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Author Topic: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)  (Read 419990 times)

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hyo2012

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2680 on: November 04, 2020, 09:41:51 am »
Argon, thanks for reply.

This is DsDiag Report using Freejoy device.

I set 4 button and 2axis on Freejoy configurator program.

Windows control panel show all buttons, but DsDiag shows only 1 button and when I push any button, do not react.

The reason I want this Freejoy device, It can calibrate analog input.

Before, I used A-Pac(Ultimarc's analog PCB) and fixed machinegun with demulshooter to play machinegun games.

My machinegun has anlaog pot and it cannot use full-range signal of A-Pac, because gun's limited turning radius.

If I cannot use freejoy device on demulshooter, can you add function to calibrate analog input?

Thanks.


----- Ds_Diag.exe Device Report File -----
Device Name = \\?\HID#VID_0483&PID_5750#7&1ceb9677&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
Device Type = RIM_TYPEHID
HID Usage = Joystick
VID = 0x0483
PID = 0x5750
Device Description = STMicroelectronics - FreeJoy
Number of Buttons = 1
Number of Axis = 12
Axis List = 0x36, 0x36, 0x35, 0x34, 0x33, 0x32, 0x31, 0x30, 0x00, 0x00, 0x00, 0x00,
----- HID detailed data  -----
Device Capabilities:
+ Usage: 4
+ UsagePage: 1
+ InputReportByteLength: 64
+ OutputReportByteLength: 64
+ FeatureReportByteLength: 0
+ NumberInputButtonCaps: 6
+ NumberInputValueCaps: 12
+ NumberOutputButtonCaps: 3
+ NumberOutputValueCaps: 0
+ NumberOutputDataIndices: 3

Button Capabilities :
+ [00]
    + UsagePage: 65280
    + LinkCollection: 0
    + LinkUsage: 4
    + LinkUsagePage: 1
    + IsAbsolute: True
    + IsRange: False
    + NotRange->Usage: 0x01
+ [01]
    + UsagePage: 65280
    + LinkCollection: 0
    + LinkUsage: 4
    + LinkUsagePage: 1
    + IsAbsolute: True
    + IsRange: False
    + NotRange->Usage: 0x02
+ [02]
    + UsagePage: 9
    + LinkCollection: 0
    + LinkUsage: 4
    + LinkUsagePage: 1
    + IsAbsolute: True
    + IsRange: True
    + Range->UsageMin: 0x01
    + Range->UsageMax: 0x04
+ [03]
    + UsagePage: 65280
    + LinkCollection: 0
    + LinkUsage: 4
    + LinkUsagePage: 1
    + IsAbsolute: True
    + IsRange: False
    + NotRange->Usage: 0x03
+ [04]
    + UsagePage: 65280
    + LinkCollection: 0
    + LinkUsage: 4
    + LinkUsagePage: 1
    + IsAbsolute: True
    + IsRange: False
    + NotRange->Usage: 0x04
+ [05]
    + UsagePage: 65280
    + LinkCollection: 0
    + LinkUsage: 4
    + LinkUsagePage: 1
    + IsAbsolute: True
    + IsRange: False
    + NotRange->Usage: 0x06

Values Capabilities :
+ [00]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0xFFFF8001
    + LogicalMax: 0x00007FFF
    + ReportCount: 1
    + NotRange->Usage: 0x36
+ [01]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0xFFFF8001
    + LogicalMax: 0x00007FFF
    + ReportCount: 1
    + NotRange->Usage: 0x36
+ [02]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0xFFFF8001
    + LogicalMax: 0x00007FFF
    + ReportCount: 1
    + NotRange->Usage: 0x35
+ [03]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0xFFFF8001
    + LogicalMax: 0x00007FFF
    + ReportCount: 1
    + NotRange->Usage: 0x34
+ [04]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0xFFFF8001
    + LogicalMax: 0x00007FFF
    + ReportCount: 1
    + NotRange->Usage: 0x33
+ [05]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0xFFFF8001
    + LogicalMax: 0x00007FFF
    + ReportCount: 1
    + NotRange->Usage: 0x32
+ [06]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0xFFFF8001
    + LogicalMax: 0x00007FFF
    + ReportCount: 1
    + NotRange->Usage: 0x31
+ [07]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0xFFFF8001
    + LogicalMax: 0x00007FFF
    + ReportCount: 1
    + NotRange->Usage: 0x30
+ [08]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0x00000000
    + LogicalMax: 0x00000007
    + ReportCount: 1
    + NotRange->Usage: 0x00
+ [09]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0x00000000
    + LogicalMax: 0x00000007
    + ReportCount: 1
    + NotRange->Usage: 0x00
+ [10]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0x00000000
    + LogicalMax: 0x00000007
    + ReportCount: 1
    + NotRange->Usage: 0x00
+ [11]
    + IsAbsolute: True
    + IsRange: False
    + LogicallMin: 0x00000000
    + LogicalMax: 0x00000007
    + ReportCount: 1
    + NotRange->Usage: 0x00

Values Capabilities :


« Last Edit: November 04, 2020, 09:46:21 am by hyo2012 »

phasermaniac

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2681 on: November 05, 2020, 06:22:36 am »
I just tried Singe2 and I didn't manage to start a game for P2, even though a few American Laser Games are supposed to dual player.
So if P2 is not even coded in the program, there is no way I can add support for the gun....
Hi Argon. I was messing up with singe2, and it doesn't seem very complicated.
I just added graphics and functions for p2 (lives, bullets and scores)
So the question is, what would you need for adding Raw input?
I know its not finished, it's only to point me in the right direction.
Because at the moment the mouse fires both players, I would need to assing player two to arrow keys, or trigger p2 to mousebutton3 and reload p2 to mouse button4?
Thanks!
If you want to try what I say, I have been testing with Crime Patrol 1, just overwrite:

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2682 on: November 05, 2020, 04:25:37 pm »
Well...it's not that much about what I would need, it's more about what the game is made for : if the core engine is not made to use more than 1 player, there's no point in messing with inputs and multiple controllers because, in the end, the game won't use it.

By quickly playing with your files, it seems like you are just copying whatever is happening to P1 on P2 side of the screen.
(Getting hit by an ennemy remove a life on both sides, etc....)
Note that I didn't read the scripts, and I never played any of these game before with real 2P support...so I do not know what the real behavior should be

So to make it quick, the minimum feature I'd need is a game handling separate coordinates for players.
Even if they are mapped to the same device by default (like Demul is doing with the mouse), they have to be 2 different things in the code/engine/game/program

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2683 on: November 05, 2020, 06:02:45 pm »
Many thanks Argon, I understand.
I think it can be done, maybe I will need singe2 authors with this, I'm in touch with them.

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2684 on: November 06, 2020, 11:39:14 am »

The reason I want this Freejoy device, It can calibrate analog input.

Before, I used A-Pac(Ultimarc's analog PCB) and fixed machinegun with demulshooter to play machinegun games.

My machinegun has anlaog pot and it cannot use full-range signal of A-Pac, because gun's limited turning radius.

If I cannot use freejoy device on demulshooter, can you add function to calibrate analog input?

Thanks.


This is something I'll have to do in the future.
A couple of users, using arcade material with limited pot range (just like you) managed to "cheat" the system by changing a few line in DemulShooter's code (hardcoding P1 and P2 X/Y max values) and re-compiling it.
As to "when" I'll be able to make that update....I can't say

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2685 on: November 07, 2020, 05:23:41 am »
So Argonlefou, Any chance of a no crosshair patch for Far cry now its running easily via TP? :)

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2686 on: November 07, 2020, 07:47:18 am »
So Argonlefou, Any chance of a no crosshair patch for Far cry now its running easily via TP? :)
I'm pretty sure I already did that in the past but I don't think I shared it....
I found this file in the mega.nz folder, with other no-crosshair patch : https://mega.nz/file/BI4EzLLR#yA7G_hpxg0MUSfjXQYkY7CDf3YwvaTPetyD9EjCuHPI

If you can confirm it's working I'll add it in the 1st page (can't test myself it right now)

Titchgamer

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2687 on: November 07, 2020, 07:48:01 am »
So Argonlefou, Any chance of a no crosshair patch for Far cry now its running easily via TP? :)
I'm pretty sure I already did that in the past but I don't think I shared it....
I found this file in the mega.nz folder, with other no-crosshair patch : https://mega.nz/file/BI4EzLLR#yA7G_hpxg0MUSfjXQYkY7CDf3YwvaTPetyD9EjCuHPI

If you can confirm it's working I'll add it in the 1st page (can't test myself it right now)
Ile test it when I get home from work :)

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2688 on: November 07, 2020, 10:02:54 am »
So Argonlefou, Any chance of a no crosshair patch for Far cry now its running easily via TP? :)
I'm pretty sure I already did that in the past but I don't think I shared it....
I found this file in the mega.nz folder, with other no-crosshair patch : https://mega.nz/file/BI4EzLLR#yA7G_hpxg0MUSfjXQYkY7CDf3YwvaTPetyD9EjCuHPI

If you can confirm it's working I'll add it in the 1st page (can't test myself it right now)

Confirmed working mate :)

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2689 on: November 07, 2020, 11:02:05 am »
1st post updated  ;)
Too easy  ;D

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2690 on: November 07, 2020, 12:15:11 pm »
1st post updated  ;)
Too easy  ;D
Sure we can find another game for you to patch out

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2691 on: November 09, 2020, 10:37:41 am »
Hey guys... I am a total n00b at Demulshooter, I read several guides and I am having no luck, really want to get The Maze of Kings working for my bday today on Demul.
Its supposed to support mouse input natively but for some reason it just doesn't work. So I heard Demulshooter is really good for forcing mouse support...
Only problem is that it makes no sense to me even after reading multiple guides, everyone is talking about making a .bat file or getting AHK or Launchbox etc etc...

So here is what I did (Im on windows 10)
1)I made a shortcut for Demulshooter.exe adding -target=demul07a -rom=mok after target location
2)Icon shows up on my system tray so I figured I was on the right track
2)Opened Demul and ran the game

Still no mouse input... what step did I miss?
« Last Edit: November 09, 2020, 10:39:21 am by otomon »

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2692 on: November 09, 2020, 04:52:53 pm »
Hey guys... I am a total n00b at Demulshooter, I read several guides and I am having no luck, really want to get The Maze of Kings working for my bday today on Demul.
Its supposed to support mouse input natively but for some reason it just doesn't work. So I heard Demulshooter is really good for forcing mouse support...
Only problem is that it makes no sense to me even after reading multiple guides, everyone is talking about making a .bat file or getting AHK or Launchbox etc etc...

So here is what I did (Im on windows 10)
1)I made a shortcut for Demulshooter.exe adding -target=demul07a -rom=mok after target location
2)Icon shows up on my system tray so I figured I was on the right track
2)Opened Demul and ran the game

Still no mouse input... what step did I miss?
Demulshooter has no support for regular mouse, it's made for lightguns and analog controllers

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2693 on: November 10, 2020, 01:51:32 pm »
does demulshooter work with loader all rh? i ran rambo and transformers with it, cause they are crashing for me on teknoparrot.
tuanks.

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2694 on: November 10, 2020, 02:55:06 pm »
I can't say....Loader All Rh is still using TeknoPArrot to run games but adds controls/video/directX/windowed hacks....
So the answer would depend on what the Loader is exactly modifying/blocking/hacking....and that is changing a lot

I stopped using it a long time ago...usually tools like DgVoodoo, Reshade, DxWnd are enough but I do agree that they need a bit more knowledge than the Loader

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2695 on: November 10, 2020, 06:19:38 pm »
I have some games working with Rh loader and Demulshooter, now I can't say which ones, the only problem I had was I needed to launch the .bat as administrator

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2696 on: November 11, 2020, 12:31:02 pm »
Hi Argon.
I tested the Singe2 thing a bit with Actionmax, which has a smaller code, so easier for me. If you see and think that it is the way to go, I will try to apply to Alg games.
Basically I created a second coord function which is linked to nowhere, so don't work as onMouseMoved does, and I associed a different crosshair to its coordinates.
I also made some minor graphic changes that has nothing to do with this (thats why you'll see a .ttf and other graphics)
Thanks
I'll attach soon, I'm doing some more changes
« Last Edit: November 11, 2020, 02:27:16 pm by phasermaniac »

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2697 on: November 11, 2020, 04:39:34 pm »
Okay, I still have some problem coloring the scores, and I have still not worked in the "Limmited ammo" Mode but, the rest seems to work:
As is, Mouse2 is dead in 0,0.
In the script file, if you change all mouse2 to mouse1, you control both crosshairs with mouse. With LeftButton you shoot P1, with RightButton you shoot p2.
« Last Edit: November 16, 2020, 05:00:05 am by phasermaniac »

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2698 on: November 12, 2020, 07:19:25 am »
I got a question, did anyone try to have two wiimotes running alongside Demulshooter on Model 2 Emulator? I heard the only way to do it without buying another dolphin maybar was to use the mode 4 and Touchmote by setting the wiimotes as xinputs in Demulshooter, but how's the aiming? I know it's absolute garbage without Demulshooter (just using Touchmote and the wiimote pointer acting as a joystick) so I'd like to know if it's any better with DS before I go ahead and change my entire settings. Thanks in advance!

Edit: ended up checking on my own and yeah, it's equally as bad lol. Just not a proper way to do it. I believe that for now, using two dolphin maybars is the only way to play with two wiimotes outside of Dolphin.
« Last Edit: November 20, 2020, 08:50:24 am by Nostradadu »

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2699 on: November 14, 2020, 02:32:10 pm »
I can't say....Loader All Rh is still using TeknoPArrot to run games but adds controls/video/directX/windowed hacks....
So the answer would depend on what the Loader is exactly modifying/blocking/hacking....and that is changing a lot

I stopped using it a long time ago...usually tools like DgVoodoo, Reshade, DxWnd are enough but I do agree that they need a bit more knowledge than the Loader

1. hi argon, i checked it with rambo and loader rh all and its working, thanks. BTW, can you add a reload and a rage buttons to the game?

2.can you make your 2 players magic in rpcs3 emulator ?
"time crisis 4", "razing storm" and "deadstorm pirates" are playable but only for one player with psmove options.

thanks for all the work!

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2700 on: November 16, 2020, 03:55:33 am »
Okay, I still have some problem coloring the scores, and I have still not worked in the "Limmited ammo" Mode but, the rest seems to work:
As is, Mouse2 is dead in 0,0.
In the script file, if you change all mouse2 to mouse1, you control both crosshairs with mouse. With LeftButton you shoot P1, with RightButton you shoot p2.
I don't see any reference to mouse1 or mouse2 in the script file from your zip (Emulator_orig.singe)

1. hi argon, i checked it with rambo and loader rh all and its working, thanks. BTW, can you add a reload and a rage buttons to the game?
I'm not sure to understand your question, so I may not answer it properly but :
There is no need to add a reload and a rage button as they are already existing......
If you're using a lightgun you can set a keyboard key to simulate middle click (Rage) or right click (reload)

2.can you make your 2 players magic in rpcs3 emulator ?
"time crisis 4", "razing storm" and "deadstorm pirates" are playable but only for one player with psmove options.
This has been answered a few times already : no
RCPS3 is in active development and every new release may break compatibility with Demulshooter hack. And there are a lot of releases
Futhermore, the best thing to do would be for the author to add proper gun support.....just like Teknoparrot is doing (I'm not talking about the feature quality and accuracy....)
Keep in mind that DemulShooter is nothing more than a hack, that was originally made for "abandonned" softwares (Demul, Model2...) that will never get any official Lightgun support updates.

« Last Edit: November 16, 2020, 03:58:12 am by argonlefou »

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2701 on: November 16, 2020, 05:03:27 am »
Sorry I attached the wrong file.
I changed p2 shoot to Middle button, so in Alg games, RButton will be p1Reload and X1Button p2Reload.
Because I'm supposing that if I use the same functions name, the same Demulshooter hook will work with all Actionmax and Alg games, or I'm wrong?
« Last Edit: November 16, 2020, 05:06:11 am by phasermaniac »

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2702 on: November 16, 2020, 07:13:56 am »
And here it is the first test with Alg game: Crime patrol.
Theorically, it should work the same way as Action Max, but Alg games use reload buttons you know.

I have also attached my controls.cfg, which must be placed in Singe2 folder. I suppose the important thing here is to keep it this way:
INPUT_ACTION_1     = { MOUSE_0.BUTTON_RIGHT }
INPUT_ACTION_2     = { MOUSE_0.BUTTON_MIDDLE }
INPUT_ACTION_3     = { MOUSE_0.BUTTON_LEFT }
INPUT_ACTION_4     = { MOUSE_0.BUTTON_X1 }
It is a little messy, but I prefered to keep as it was, to not interfiere with other games.

Edit: for start a two player game, insert coin and press 2 (2p start). At the moment, if you press 1 (P1 start) you can't add second player after, and you must wait to the next continue screen to press 2. I'll try to fix this later
« Last Edit: November 16, 2020, 07:29:01 am by phasermaniac »

phasermaniac

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2703 on: November 18, 2020, 08:19:56 am »
Hi Argon, did you take a look at it? Do you think it is doable this way or you need any change?
Last days I have been improving some bugs, without touching any coordinates or buttons function:

Actionmax:
-You can enter now in a 1p game, you enter p2 pressing p2 fire.
-"limited ammo" mode now works right.

Crime Patrol:
-You can now enter p2 ingame
-In "trigger activated" crosshair mode, now the shot spot is steady.
-On reload when the bullets are not empty, Reload is not shown anymore
-Score shows white for a moment when hit somebody. This is useful when playing 2p as its easyer to notice who killer the badguys, and its like the original Arcade did.

All these changes pretends to make singe2 Alg to be the closest possible to the Arcade version. So the idea is achieve it in Crime patrol first, and later apply them to the rest of Alg games.

Nostradadu

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2704 on: November 20, 2020, 08:48:28 am »
Hi, Argon, I found out something important about Taito Type X and Demulshooter that wasn't mentionned in the wiki so I thought it was well worth sharing:

Basically, depending on where you get your game from, you could run into the issue where both JVSENABLE & GUNENABLE are set to 1. The wiki does mention it's important to set them to 0, however, most TTX games will definitely crash if you leave it at that. So, along with putting JVSENABLE and GUNEABLE to 0, one has to make sure GUN_NUM_FAKE is set to 1.

I'm not sure why the game would ask you to lie but that's the way it is.

Anyway, using the most recent version of DemulShooter, I can't hook it to Haunted Museum 2 no matter what or it will crash right after the intro. Care to look into it mate?

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2705 on: November 22, 2020, 06:14:54 am »
Hi Argon, did you take a look at it? [...]
I'm sorry but not at all, yet

Hi, Argon, I found out something important about Taito Type X and Demulshooter that wasn't mentionned in the wiki so I thought it was well worth sharing:

Basically, depending on where you get your game from, you could run into the issue where both JVSENABLE & GUNENABLE are set to 1. The wiki does mention it's important to set them to 0, however, most TTX games will definitely crash if you leave it at that. So, along with putting JVSENABLE and GUNEABLE to 0, one has to make sure GUN_NUM_FAKE is set to 1.

I'm not sure why the game would ask you to lie but that's the way it is.

Anyway, using the most recent version of DemulShooter, I can't hook it to Haunted Museum 2 no matter what or it will crash right after the intro. Care to look into it mate?
Hi,
I never ran into this and never looked into this particular parameter (GUN_NUM_FAKE), but yes with all those release around now it can be different I guess.
I'll try to check my config files tomorrow and I'll update the Wiki if necessary, thanks !



Nostradadu

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #2706 on: November 22, 2020, 07:58:12 am »
Hi,
I never ran into this and never looked into this particular parameter (GUN_NUM_FAKE), but yes with all those release around now it can be different I guess.
I'll try to check my config files tomorrow and I'll update the Wiki if necessary, thanks !
That is at least the case with Gaia Attack 4, not too sure about the rest since I went for it after I was done making this one work. Thanks for your answer.