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Author Topic: TopGun LCD - Yes another thread  (Read 4105 times)

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BioFreak

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TopGun LCD - Yes another thread
« on: May 03, 2006, 10:09:04 am »
Hey freaks,
So I've "finally" got my gun up and running, tracking is great and play time has been lots of fun. So why am I posting another thread about this gun, because try and try again I've not been able to get any of the Non trigger buttons to work in Mame32 while playing a game.

I'm running the latest Mame32 build, the latest SMOG drivers,
when I click all of the buttons with SMOGs ctrl panel open the buttons are registering so they are working.

Here is what I want to do.
Want the start button on the gun to map to player 1 start (mapped to key 1 in Mame32),
the sel button to map to p1 coin (mapped to Key 5 in Mame32)

I have tried to map the keys in the ctrl panel and had no luck,
I've tried remapping the keys in Mame32 no luck.

Just as an FYI right now I'm playing mostly Police Trainner and Terminator 2.

Anyone know what I may have done wrong to cause this to not work?
Does anyone have a functional configuration of buttons and keys that this is actually working with?

Having to be 3-5 feet away from my monitor/cabinet it's not really convenient to have to keep running back and forth between my shooting location and the cab to add "coins".

On a side note:I connected this gun to my xbox this weekend
and played silent scope just for fun and it worked flawlessly

Thanks for the help.
Later.
Biofreak
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destructor

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Re: TopGun LCD - Yes another thread
« Reply #1 on: May 03, 2006, 10:35:58 am »
I have tried to map the keys in the ctrl panel and had no luck,
I've tried remapping the keys in Mame32 no luck.
How you remap keys in MAME? Run game, press TAB and enter to Input configuration?

Cananas

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Re: TopGun LCD - Yes another thread
« Reply #2 on: May 03, 2006, 01:25:49 pm »
Mame only recognizes fourth mouse buttons. I think this is not THE limit, but a limit. I think this is because until LCDTopGun,  the one gun that works great with Mame was the ActLabs Gun. This gun only have 2 buttons, but to obtain a two players game, ActLabs made the dual lightgun: One gun have the button1 and 2 of a mouse and the other gun have the button3 and button4 of the mouse that simulate. Maybe Derrick could fix this, if the people want.. ;)

Actually, with the lastest Smog drivers, I have one trigger to button1, B button to button2 and A and the other trigger button3. Also have the shot offscreen reload mapped to button2. The Select and Start Button of the gun are the button4 and button5.

With this configuration, I can reload pressing the button B or shooting offscreen (with -shootoffscreen reload option of Mame activated) and can throw the bombs in Operation Wolf with button A or second trigger.

I can remap in Mame even the button4 (select button in the gun), but not the button5, because the limit.
« Last Edit: May 03, 2006, 01:41:44 pm by Cananas »

MacroX

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Re: TopGun LCD - Yes another thread
« Reply #3 on: May 03, 2006, 09:55:15 pm »
"The one gun that works great with Mame was the ActLabs Gun"

Who will agree with this point ???
Sorry, I don't think so.

ActLabs Gun, when the gun aim to the left handside, the cursor would
be move to the right handside always. and so many other limted by which gun.




Mame only recognizes fourth mouse buttons. I think this is not THE limit, but a limit. I think this is because until LCDTopGun,  the one gun that works great with Mame was the ActLabs Gun. This gun only have 2 buttons, but to obtain a two players game, ActLabs made the dual lightgun: One gun have the button1 and 2 of a mouse and the other gun have the button3 and button4 of the mouse that simulate. Maybe Derrick could fix this, if the people want.. ;)

Actually, with the lastest Smog drivers, I have one trigger to button1, B button to button2 and A and the other trigger button3. Also have the shot offscreen reload mapped to button2. The Select and Start Button of the gun are the button4 and button5.

With this configuration, I can reload pressing the button B or shooting offscreen (with -shootoffscreen reload option of Mame activated) and can throw the bombs in Operation Wolf with button A or second trigger.

I can remap in Mame even the button4 (select button in the gun), but not the button5, because the limit.

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Re: TopGun LCD - Yes another thread
« Reply #4 on: May 03, 2006, 11:01:45 pm »
I'm currently using advance mame and am able to map all 5 buttons using it.  I've got the select button set up as a credit and start as game start for players 1 and 2 indivudually.

Still using it with 104, as Advmame 105 has yet to come out, so playing just LE and LE2 via regular mame 105 as that version has the offset problem fixed with the aiming, but aside from that Advmame has been working very well with the LCD Topguns.  Should be even better when advmame 105 does show up I hope.

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Re: TopGun LCD - Yes another thread
« Reply #5 on: May 03, 2006, 11:46:29 pm »
I have tried to map some of the buttons but have not figured it out.  If anyone has been successful please fill me in on how to do it.

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Re: TopGun LCD - Yes another thread
« Reply #6 on: May 03, 2006, 11:53:35 pm »
Quote
ActLabs Gun, when the gun aim to the left handside, the cursor would
be move to the right handside always. and so many other limted by which gun.


I've never had any problems out of my dual actlabs pc guns, (I was using analog mame, now it's running mame .105)


Still prefer my guncon2/ps2 cab but of course with a console lightguns are so much easier.


Later,
dabone

Cananas

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Re: TopGun LCD - Yes another thread
« Reply #7 on: May 04, 2006, 01:08:17 am »
I'm currently using advance mame and am able to map all 5 buttons using it.  I've got the select button set up as a credit and start as game start for players 1 and 2 indivudually.

Still using it with 104, as Advmame 105 has yet to come out, so playing just LE and LE2 via regular mame 105 as that version has the offset problem fixed with the aiming, but aside from that Advmame has been working very well with the LCD Topguns.  Should be even better when advmame 105 does show up I hope.

Yes, since 0.97 version of advancemame, it has specific support for the guncon2 guns (thanks to Smog), different for the ActLabs, so remap all guncon2 buttons is possible.

Cananas

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Re: TopGun LCD - Yes another thread
« Reply #8 on: May 04, 2006, 01:09:34 am »
Quote
ActLabs Gun, when the gun aim to the left handside, the cursor would
be move to the right handside always. and so many other limted by which gun.


I've never had any problems out of my dual actlabs pc guns, (I was using analog mame, now it's running mame .105)


Still prefer my guncon2/ps2 cab but of course with a console lightguns are so much easier.


Later,
dabone


I never had this problem when I used to play with those guns. Maybe yours could be broken...

aljupy

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Re: TopGun LCD - Yes another thread
« Reply #9 on: May 04, 2006, 02:34:42 am »
Now, I do not know where to write this  :) :

@Cananas (Or someone) :

With Smog

BioFreak

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Re: TopGun LCD - Yes another thread
« Reply #10 on: May 04, 2006, 09:15:35 am »
I really don't want to be a jerk about this but could we please try to keep this on topic.
I don't want to run into the issues we've had with the main top gun post running into 43 pages where there is a ton of usefull info but no one can find it amongst all the useless my gun is better than yours talk.


The issue that some people seem to be having, including me, is that
mapping buttons from the LCD gun from SMOGs ctrl panel, buttons that are registering as working in the ctrl panel, are not being recognized when playing games in Mame32, and I assume other versions of mame also.

I know many people have this working, just looking for info of who has what working for attempting to use the start and select buttons or for that matter any of the buttons as p1 coin and p1 start.

Thanks
Biofreak
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Cananas

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Re: TopGun LCD - Yes another thread
« Reply #11 on: May 04, 2006, 10:34:30 am »
aljupy wrote:
Quote
With Smog

BioFreak

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Re: TopGun LCD - Yes another thread
« Reply #12 on: May 04, 2006, 12:19:18 pm »
Thanks Cananas for helping us get back on point!

I'm going to try these settings out as soon as I have a chance,
hopefully this weekend at the latest.
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Re: TopGun LCD - Yes another thread
« Reply #13 on: May 04, 2006, 06:28:21 pm »
The way mame's windows OSD (OS Dependent) code is written, directX is only showing 4 buttons.  This can be changed fairly easily by using DIMOUSESTATE2 instead of DIMOUSESTATE.  This change will give you 8 buttons.

I'm not sure with the current coding, but I think that's all that's needed to be able to use the extra mouse buttons; Notice how linux AdvanceMame can use the 5+ buttons with only different OSD code.  But I'm not sure if ctrlr files and the like will work seamlessly without other changes since ctrlr also involves OSD code.
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Cananas

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Re: TopGun LCD - Yes another thread
« Reply #14 on: May 06, 2006, 03:21:13 pm »
The way mame's windows OSD (OS Dependent) code is written, directX is only showing 4 buttons.  This can be changed fairly easily by using DIMOUSESTATE2 instead of DIMOUSESTATE.  This change will give you 8 buttons.

I'm not sure with the current coding, but I think that's all that's needed to be able to use the extra mouse buttons; Notice how linux AdvanceMame can use the 5+ buttons with only different OSD code.  But I'm not sure if ctrlr files and the like will work seamlessly without other changes since ctrlr also involves OSD code.

Yes, but it seems limited by the Rawstructure structure (see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/rawinput/rawinputreference/rawinputstructures/rawmouse.asp) to only 5 buttons.

For me it's enough:

Button1: Trigger of the gun
Button2: Reload, pressing Button B of the gun or shooting offscreen (All with Smog driver, of course).
Button3: Button A and Button C (second trigger) of the gun
Button4: Credits. Select button of the gun
Button5: Start. Start button of the gun.

You only need to remap the credit and start keys in Mame.

The changes (in bold) I have made are in scr/windows/input.c:

   { JOYCODE(0, CODETYPE_MOUSEBUTTON, 0),    MOUSECODE_1_BUTTON1 },
   { JOYCODE(0, CODETYPE_MOUSEBUTTON, 1),    MOUSECODE_1_BUTTON2 },
   { JOYCODE(0, CODETYPE_MOUSEBUTTON, 2),    MOUSECODE_1_BUTTON3 },
   { JOYCODE(0, CODETYPE_MOUSEBUTTON, 3),    MOUSECODE_1_BUTTON4 },
   { JOYCODE(0, CODETYPE_MOUSEBUTTON, 4),    MOUSECODE_1_BUTTON5 },
   { JOYCODE(0, CODETYPE_MOUSEAXIS, 0),   MOUSECODE_1_ANALOG_X },
   { JOYCODE(0, CODETYPE_MOUSEAXIS, 1),   MOUSECODE_1_ANALOG_Y },
   { JOYCODE(0, CODETYPE_MOUSEAXIS, 2),   MOUSECODE_1_ANALOG_Z },

-------------------------------------------------------------------------------------

// add mouse buttons
      for (button = 0; button < 5; button++)
      {


-------------------------------------------------------------------------------------

// Update the button values for the specified mouse
         if (button_flags & RI_MOUSE_BUTTON_1_DOWN) buttons[0] = 0x80;
         if (button_flags & RI_MOUSE_BUTTON_1_UP)   buttons[0] = 0;
         if (button_flags & RI_MOUSE_BUTTON_2_DOWN) buttons[1] = 0x80;
         if (button_flags & RI_MOUSE_BUTTON_2_UP)   buttons[1] = 0;
         if (button_flags & RI_MOUSE_BUTTON_3_DOWN) buttons[2] = 0x80;
         if (button_flags & RI_MOUSE_BUTTON_3_UP)   buttons[2] = 0;
         if (button_flags & RI_MOUSE_BUTTON_4_DOWN) buttons[3] = 0x80;
         if (button_flags & RI_MOUSE_BUTTON_4_UP)   buttons[3] = 0;
         if (button_flags & RI_MOUSE_BUTTON_5_DOWN) buttons[4] = 0x80;
           if (button_flags & RI_MOUSE_BUTTON_5_UP)   buttons[4] = 0;