Main > Lightguns
DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
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argonlefou:

--- Quote from: davidlinch on March 20, 2016, 09:37:25 am --- :applaud: Thx a lot, it works like a charm on the last Demul 22.12.2015 (Confidential Mission, Hotd2, Lupin , MOK and Death Cox tested with 2 Guns)

I've have also check if it can work with atomiswave system on ranger mission, I can move aim but trigger is not working. Maybe you will release a new version for this system ? or not  ::)

--- End quote ---
Indeed for Atomiswave system, triggers and buttons are not handled the same way. It's on the To-Do list, I already quickly looked into this to see what's going on when I started this (hence the -system cmd line switch)
There will be new versions for sure, at least as long as Demul team keeps releasing new version of Demul without native rawinput support  :)


--- Quote from: MydknyteStyrm on March 20, 2016, 02:51:22 pm ---I noticed something as I was trying to incorporate DemulShooter into my Hyperspin setup.

If I load a game while DemulShooter is active, say, BorderDown for example, no controllers work. Only the coin and start. I have a Ultrastik and use IPAC for the buttons. Demul runs normally when I dont activate DemulShooter, and the plan is to only have it load for the gun games, not the other Demul games. But in the meantime, is there a way to make sure the keyboard and joysticks still function if DemulShooter is active? I know this has something to do with the -noresize option.

Thanks!

--- End quote ---
Ok so to be sure I undersantd this right, if you use DemulShooter with -noresize option, your Ultrastik and IPAC buttons are not working with Demul ?
But without the -noresize option, all is working good ?

It's true I didn't test any "normal" game, using directionnal inputs and buttons. So far I only verified Test, service, coin and start button
I'll make some tests tomorrow but with a simple Keyboard as I have no IPAC to test with
MydknyteStyrm:
Correct. To work around this issue I have Hyperspin load up DemulShooter strictly for the gun games. But this brought to light a new issue.

Ninja Assault uses control sticks to navigate the setup menu. When I enter the JVS Test menu, and try to select Gun Settings, or any other option, with DemulShooter activated, the controls are dead. This is using the -noresize option. I havent had the chance to test it without -noresize, making the controls active. Just food for thought. Thanks so much again for the amazing software! :applaud:
argonlefou:
Ok, some answers :

About Atomiswave support :
Uploaded 1.5 update of DemulShooter, with Atomiswave support. Just use "-system=atomiswave" cmd line switch to launch
Important notes :
1)Lightgun games do not work with older version of Demul (mouse movements were not registered with 0.57, 0.58) so use DemulShooter with -demul version 07a (or higher in the future). I can't modify what does not exist  ;D
2)Atomiswave lightgun games have very very bad calibration settings (just center screen shoot), and as Demul emulate them this will create an offset between any mouse position ( and so, Aimtrak position with DemulShooter) and game shooting position if played on 16/9 screen (because of right/left black borders). So for now we have to play it 4/3 windowed mode.
This problem is not present with naomi games, because calibration menu asks us to shoot on top/bottom/left/right borders so Demul's input error is corrected

About Non-Lightgun games :
First, this has finally nothing to do with -noresize option.
To make it short : this is just me blocking inputs to inject my values.
On non-lightgun games, buttons 3 to 8 are mapped on memory exactly where X-Y axis are mapped with lightgun games (buttons 1 & 2 are mapped to right/left click)  so there's no way these button can be enabled with DemulShooter. Up,Down,Right,Left can be unblocked though.

--- Quote from: MydknyteStyrm on March 22, 2016, 09:18:02 am ---To work around this issue I have Hyperspin load up DemulShooter strictly for the gun games

--- End quote ---
This is exactly how DemulShooter is made to work, and that's why it shuts itself down when Demul closes, so that you can change game wth your frontend without DemulShooter blocking anything if it is not a railshooter  :)
So for know there is no need to modify the program to make buttons and stick inputs readable
Unless...for ninja assault  :(

Ninja Assault :

--- Quote from: MydknyteStyrm on March 22, 2016, 09:18:02 am ---But this brought to light a new issue.

Ninja Assault uses control sticks to navigate the setup menu. When I enter the JVS Test menu, and try to select Gun Settings, or any other option, with DemulShooter activated, the controls are dead.

--- End quote ---
Thanks to you I understand why this game was not working at home. I initially though the emulation was not complete on this one, as I could not get into Service menu to calibrate guns. I never tried JVS Test menu ! And voilą....
Ok, so finally Ninja Assault uses a whole different system for inputs, original cabinet used multiple switches to move and validate in menu, and those switches are mapped to up/down and button1 input in Demul (and so, blocked with DemulShooter !). Moreover memory location and values are totally different from every other game.
I'll add support for this game in a future version of DemulShooter.
breathsavers:
Can you explain how I can make Demulshooter only run when I load a light gun game through my front-end?
MydknyteStyrm:
Which FE are you using?


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