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Author Topic: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)  (Read 976371 times)

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gstav

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    • forum.arcadecontrols.com/index.php/topic,157861.0.html
Thanks for supporting The House of the Dead 4 Special boss  :burgerking:
"One coin to rule em' all"

argonlefou

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DemulShooter v10.9.8 update :
Quote
- Fixed "NetDllBroken" error when running "Wild West Shootout" as admin (Replace Unity plugin)
- Added output support for "Far Cry : Paradise Lost" (Global VR)
- Added input/output support for "Night Hunter" (DemulShooterX64)

Note that Night Hunter has no available and working binary yet. Should come soon.


DemulShooter binary is now too big to be attached on a message here, so the link to the latest GitHub binary is now put written at the very start of the 1st message of this thread (https://github.com/argonlefou/DemulShooter/releases/latest)

gamejoyarcade

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hi letsgojungle recoil can i stop working for attrack mod can recoil works perfectly but i bought original letsgo gun and when i install it at home recoil works better but it works with attrack mod is there any way to fix it

argonlefou

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hi letsgojungle recoil can i stop working for attrack mod can recoil works perfectly but i bought original letsgo gun and when i install it at home recoil works better but it works with attrack mod is there any way to fix it
Use P1_GunMotor and P2_GunMotor outputs to get original motor rumble feedback signal. Should work on attract mode too.

Px_CtmRecoil outputs are generated by DemulShooter to create  Solenoid Pulse  recoil type. And that type of gun are not meant to be activated in attract mode so it won't be activated.

gamejoyarcade

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thanks argonlefou

cangarujack

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Hi argon!! THANKS for lastest release for RPCS3!!!!!
is it possible to remove the crosshair on DEAD STORM PIRATES ?

THANKS!! :notworthy:

argonlefou

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Hi argon!! THANKS for lastest release for RPCS3!!!!!
is it possible to remove the crosshair on DEAD STORM PIRATES ?

THANKS!! :notworthy:


DemulShooter v10.10.0 :
Quote
-Added Input/Outputs support for "DeadStorm Pirates" (System 357)
-Added Input/Outputs support for "Sailor Zombies" (System 357)
-Added Input/Outputs support for "Dark Escape 4D" (System 357)
-Updated DemulShooter_GUI.exe with a new System 357 page to setup demulshooter

I was about to post some files here, along with last update for DemulShooter I made a couple of patch :

Dark Escape Patcher [Mega.nz] :
Remove crosshair and/or remove SENSOR ERROR message

Sailor Zombie - No Crosshair patch [Mega.nz] :
Remove crosshair

Unfortunately I have not found a way to remove it for DeadStorm (yet)
« Last Edit: May 16, 2023, 04:19:42 am by argonlefou »

bandicoot

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Again and Again thanks Argonlefou
With a GUNS with potentiometer , Deadstorm is one of the best Game to have , i've edit a SPINNER code to have a "real Ship Wheel" , with an encoder and a 3D print ,it's fantastic
You're the God of GUNCAB man  :applaud: :applaud: :applaud:

cangarujack

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I have a problem with dead storm pirates...without demulshooter the game start normally...instead if I start the game with demulshooter (hooked) the black screen remains after the SPU building cache...
I followed your guide on wiki
Can you help me?

bandicoot

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just launch demulshooter after game is loaded, it will work
« Last Edit: May 16, 2023, 01:34:45 pm by bandicoot »

argonlefou

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Indeed I forgot about that ! Wiki has been updated, sorry  :notworthy:

cangarujack

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just launch demulshooter after game is loaded, it will work

Yes it works, but the crosshair is misaligned, drift away...and jump to the upper left corner


UPDATE
now it works but with 0.0.26, with 0.027 i have that problem...
« Last Edit: May 16, 2023, 04:22:58 pm by cangarujack »

punkdark2000

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Thanks Argon

cangarujack

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just launch demulshooter after game is loaded, it will work

Yes it works, but the crosshair is misaligned, drift away...and jump to the upper left corner


UPDATE
now it works with 0.0.26, played all game!!
But with 0.027 i have that problem...

hyo2012

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Thanks Argon for supporting rpcs3 games :)

By the way, I have a gun which has motor oriented solenoid.

It does not need pulse output to play machinegun games. Because it operate continuous recoil pulse always.

When I use demulshooter's costom output, despite how I adjust output parameter, recoil pulses are irregular.

So Could you add function in output section, that always on state mode not pulse mode for rumble motor or moter oriented solenoid?

Thank you :)

cangarujack

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Hi Argon,
now that these RPCS3 arcade games are supported on demulshooter, do you think you can also do it with RPCS3 for playstation 3 games? :applaud:

argonlefou

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Thanks Argon for supporting rpcs3 games :)

By the way, I have a gun which has motor oriented solenoid.

It does not need pulse output to play machinegun games. Because it operate continuous recoil pulse always.

When I use demulshooter's costom output, despite how I adjust output parameter, recoil pulses are irregular.

So Could you add function in output section, that always on state mode not pulse mode for rumble motor or moter oriented solenoid?

Thank you :)
This is not possible to change a pulse to a continuous signal because...well... there is no way to know when it's ending for good.

Custom Recoil is basically made to adapt the original recoil with user-compatible timings pulses, and synch them with firef bullets.

You can try to use the Original recoil output instead of the custom recoil.
It's often a continous signal, as most games are using a rumble motor instead of solenoids.

Hi Argon,
now that these RPCS3 arcade games are supported on demulshooter, do you think you can also do it with RPCS3 for playstation 3 games? :applaud:
As for every other console game/emulator : no, never




hyo2012

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Thanks Argon for supporting rpcs3 games :)

By the way, I have a gun which has motor oriented solenoid.

It does not need pulse output to play machinegun games. Because it operate continuous recoil pulse always.

When I use demulshooter's costom output, despite how I adjust output parameter, recoil pulses are irregular.

So Could you add function in output section, that always on state mode not pulse mode for rumble motor or moter oriented solenoid?

Thank you :)
This is not possible to change a pulse to a continuous signal because...well... there is no way to know when it's ending for good.

Custom Recoil is basically made to adapt the original recoil with user-compatible timings pulses, and synch them with firef bullets.

You can try to use the Original recoil output instead of the custom recoil.
It's often a continous signal, as most games are using a rumble motor instead of solenoids.

Thanks for reply.
And.. I know that there is Original recoil output.
But strangthing is, when I look on mamehooker window, Original recoil output is not always continuous.
For example, Deadstorm pirates and dark escape original recoil is not 1 state on mamehooker window, but 1 and 0 pulse.
Don't know why.
« Last Edit: May 18, 2023, 02:33:41 am by hyo2012 »

argonlefou

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It's just the choice the game makers made...
Sometime a continuous "on" state for a motor, sometime pulses to to rumble the motor a little bit with each bullet

It depends on the original hardware and how the devs wanted to make it work

argonlefou

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DemulShooter v10.12 update :
Quote
- Added Input/Outputs support for "Lethal Enforcers 3"
- Added a "Pedal Mode" option for "Lethal Enforcers 3"
- Updated DemulShooter_GUI with "Lethal Enforcers 3" options
- Added a new option in "Operation GHOST" to use a separate button for ACTION
- Updated DemulShooter_GUI with "Operation GHOST" options

Download on GitHub
« Last Edit: May 31, 2023, 08:52:58 am by argonlefou »

cangarujack

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thanks Argon :applaud:

Ginsonic

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Thanks+1 Argon  :cheers:

DMB77

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I got Darkscape running with system 357 but the aim is way off, it just goes to the edge of the screen.  Tried calibrating in test menu but couldn't fix it.  Does anyone know of any way to calibrate the guns/aim?
Fate flies in fear of the moment

argonlefou

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Because DemulShooter does not need calibration (aim is calculated based on the gun position and the window on screen) the injected values are replacing the calibrated ones, so the calibration procedure will have no effect.

The issue is to find where the offset comes from :/
It may help to post a debug file

DMB77

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Okay thanks, how do I get a debug file? Also I've managed to launch Deadstorm Pirates but both P1 and P2 2 are locked to one gun, any idea how I can fix this? I've tried running Demuleshooter with the ahk script
Run, rpcs3-gun.exe X:\Games\Deadstorm Pirates Special Edition\dev_hdd0\game\SCEEXE000\USRDIR\EBOOT.BIN

Run, X:\DemulShooter\DemulShooterX64.exe -target=rpcs3 -rom=deadstorm but it doesn't work
Fate flies in fear of the moment

argonlefou

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Here are some details for log and debugging : https://github.com/argonlefou/DemulShooter/wiki/Debugging

As for your AHK script, "it does't work" is too vague to help...
I'm not a big user of that, but you can try to use quote to surround path with spaces in name. Although we don't know if the issue is something not running or something running wrong

DMB77

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Here are some details for log and debugging : https://github.com/argonlefou/DemulShooter/wiki/Debugging

As for your AHK script, "it does't work" is too vague to help...
I'm not a big user of that, but you can try to use quote to surround path with spaces in name. Although we don't know if the issue is something not running or something running wrong
To clarify, that script wont run, there are errors(stange that I have the exact same script set-up for darkescape and it launches).  However when I boot the game and then run Demulshooter64.exe with the parameters -target=rpcs3 -rom=deadstorm both player 1 &2 are controlled by the same gun.  I ran demulshooter gui and configured/patched the game and set up the correct light guns prior but it didn't help.  This is strange because in dark escape both guns work independently it's just the aim that is messed up. 
Fate flies in fear of the moment

DMB77

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Fixed the problems I was having with Deadstorm Pirates and Darkscape by deleting the cache and following the steps in this video 

however trying to apply the wheel fix in Deadstorm Pirates is proving difficult.  Set the steering test to 88 but the right/left keyboard keys don't work.
« Last Edit: June 05, 2023, 08:05:36 pm by DMB77 »
Fate flies in fear of the moment

_Gioacchino_

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Run Cxbx-Reloaded with the following command line (No need for calibration in game) :
cxbxr-ldr.exe /load [_path_tovc3.xbe] > it' doesn't work on my  pc, why?

punkdark2000

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Thanks Argon for the last update

Only the command for the Elevator Invasion was missing
« Last Edit: June 06, 2023, 01:59:55 pm by punkdark2000 »

argonlefou

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Fixed the problems I was having with Deadstorm Pirates and Darkscape by deleting the cache and following the steps in this video 
:cheers:

however trying to apply the wheel fix in Deadstorm Pirates is proving difficult.  Set the steering test to 88 but the right/left keyboard keys don't work.
That fix is not mine, I tested a couple of different AHK files to map the wheel to the keyboard and one was better than the others. I didn't try it to the end though, where the last bosse -from what I've been told - ask a lot of the wheel usage

I think the command was just
Quote
LAlt::
send {WheelUp 2}
return

with me putting some higher value instead of "2"

Run Cxbx-Reloaded with the following command line (No need for calibration in game) :
cxbxr-ldr.exe /load [_path_tovc3.xbe] > it' doesn't work on my  pc, why?
Hmmm...people here don"t have a crystal ball so you may need to be a little bit more specific in explaining what you are doing and what does not work....if you want people to be able to help you


DemulShooter v10.13 update :
Quote
- Added Input/Outputs support for "Elevator Action Invasion" (DemulShooterX64)
- Updated DemulShooter_GUI with "Elevator Action Invasion" options
- Fixed DemulShooter_GUI not saving Credits Options for "Operation GHOST"

Added also a no-crosshair patch for Elevator Action on first page of the topic

cangarujack

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Thanks Argon!!!   :applaud: :notworthy:
did you try again to remove crosshairs from deadstorm pirates? ;D

argonlefou

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Thanks Argon!!!   :applaud: :notworthy:
did you try again to remove crosshairs from deadstorm pirates? ;D
Tried quickly while doing the other games but didnt find anything interesting

DMB77

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Trying to run House of the Dead : Scarlet Dawn with JConfigSCD using the latest version of Demulshooter but both P1 and P2 are set to the same gun.  Tried everything and can't get it to work. both demulshooter64.exe and amdaemon.exe are being run in administrator mode.  This is my script
#SingleInstance force

;2p support

Run, X:\DemulShooter\DemulShooterX64.exe -target=alls -rom=hodsd, X:\DemulShooter

Run, X:\Games\House Of The Dead Scarlet Dawn\App\Hodzero\WindowsNoEditor\AMDaemon\amdaemon.exe, X:\Games\House Of The Dead Scarlet Dawn\App\Hodzero\WindowsNoEditor\AMDaemon

Escape::
   ;Quit game
   Process, Close, amdaemon.exe
   GuiClose:
   GuiEscape:
   ExitApp
Return   

Also I tried using teknoparrot but none of the keyboard controls(p1 start etc.) would work if anyone can point me in the right direction to a solution for either of these problems I'd reatly appreciate it.
Fate flies in fear of the moment

argonlefou

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https://github.com/argonlefou/DemulShooter/wiki/SEGA-ALLS#house-of-the-dead--scarlet-dawn

There is no input support for that game with demulshooter, you can only use it for outputs.

So you can shrink down faulty program/config to Jconfig only (or TP)

DMB77

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https://github.com/argonlefou/DemulShooter/wiki/SEGA-ALLS#house-of-the-dead--scarlet-dawn

There is no input support for that game with demulshooter, you can only use it for outputs.

So you can shrink down faulty program/config to Jconfig only (or TP)
sorry I'm a little confused as as to what you mean.  Could you elaborate? How I should try and run this?
Fate flies in fear of the moment

argonlefou

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Sorry if I wasn't clear enough

As for the Jconfig issue :
I just wanted to point out that, as specified in the wiki, DemulShooter can only be used for getting outputs (solenoid, lights, etc...) for this game.
It can not be used to control axis and buttons

As a consequence, you can rule out any issue in your DemulShooter config or ahk scrip regarding demulshooter, and you can just focus on JConfig because it is the one you need to set up correctly to handle your guns

This is obviously in case you didn't pay attention to that DemulShooter limitation and was trying to play HOD:SD thnaks to DemulShooter
« Last Edit: June 20, 2023, 01:17:36 am by argonlefou »

clhug

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Can DemulShooter have multiple device configs with a way to switch between them via command line?  I suppose worst case I could have 2 different config.ini files and copy or rename them via script before launching DS.  Or is there a different/better way to handle this scenario?

Right now this is all theoretical.  I haven't gotten the wiimotes even set up yet to try any of this, but I was thinking ahead about how, or even whether, DemulShooter could handle the change in devices for different games.

I have real lightguns, 2 Gun4IRs.  I have these working through DS with a couple games.

I got interested in Castlevania The Arcade.  Given the whip mechanic, I thought about setting up Wiimotes to use with that game.

So I'd want my real Gun4IR guns to be my P1 & P2 devices for most things, but would want to switch the Wiimotes to be the P1 & P2 devices when launching Castlevania.

This would all end up in an arcade cabinet where I need things to be automated when launching the game from the front end.  (Which again, I already have working with the Gun4IR.  It's just how to switch to the Wiimotes that I'm wondering about.)

argonlefou

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Can DemulShooter have multiple device configs with a way to switch between them via command line? 
No (see below)

I suppose worst case I could have 2 different config.ini files and copy or rename them via script before launching DS.  Or is there a different/better way to handle this scenario?
That's exactly how to do  ;)

As long as you can just switch the ini file with 1 line command in a script....I won't bother to add more options that can be done without demulshooter itself easily

_Gioacchino_

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Why in both lethal enforcer input and demushotter the aiming of p1 is strictly definied from left to the center of the screen? And not in the entire screen?

Inviato dal mio RMX2170 utilizzando Tapatalk