Mayflash dolphinbar and AdvanceMAME 1.4
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@bgallagherla Get the .106 from the internet archive that's what I'm using.
Another update after more testing. I switched the dolphinbar to Mode 2 and the trigger lag went away.. so this is definitely the mode to use! I also unpaired my wiimote from the RetroArch Bluetooth settings. This didn't resolve anything but I'm pretty sure there is no reason to pair it... Emulation Station seems to see it as a keyboard regardless. I can navigate most menus using the wiimote but can't select things... Need to hunt for settings there...
As mentioned elsewhere, in Mode 2 you lose access to the 1 & 2 buttons but it seems to work with + = coin, HOME = start, and - = exit. At least thats the way its working for me at the moment.. I have made some changes to the .rc file to reflect using Mode 2.
At the moment Op Wolf, Term2, and Lethal Enforcers work quite well and are very playable.
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@mrmartin79 I will grab that .106 tonight, thanks!
Also wanted to ask - how did you map a exit emulator button? I don't see an option for that in the AdvMame menu that pops up after hitting Tab in game.
Will also try mode 2, see what's up.
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@bgallagherla There are 2 params in the .rc file you will need to examine for exiting a game with the wiimote.
misc_safequit no
This gets rid of the Continue/Exit promptinput_map[ui_cancel] keyboard[0,esc] or keyboard[0,lwin]
This is the map for the actual exit command. Note: on my config I have ui_cancel set to auto this seems to attach it to the minus button which woks just fine.Lastly, here are the keyword/joystick cmds I am getting out of the DolphinBar in Mode 1/2 Really I should open up the dev/ stream and watch the input but here's what I have so far:
Mode 2 Mappings:
Trigger = joystick_button[0,1]
A = joystick_button[0,2]
Home = keyboard[0,lwin]
plus = enter
minus = esc?
1 = ?
2 = ?Mode 1 Mappings:
Trigger = joystick_button[0,left]
A = joystick_button[0,right]
Home = keyboard[0,lwin]
plus = ?
minus = ?
1 = pgup
2 = pgdn -
@bgallagherla mode two is what i use. And why do you pair your wiimote to bluetooth? I synced mine to my dolphin bar and it worked right away.
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@edmaul69 There are some conflicting instructions floating around the forum on that.. but I have confirmed it DOES NOT need to be done. Emulation Station sees my wiimote as a keyboard in the UI on Mode 2. Just pair to the DolphinBar.
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@edmaul69 I believe I was following someone's old video about how to set it up and I believe that was on there. I couldn't get anything to work in mode 1 until i paired the Wiimote to Pi's bluetooth and it worked great so i just assumed that was that. Had no idea that it paired automatically with Mode 2. Didn't have time to tinker with it this weekend, so maybe tonight. Hoping to finally get friggin Area 51 working haha
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Has anyone gotten 2 players with wiimote and dolphin bar working?
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@metalbruce what emulator? I use mode 3 and it uses 4 wiimotes just fine.
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@metalbruce said in Mayflash dolphinbar and AdvanceMAME 1.4:
Has anyone gotten 2 players with wiimote and dolphin bar working?
On MAME games you need two dolphin bars to play 2 player lightgun games because only one wiimote will sync when set to the Mouse and Keyboard Mode (i don't remember the number). -I have two dolphin bars and tried this and it worked, i just had to put one bar on top and one bar below the TV. When I was using one dolphin bar my crosshair was always down and to the left from where it was aimed so I kind of gave up using them for MAME. If I can fix that, please let me know how :)
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so whats the verdict? is it worth getting the guns and trying this ? or better to get a dolphin bar if i already have the wiimotes?
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I have both and prefer an actual light gun. If money is a factor you can't beat the price of a dolphin bar. But an Aimtrak (with recoil) is pretty sweet in my opinion.
But at the end of the day, they are both very accurate and with the right adjustment you can use a wiimote with sights, and turn off the onscreen crosshair.
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@mediamogul Last year I found a Madcatz Z - Chuk Blaster Gun (looks very similar to yours) on Amazon. Got it (new) for less than 10 euro; probably the seller (marketplace) just wanted to get rid of it :-)
Works nicely with Operation Wolf.
As you said it would be nice if the crosshair showing on screen could be disabled (and the gun calibrated "per game") -
@udb23 said in Mayflash dolphinbar and AdvanceMAME 1.4:
Last year I found a Madcatz Z - Chuk Blaster Gun (looks very similar to yours) on Amazon. Got it (new) for less than 10 euro
Nice find!
As you said it would be nice if the crosshair showing on screen could be disabled (and the gun calibrated "per game")
I've looked a little deeper at that Aimtrak calibration tool I talked about in the 'Ideas and Development' thread. All it really appears to do is look for the mouse event it's told to (in this case Aimtrak) and re-calibrate the coordinates at a system level using the onscreen GUI that's already developed. I'm almost positive you can just tell it to look for the Dolphinbar mouse event and it wouldn't know the difference. I need to find some time to start experimenting, but my motivation has been a little low, as there are actually some moderate to large issues in RetroArch that prevent proper light gun gaming, with or without the crosshairs.
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@mediamogul I would be excited to see this utility opened up to other devices. Hopefully you find the time and motivation to dig into it.
Also I hope lightgun support get a little more focus as well... so many awesome games to re-visit.
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Hi , Anyway I can contact you in a private message or email
You seem to have got something working that I was having an issue with , hope your able to help me
Thank you
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