I'm sure you know more about this than I do but it seems like every single thing you brought up could be calculated by a calibration file for each game. Nothing fancy either, just something that can determine the bit depth, resolution and joysticks range of motion, while within the game. All of this could be done via an external program. A simple call of get system metrics could get most of the data, and hopefully any game you would want to use a lightgun on would have some kind of built in calibraiton program, of which the program could monitor.
Looks like you're talking about adding a "feature" to each game so it can use the lightguns correctly...? (I thought this exact thing you talk about is part of what the added game driver did inside the game.) Or an external prog monitoring something in a running game?

As for relative vs absolute that is a rather silly argument. Once the intended postion of the gun is calculated a simple call to SetMousePos could be used for 95% of the mouse-based shooters out there. No drivers necessary... Usually when a shooter uses mouse input it just takes the mouse values.... no need to wrangle the mouse or anything as shooters are played full screen. I do realize that mame doesn't use this method, but fromwhat i understand the new lightgun driver that was added uses a very similar method, so it's the same difference.
Yes relative vs absolute is not very important
for mice. The original guns where joystick, and relative vs absolute makes more of a difference with joys. And since different games were setup for one way or the other, most shooting games one way, and the old guns needed the other, the guns "didn't work".
And I know what your thinking... "What about two player support?" Well any pc game that uses the mouse for input obviously is a 1-player game and thus this wouldn't be an issue. Mame isn't, but since all original arcade hardware used absolute values for the light gun it should be very easy to make a driver to plug in as an input device and gontrol both guns.
Hold on, you are talking about a joy --> mouse external program?
I was talking about the original lightguns that used joystick data type and why they needed special drivers for each to work, even though the game could do normal joysticks.
If they used a joy to mouse utility (that calibrated for different resolutions), I guess it would work on all games that the new lightgun will work on. But why do a joystick lightgun if it's just going to be translated to mouse data? You would have the same calibration problems the originals had, the same limit of one mouse (sorry, lightgun) as the new, plus (as with any translator prog) the joy to mouse data utility time/bugs/dataloss overhead....
And, yes, "what about two players?"

Don't worry, I asked the same to M$, and your and their answer make sense in most cases (mame not being one of them).
Are there any other PC shooting games that were for two players? (besides mame) Know it's been asked before, but I'd like to know numbers to back or disprove your "any pc game that uses the mouse for input obviously is a 1-player game" statement, howard.

All that would be needed would be a reading of the analog value sent by the gun compared to the screen size and then positon the [crosshairs] accordingly. I'm not saying it would be a piece of cake, but it wouldn't be any harder than adding the light gun support they have now.
Well, yes it would be pretty easy if the crosshairs were positioned like a mouse cursor with mouse data. (That's what the new gun's do.)
And it would be really easy with joystick data if the games could position the crosshairs from absolute joystick data (like OpWolf in the arcades), but that ment adding those drivers to the PC games ('cause the PC game writers thought "all joysticks will control the crosshairs like a joymouse would").
But translating absolute joy data to either rel or ab mouse data by an outside the game utility/driver that will work for all games, ehh, I guess it would work, but I don't think it would improve the old gun's other problems (accuracy being the biggest compant, FWIH).
BTW, I am just defending why actlabs
didn't get the old joystick guns to work on most games, not that they
couldn't use your methods.
Most are just my point of view, but to me, unless I got something really wrong, actlabs did a lot toward making their old guns work (maybe not as much as they could, but close), but most games and other joystick type hardware are different from the old lightguns that the guns needed to be handled differently.
hmm... I might be digging myself a hole here, but I might be able, if my take on what the drivers did, to add support for the old lightguns to Analog+.
Anyone want me to give this a try? Hands?
I need an old gun and some spare time.... Alright here's my shovel, I'll research the old guns and drivers and get back to you guys on this. Anyone can give me links or other info?
