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Lightgun support in MAME |
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Derrick Renaud:
Has any tried using multiple mice/lightguns in Win98SE or WinME using DX7 or greater. How does it work without using -dual_lightgun? Do they report as seperate units? Would there be an uproar if we removed -dual_lightgun and forced you to use a minimum of Win98SE with a minimum of DX7 for dual lightguns? Multiple Mice/guns would have to be USB devices. DX support would remain the same when not wanting individual mouse access. XP will support Serial; PS/2; USB mice as individual mice. Of course this means there would only be support for guns that report as mice. Meaning you would have to use GunCon2 for the LCD TopGun, unless they re-write their driver to be a mouse and not just control the mouse as it currently does. D. |
Silver:
--- Quote from: Derrick Renaud on March 06, 2006, 01:57:12 pm ---Of course this means there would only be support for guns that report as mice. Meaning you would have to use GunCon2 for the LCD TopGun, unless they re-write their driver to be a mouse and not just control the mouse as it currently does. --- End quote --- I take it from this that using the "system mouse" to control the gun and using the EMS driver means that you new (rawinput?) code will ignore the system mouse completely? Might be worth leaving in an option just to use the standard XP mouse as it is now for greater compatibility.... but that could be something you are trying to avoid. No complaints from me for the proposed changes (are people using pre-win98se with pre-dx7?) - the EMS driver is not the best, although they are improving it. In fact once you make the changes we could just email them and say "Mame only works with devices that appear as mice/HID input devices" and see what they come up with... |
jerryjanis:
I can't answer your questions, but here are some u_rebelscum quotes from old threads that touched on some of it. Here's a description of using multiple mice using the standard mame build in Windows 98/ME: http://forum.arcadecontrols.com/index.php?topic=23273.0 --- Quote from: u_rebelscum on August 17, 2004, 01:30:21 am ---I've been testing this a little, and official Mame can do multiple USB in win98/ME, SORT OF. I was going to test it more before saying anything, but you asked for it. ;D Limits (well, those I ran into on my system, so far): 1) Win98 and WinME only! NOT in win2k. NOT in winXP. (sound familiar to some of you, huh? ;) ) 2) The UI detects the only the "system mouse" axes; i.e. the "all mice together, mouse pointer you see on the desktop" mouse. Official Mame calles this "Mouse 1". 3) If you want to use multiple mice (or make it so only one physical mouse inputs to a player), you need to hand edit the cfg/cfg file, or better the ctrlr file. 4) Mame's default is for the Mouse "1" (system mouse) to coutrol player 1, mouse "2" (first individual USB mouse) to control player 2, mouse "3" (second individual USB mouse) to control player 3, ect. So you need to remap [size=-2]cough..ctrlrfile..cough[/size], unless you don't mind playing players 2 & 3. 5) I can't get my "mouse 4" to work individually, but mame is finding "four" mice, and that mouse does effect the system mouse, and the buttons are "mouse 4" buttons. (This might be a driver or system issue on my end). This means, on my system with the mice I have tested, I can get only two mice at a time. I would try testing more mice than the three USB I have, but my trackball CPs are "in the shop" ATM. I suggest editting the ctrlr file, since mame will "correct" the cfg file if a mouse is not found (unplugged at mame start time). Remember, this is a winME/98 only feature because MS removed (or never added) the directX directInput access to individual mice from win2k/XP. --- End quote --- And here's a brief description of using the dual_lightgun setting in standard Mame: http://forum.arcadecontrols.com/index.php?topic=24229.0 --- Quote from: u_rebelscum on October 13, 2004, 01:29:01 am ---Official mame's (and mame32's) "Dual lightgun" support only works if one gun's trigger is mouse button 1, the other gun's trigger is mouse button 3. Official mame's (and mame32's) "Reload" is designed to translate all mouse button 2 presses to reload (and with the "dual lightgun", a mouse button 4 press as player 2 reload). You can't remap this. Official mame's (and mame32's) "lightgun" is just like enabling mice, except the cursor position is polled (instead of polling relative movement like with enabling mice). --- End quote --- --- Quote from: Mame's windows.txt ----[no]lightgun/ -[no]gun Controls whether or not MAME treats mouse inputs as lightgun inputs. Note that most lightguns map to the mouse, so using -lightgun and -mouse together may produce strange results. The default is OFF (-nolightgun). -[no]dual_lightgun / -[no]dual Controls whether or not MAME attempts to track two lightguns connected at the same time. This option requires -lightgun. The default is OFF (-nodual_lightgun). --- End quote --- If the system mouse were applied to both player 1 and player 2, and then player 1 mapped button 1 to the trigger and player 2 mapped button 3 to the trigger wouldn't dual lightguns work even without the dual_lightguns option enabled? I just tried mame0104b (using 1 mouse and one lightgun), and it seemed to me that the 2 player game would play just fine this way. The only drawbacks that I noticed between using this method for dual lightguns, vs. using the dual_lightgun option are: 1) The dual_lightgun option only updates the crosshairs when a trigger (typically a mouse button) is pulled, and it only updates the crosshair for the player whose button was pressed. Without the dual_lightgun option, both crosshairs always land wherever the last user to pull a trigger pointed. The solution is to turn off the crosshairs. 2) The dual_lightgun option maps buttons and mouse axes automatically. Without the dual_lightgun option, the user will have to map buttons and the 2nd mouse axis manually. Also, they'll probably want to turn off the Mame crosshairs. My point is, even without the dual_lightgun option, (as far as I can tell) people will still be able to use 2 TV lightguns using the 1/3 player button switch, it'll just take a bit of configuration. Jake Edit: By the way, I was using Windows XP |
Derrick Renaud:
--- Quote from: jerryjanis on March 06, 2006, 09:59:47 pm ---I can't answer your questions, but here are some u_rebelscum quotes from old threads that touched on some of it. --- End quote --- Thanks for the long reply, but I am actually a MAMEdev, and know most of this. ;) --- Quote from: jerryjanis on March 06, 2006, 09:59:47 pm ---1) The dual_lightgun option only updates the crosshairs when a trigger (typically a mouse button) is pulled, and it only updates the crosshair for the player whose button was pressed. Without the dual_lightgun option, both crosshairs always land wherever the last user to pull a trigger pointed. The solution is to turn off the crosshairs. --- End quote --- That is a problem that has to do with the Act Labs guns. They do not provide real time tracking like LCD TopGun. --- Quote from: jerryjanis on March 06, 2006, 09:59:47 pm ---2) The dual_lightgun option maps buttons and mouse axes automatically. Without the dual_lightgun option, the user will have to map buttons and the 2nd mouse axis manually. Also, they'll probably want to turn off the Mame crosshairs. My point is, even without the dual_lightgun option, (as far as I can tell) people will still be able to use 2 TV lightguns using the 1/3 player button switch, it'll just take a bit of configuration. --- End quote --- Per my original post, this is not needed anymore except when using less then Direct X 7. Which is why I might remove -dual_lightgun. But I want to know if doing so would affect anyone. Does anyone use less then DX7. D. |
Gh0sty:
--- Quote from: Derrick Renaud on March 06, 2006, 01:57:12 pm --- XP will support Serial; PS/2; USB mice as individual mice. --- End quote --- wow, what does that exsactly means for us with two LCD Topguns & XP & Mame? we can only connect 2 via the USB right now. R Gh0sty |
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