Build Your Own Arcade Controls Forum

Main => Main Forum => Topic started by: brock.sampson on August 13, 2007, 08:12:00 pm

Title: Mame .118 Lightguns
Post by: brock.sampson on August 13, 2007, 08:12:00 pm
In mame .118 there is a change in the way lightguns work.  In .116 when you move the gun the crosshair would track/follow your motions.  In .118 it jumps to where you are shooting and no longer tracks.  When I set the controls to use my trackball instead of the guns it tracks as it did before.  Does anybody know a way to get the crosshair to track in .118?  I'm using dual lcd topguns.  I have pasted the controller sections out of my mame.ini below.  I did try setting lightgun to 0 and then it doesn't detect any movements or trigger movements in mame.  I also tried setting lightgun device to mouse but it still didn't track as it did before.  Any help or insight would be appreciated.

#
# CORE INPUT OPTIONS
#
ctrlr                     
mouse                     1
joystick                  0
lightgun                  1
multikeyboard             0
multimouse                1
steadykey                 0
offscreen_reload          1
joystick_map              auto
joystick_deadzone         0.3
joystick_saturation       0.85

#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device             mouse
adstick_device            lightgun
pedal_device              keyboard
dial_device               mouse
trackball_device          mouse
lightgun_device           lightgun
positional_device         keyboard
mouse_device              mouse

#
# INPUT DEVICE OPTIONS
#
dual_lightgun             1
Title: Re: Mame .118 Lightguns
Post by: Cananas on August 14, 2007, 09:16:52 am
You must set:

#
# INPUT DEVICE OPTIONS
#
dual_lightgun             0

This options is only for the very, very old ActLabs (the ones that were sold in a pack with a pad). It is enable the compatibility mode with them.
 


Other thing to clarify: Setting the lightgun device to lighgun, overcome to the lightgun setting (1 or 0), so your lightguns would work with lightgun=0 and lightgun_device lightgun. But be careful with games like Operation Thunderbolt and Terminator, games that use a joystick instead of a lightgun. In this case, lightgun must be 1.

Oh!, and now, the offscreen_reload only applies to a lightgun, not mice.
 

Title: Re: Mame .118 Lightguns
Post by: brock.sampson on August 14, 2007, 09:25:54 am
So leaving lightgun 1 shouldn't be a problem correct?  I do like to play an occasional game of Terminator 2.  I"ll try disabling the dual_lightgun option tonight and see what happens.

Thanks
Title: Re: Mame .118 Lightguns
Post by: brock.sampson on August 14, 2007, 06:29:02 pm
Setting dual_lightgun 0 did the trick.  Tracks like it did in previous versions now even Terminator 2.  Thanks for the help.
Title: Re: Mame .118 Lightguns
Post by: u_rebelscum on August 15, 2007, 01:12:09 pm
...
dual_lightgun             0

This options is only for the very, very old ActLabs (the ones that were sold in a pack with a pad). It is enable the compatibility mode with them.

Not quite. This option was for actlab TV lightguns that had a switch that could be set to player 1 or player 2, and any other guns that followed the same (different brands copied soon after). 
The player 1-2 switch just changed the mouse buttons from 1 & 2 for player 1, to 3 & 4 for player 2, and assumes the two guns share the pointer (like having two mice in windows desktop).  Since the two guns share the location, and which trigger is pulled determines which player gets that location, mame can't track live.


Quote
Other thing to clarify: Setting the lightgun device to lighgun, overcome to the lightgun setting (1 or 0), so your lightguns would work with lightgun=0 and lightgun_device lightgun. But be careful with games like Operation Thunderbolt and Terminator, games that use a joystick instead of a lightgun. In this case, lightgun must be 1.

Or set adstick_device lightgun (probably want to do this in the game's ini file instead of mame.ini, though).

Quote
Oh!, and now, the offscreen_reload only applies to a lightgun, not mice.

Good to know, thanks.
Title: Re: Mame .118 Lightguns
Post by: Cananas on August 16, 2007, 03:38:30 am
...
dual_lightgun             0

This options is only for the very, very old ActLabs (the ones that were sold in a pack with a pad). It is enable the compatibility mode with them.

Not quite. This option was for actlab TV lightguns that had a switch that could be set to player 1 or player 2, and any other guns that followed the same (different brands copied soon after). 
The player 1-2 switch just changed the mouse buttons from 1 & 2 for player 1, to 3 & 4 for player 2, and assumes the two guns share the pointer (like having two mice in windows desktop).  Since the two guns share the location, and which trigger is pulled determines which player gets that location, mame can't track live.

This was before the rawmouse input code was included in MAME.
After that, you could connect two ActLabs (TV or USB) with the switch in position 1, because mame recognizes like independent guns, so there is no need to use dual_lightgun option.

I think Dual_lighguns is only usefull for the very first ActLabs, the ActLabs GS Gun System, a pack with two guns and something very similar to the Nintendo nunchuk with only USB connector standard gameport connection, but I am not completly sure.

** UPDATE **
Well I not  sure that this pack can use the Dual_lightgun options. It seems more a Joystick than otherthing. If not, I think this option it is useless in the actual version of MAME.

** UPDATE2 **
Well, I tested two PC TV ActLabs and Rebel, you are right... but the guns does not work even when dual_lightgun is enabled.

When dual lightgun is disabled, each gun have its own number of gun (gun2 and 3 in my case). The button are detected like Gun2_B0 and Gun3_B3 (remember I have Dual_Lightgun Disabled). The axis, i don't know, sometimes detected like independent guns. Not sure (this guns boring me).

When I enable Dual_lightgun,  both button of the guns are identical, so for the first one is Gun2_B0 and for the second gun is also Gun2_B0. And all here know that it must be Gun2_B3.

So, Anyone interested could test this? I don't like this guns, but I think they would be work OK.