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Dual TV-guns Act-Labs

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Howard_Casto:

Yes, I actually suggested this method in a thread with one of the act labs guys.  Apparently he listened.  

shmokes:

Wow...for knowing all of that your response to my post kind of sucked, howard.  :P

u_rebelscum:


--- Quote from: Howard_Casto on April 21, 2003, 10:43:44 pm ---Yes, I actually suggested this method in a thread with one of the act labs guys.  Apparently he listened.
--- End quote ---

If you can't tell, I am very skeptical about this idea.  

My skepticism based on test results using two lightguns (with analog+), set so each gun's buttons can be distinguished from the other gun's, but the mouse possition only distinguished by timing.  I didn't test adding suppport for event-based inputs; mame should not be event based.  Front ends in windowing OS's do very well with event-based inputs, flash based games do great, but time critical (ie: emulation --> ie: mame) apps don't.  I didn't try adding buffered mouse location input, either;  just buffering the inputs probably'll be okay, but it will make mame do a lot of work windows already does & add the problem of buffer overruns.

If mame makes zero changes and my as$umptions* of how the TV lightsgun will work are true, I bet the current mame will work as well as analog+ ver. 0.64 did with two lightguns: "sort of" to "not very".  

Heck, if you have two lightgun (or even any 2 USB mice), winME/98, and any recent analog+, you can see the results by playing any working lighgun game with the "-lightgun -nolightgun2a -nolightgun2b" options, and setting player 1 & 2 button inputs to lightgun 1 & 2, respectively.  (the LG 2a & LG 2b being the non-buffered, non-event-based, multiple lightgun support listed as still in alpha testing but works great on my system, so need to be disabled or else you'll get good results ;) ).

*"a s s u m p t i o n s" mis-spelled because of the auto censoring of this forum, not because there's any money involved.

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