess. not really my area either :(
did someone say they were in contact with ultimark? they might be able to help us diagnose
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oh, looks like
udevadm monitor
should give us a realtime readout. http://fibrevillage.com/sysadmin/93-udevadm-useage-examplesi'll investigate it properly later and give an example of what my mouse does :)
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Awesome thanks so much!
Yeah Andy had responded with the following to my query:
Phil,For the gun to work, Mame needs to explicitly support the mouse as a light gun device. The gun appears as a mouse and sends “absolute” XY data. This is a standard type of device on a PC and is the same as a touch screen. Standard mice send relative data, ie movement from the previous location.
So I don’t know if that version does interpret mouse XY data as light gun data unfortunately. It seems it does not, if the data is getting through and the game is configured but not working.
Andy
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@bigphildogg86 said in Aimtrak Light gun and Mame2003:
Awesome thanks so much!
Yeah Andy had responded with the following to my query:
Phil,For the gun to work, Mame needs to explicitly support the mouse as a light gun device. The gun appears as a mouse and sends “absolute” XY data. This is a standard type of device on a PC and is the same as a touch screen. Standard mice send relative data, ie movement from the previous location.
So I don’t know if that version does interpret mouse XY data as light gun data unfortunately. It seems it does not, if the data is getting through and the game is configured but not working.
Andy
so mame2003 actually does support relative devices (pointer), but our issue is that it's not actually getting any readings :) that's why the cursor isn't moving at all rather than moving around crazily.
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@dankcushions Ahh right. If it was sending any kind of XY coordinates the cursor should be moving, if it was an absolute versus relative issue the XY coordinates would just be misinterpreted and make the cursor go all around the screen. Yeah if we can get that tool to show us the real time results maybe I can take that to Andy and see if he has any ideas.
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@dankcushions So I didn't make any progress with SDL. BUT I found a Vs. Duckhunt that would work on AdvanceMame 0.94. And in AdvanceMame the light gun is moving the cursor and I was able to map the x and y motion to the cursor motion. It is still acting a little funny jumping from corner to corner and not really giving me much but it seems that the gun is interacting with AdvanceMame. Maybe it is just Mame2003 and udev. Not sure if AdvanceMame uses udev also or not.
Maybe it's also that when I'm mapping in AdvanceMame it says it's joy2. So the actual input isn't coming from mouse0?
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@bigphildogg86 did you try input driver linuxraw?
unfortunately the udevadm monitor tool doesn't give a real-time readout of coords, only if things are connected.
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Hi, any movement on this?
im eager to add a light gun to my bartop.
fingers crossed
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AdvanceMame 1.4 light gun games are working for me using a wii mote and sensor bar. I've tested Aliens 3, Lethal Enforcer and Police Trainer successfully.
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This post is deleted! -
Hi,
I am currently working on a configuration tool for the aimtrak guns.
aimtrak works for me on retropie with advmame 3.4 on the few games I have tested so far.see https://github.com/gunpadawan/gunconf
Best,
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@gunpadawan Super cool! Does this work directly on the pi?
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@HurricaneFan I'm going to buy dolphin bar soon (and already borrowed a wii remote plus from a collegue... that's the most expensive component... over 40 euro here in Italy) to try your config. Any specific suggestion on how to set it up with advmame?
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@UDb23 I think all I did was setup the wiimote in the emulationstation controller setup. And my advancemame 1.4 settings were default settings out of the box.
So the number 5 on my keyboard inserted a coin, and number 1 started the game. The dolphin bar recognizes the wiimote in mode 2 and you get a crosshairs that shows you what your pointing at. The trigger button shoots.
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@HurricaneFan I have the same setup, Wiimote and Dolphinbar on Advmame 1.4. I currently have Lethal Enforcers, Beast Busters, Operation Wolf, Operation Thunder, Police Trainer, Space Gun, Zero Point, Zero Point 2 and Zombie Raid, among a few other old trap/clay shooting games working with this, but I have my Dolphinbar set on the first setting. But yeah, if you have the right games in Advmame, you don't have to set up anything. The crosshairs show up right away. That being said, with arcade games that had more than one button other than the trigger, you'll have to map it. I had to map my Wiimote A button as the grenade button in the settings. Before, the trigger would just fire all the grenades until they were done, then it would fire the regular bullets. So, there's some tweaking that needs to be done, but only for some games, and way less than i thought!
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@BGallagherLA Does your police trainer game sound weird before you insert a coin? I noticed mine did. After the coin insert, everything sounded like it should.
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@HurricaneFan Actually I dont think sound works on mine at all. I played it the other day and sound wasnt working. Sometimes sound just randomly cuts out on everything though, so I think it's more of some weird pi issue than a game issue. I still haven't upgraded to a Pi 3 yet. Since they were coming out once a year, I was gonna wait for the 4, but now I hear the 4 might not be out till 2019, so guess I'm gonna have to get a 3...
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