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Author Topic: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)  (Read 1041089 times)

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argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3360 on: January 08, 2024, 03:54:45 am »
tomb raider running just exe with demulshooter. I have 2 guns working but player 2 gun shoots both guns. player one is working fine. any fix for this

Yes, you just need to set up DemulShooter and the Unity plugin correctly  ;)
This happens exactly when DemulShooter is either not hooking the game or when the Unity plugin is not correctly installed.

You can share a DemulShooter debug file to start seeing if something obvious is happening


Also is there a way to remap the start buttons.

A simple AutoHotkey script will be enough to remap buttons from your wanted one, to the desired one accepted by the game.

Argon, Thanks for update.

And is there a way to remove reticle in Alien Armageddon?

Terminator Salvation can remove reticle via test menu, but Alien can't.

Hmm it's something I can look into for the next release, I''ll let you know

Krakatoa

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3361 on: January 13, 2024, 07:28:47 am »
Thanks for the JP update. It's there any way to remove the firing lines as well? It seems odd having no guns, but the fire lines still appear.

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3362 on: January 13, 2024, 01:53:16 pm »
Hmmm normally fire lines (red lasers ?) are removed as well as the reticles with DemulShooter -nocrosshair option

Guns model are just removed with Test Menu option

Krakatoa

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3363 on: January 19, 2024, 07:28:44 pm »
No, they are still there. The guns are gone and the crosshairs. Is it something you could remove?

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3364 on: January 23, 2024, 03:25:28 am »
It's already relmoved, at least on the 3 computers I've tested it on.
(See below attached picture)

It would be great if other people could repport if the -nocrosshair option is working as expected for them too (or not)
« Last Edit: January 23, 2024, 03:28:48 am by argonlefou »

Krakatoa

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3365 on: January 24, 2024, 08:16:11 pm »
Thanks for the response. There must be something going on my end then. I also noticed mamehooker isnít picking up all the outputs as well. It creates a blank no named ini file.

Hopefully someone else tests it out as well, so I can confirm itís in my end.


MotownC

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3366 on: January 26, 2024, 02:06:11 pm »
I have a question regarding Night Hunter - After Dark II. I have followed the wiki but cannot get DS to hook. Using Sinden, Unity plug-in added and config input mode set to Demulshooter. The biggest issue is that the game does not contain the main game folder, where the qumo2_en.exe file is located. It is v 2.06 and has NightHunter.exe in the main folder. Assuming I need to find the dump with qumo2 for it to work? 1p works fine with no DS.

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3367 on: January 26, 2024, 04:10:48 pm »
I have a question regarding Night Hunter - After Dark II. I have followed the wiki but cannot get DS to hook. Using Sinden, Unity plug-in added and config input mode set to Demulshooter. The biggest issue is that the game does not contain the main game folder, where the qumo2_en.exe file is located. It is v 2.06 and has NightHunter.exe in the main folder. Assuming I need to find the dump with qumo2 for it to work? 1p works fine with no DS.
DS is looking for a specific process name to hook to, so if the exe file has been renamed, it's normal for DS to not be able to hook the game.

Your dump may be a valid one, with the exe renamed.
You can try to rename it to the original name and test it with DS

Also, once you can hook, by getting a DS debug file, there should be some info regarding the version on the game
https://github.com/argonlefou/DemulShooter/wiki/Debugging#step-3

MotownC

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3368 on: January 26, 2024, 04:35:46 pm »
Boom! Simple renaming of Night Hunter.exe to qumo2_en.exe and renaming the corresponding 'Night Hunter' folder to 'qumo2_en' did the trick. Works great! Thank you!

Krakatoa

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3369 on: January 28, 2024, 07:09:40 am »
It's already relmoved, at least on the 3 computers I've tested it on.
(See below attached picture)

It would be great if other people could repport if the -nocrosshair option is working as expected for them too (or not)

What version of JP are you running?

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3370 on: January 28, 2024, 11:19:28 am »
I think TP only accepts one unique dump (V1.08)
The elf file md5 checksum is : c62483935c2ea3c8387f33b3c8b89c6b

yid4lyf

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3371 on: January 31, 2024, 07:02:56 pm »


Hi i found this video today. This guy has operation wolf returns working with full controls with Aimtrak guns no keyboard. Does anyone know how he has done this. If so would anyone be good enough to let me know how to do this. Im thinking he has done this with an AHK script but i have no idea. Thank you.

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3372 on: February 02, 2024, 01:09:12 am »
You can do that with AHK, I used to with my Aimtrak back when I used them.

But you need a gun shell with a couple of available buttons (more than simply the trigger) - this is I think what the video maker is refering to when he talks about left and right buttons -so that you can map them in Aimtrak utility

Simply set those extra buttons to some of the Joystick buttons aimtrak utility let you use (for in/out screen)
Then use AHK to remap Joystick button to the corresponding keyboard key for the game

yid4lyf

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3373 on: February 02, 2024, 08:39:24 pm »
Thanks argon ill give it a try

Ace

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3374 on: February 05, 2024, 06:26:03 am »
Argonlefou,

Sorry for the noob question and certain this has been asked before but can't seem to find it so apologies in advance and maybe you could add this somewhere for reference.

What's the best and safest way to Upadate DemulShooter to the latest without messing up your settings and configs that you've done already please, so you dont have to go back and re configure everything again and have multiple instances

Thanks for any help on this and love the work you do so thank you very much

yid4lyf

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3375 on: February 05, 2024, 10:51:30 pm »
You can do that with AHK, I used to with my Aimtrak back when I used them.

But you need a gun shell with a couple of available buttons (more than simply the trigger) - this is I think what the video maker is refering to when he talks about left and right buttons -so that you can map them in Aimtrak utility

Simply set those extra buttons to some of the Joystick buttons aimtrak utility let you use (for in/out screen)
Then use AHK to remap Joystick button to the corresponding keyboard key for the game

Hi Argon, Im not having any luck getting this to work with the controls on the video using AHK. I got pretty close but not close enough. I know your a busy man but could you help me work this out. Any help would be much appreciated

Thanks Argon

MotownC

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3376 on: February 06, 2024, 09:07:35 am »

Hi Argon, Im not having any luck getting this to work with the controls on the video using AHK. I got pretty close but not close enough. I know your a busy man but could you help me work this out. Any help would be much appreciated


What are you trying to do, exactly? What is 'pretty close' and what remains to be done?

yid4lyf

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3377 on: February 06, 2024, 06:09:06 pm »
I thought i was close but after trying again last night i wasnt. I just dont know how to write an ahk script to have the controls the same as the video for my AimTraks. Im not very good with ahk. If you could help me out that would be great. I know im probably asking to much but even if you could write an ahk script so i could have controls the same as the video for my AimTraks I would very much appreciate it. Thank you

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3378 on: February 08, 2024, 01:30:50 pm »
I was using a script like this one to check the buttons number detected by AHK (should be the same than the ones you set in Aimtrak utility)

So let's say you want to bind the "Joystick Button 3" to the G keyboard key, you can try script like this :
Code: [Select]
;Joystick Button3 -> G Key
Joy3::
Send {g Down}
Sleep 100
Send {g Up}
Return

Things get a little bit different if you have more than one Joystick plugged at the same time.
At least back in time, I don't know how it is today.

So with different Joystick (let's say... a couple of aimtrak gun plugged) I had to specify the Joystick number before the button in the script : Joy3 becomes 1Joy3 (Joystick1) or 2Joy3 (Joystick2)

With that you should have all needed information to build your script little by little

DMB77

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3379 on: February 24, 2024, 08:21:35 pm »
Thanks Argon!  Got Sailor Zombie, and Dead Storm Pirates running with both guns.  For some reason in Dark Escape I'm controlling both players with one gun.  Followed all the steps in the tutorial so I'm not sure whats wrong.  Also if I use the patcher to remove crosshairs how do I get them back?
« Last Edit: February 26, 2024, 09:38:17 pm by DMB77 »
Fate flies in fear of the moment

argonlefou

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Re: DemulShooter (Dual light gun on DEMUL, Model2, Dolphin, Silent Hill, etc...)
« Reply #3380 on: February 27, 2024, 12:47:38 pm »
Thanks Argon!  Got Sailor Zombie, and Dead Storm Pirates running with both guns.  For some reason in Dark Escape I'm controlling both players with one gun.  Followed all the steps in the tutorial so I'm not sure whats wrong.  Also if I use the patcher to remove crosshairs how do I get them back?

If you have succesfully applied the whole PPU cache thing, you should not be able to move any crosshair in Dark Escape without DemulShooter running.

That may be a clue to narrow down the cause : if you can move crosshairs without demulshooter, game is not properly patched. If you can.....I'm not sure to have a quick answer unfortunatelly

As for the crosshair patch, there should be a readme text file in the package, where I'm telling people which file from the game dump must be saved, if restoring crosshair is needed.
For Dark Escape, you'll need to restore this file from the original dump :  \dev_hdd0\game\SCEEXE000\USRDIR\BootPack\Data.npk

Btw, I just noticed the Dark Escape patcher link is dead from the 1st page post, I'll have to check out why

DMB77

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Nevermind, i figured it out, It was a simple mistake as not running Demulshooter as an administrator!
« Last Edit: March 02, 2024, 10:25:04 am by DMB77 »
Fate flies in fear of the moment

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I'm trying to get Jurassic Park up and going.  I can get the game up and running fine, but I cannot get DS to hook, hopefully someone can help me.

This is part of my AHK script:

Run, C:\Games and Emulators\DemulShooter_v11.7\DemulShooter.exe -target=rawthrill -rom=jpark
Run, TeknoParrotUi.exe --profile=JurassicPark.xml

I can get Aliens: Armageddon to run fine, but this doesn't pull up DS.

Any help would be greatly appreciated!


dgrace

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Hey Argon,

I'm using the latest demulshooter. I just got my 2 aliens extermination guns (the ones from Aliexpress that you mount) today and they are awesome. I'm currently trying to dabble in teknoparrot, but running into some trouble. The guns (which are basically recognized as analog joysticks) came with inverted axis (up is down, right is left, etc.). Some people just re-solder the wires and switch them up to fix. I really don't want to have to do that. I checked the invert axis boxes in the demul GUI and the game hooks when I launch it .. i.e. turns green (i..e terminator, Jurassic Park, Sega Golden Gun, etc.), but nothing. The guns are still inverted when they load. Not sure what i'm doing wrong. I even went back a few versions to test and still no go. I also did the calibration (analog devices) option in the GUI. Any advice is greatly appreciated. Thank you

Tiberius

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I'm trying to get Jurassic Park up and going.  I can get the game up and running fine, but I cannot get DS to hook, hopefully someone can help me.

This is part of my AHK script:

Run, C:\Games and Emulators\DemulShooter_v11.7\DemulShooter.exe -target=rawthrill -rom=jpark
Run, TeknoParrotUi.exe --profile=JurassicPark.xml

I can get Aliens: Armageddon to run fine, but this doesn't pull up DS.

Any help would be greatly appreciated!

You are using the wrong rom name- should be jp

Info from last release notes

Changed "Jurassic Park" rom parameter from "-rom=jpark" to "-rom=jp" in order to avoid conflicts with the jpark MAME rom in MameHooker config.

Using Wiimotes, Demulshooter and Touchmote as lightguns......does actually work!!!

argonlefou

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Hey Argon,

I'm using the latest demulshooter. I just got my 2 aliens extermination guns (the ones from Aliexpress that you mount) today and they are awesome. I'm currently trying to dabble in teknoparrot, but running into some trouble. The guns (which are basically recognized as analog joysticks) came with inverted axis (up is down, right is left, etc.). Some people just re-solder the wires and switch them up to fix. I really don't want to have to do that. I checked the invert axis boxes in the demul GUI and the game hooks when I launch it .. i.e. turns green (i..e terminator, Jurassic Park, Sega Golden Gun, etc.), but nothing. The guns are still inverted when they load. Not sure what i'm doing wrong. I even went back a few versions to test and still no go. I also did the calibration (analog devices) option in the GUI. Any advice is greatly appreciated. Thank you
If you can get me a debug file :https://github.com/argonlefou/DemulShooter/wiki/Debugging#step-3

Don't forget to log a few movements of your guns before quitting
So that I can compare with my gamepads

Tiberius

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Hi Argonlefou,

You recently added support for Bug Busters, unfortunately the rom name clashes with a Mame game called Beast Busters, both are seen by MameHooker as bbusters.

Would it be possible to change the Bug Busters one, like you did for Jurassic Park recently.

As always a huge thank you for everything you do.

Kind regards
Using Wiimotes, Demulshooter and Touchmote as lightguns......does actually work!!!

dgrace

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Hey Argon,

I'm using the latest demulshooter. I just got my 2 aliens extermination guns (the ones from Aliexpress that you mount) today and they are awesome. I'm currently trying to dabble in teknoparrot, but running into some trouble. The guns (which are basically recognized as analog joysticks) came with inverted axis (up is down, right is left, etc.). Some people just re-solder the wires and switch them up to fix. I really don't want to have to do that. I checked the invert axis boxes in the demul GUI and the game hooks when I launch it .. i.e. turns green (i..e terminator, Jurassic Park, Sega Golden Gun, etc.), but nothing. The guns are still inverted when they load. Not sure what i'm doing wrong. I even went back a few versions to test and still no go. I also did the calibration (analog devices) option in the GUI. Any advice is greatly appreciated. Thank you
If you can get me a debug file :https://github.com/argonlefou/DemulShooter/wiki/Debugging#step-3

Don't forget to log a few movements of your guns before quitting
So that I can compare with my gamepads

UPDATE: I ended up just re-soldering/switching the wires on the AE guns to fix the inverted axis issues. All seems to be well. Thx
UPDATE: Tested with Rabbids Hollywood and the inverted axis switching in game works. So it's gotta be something i'm doing wrong with games like JP, Term, and Aliens Arm. I'll keep testing.
Another UPDATE: Transformers and Sega Dream Raiders work fine too, as far as the axis inverting in game. Maybe it's a raw thrills issue, since so far it's just JP, Term and Aliens Arm.
Hi Argon, attached is the debug txt file. Nevermind ... pasted below instead. No matter how quickly I exit the game (even after like 5 seconds), the file is still too big to attached. Weird .....

Also, here is my AHK script for reference.
 
run, C:\DemulShooter_v11.7\DemulShooter.exe -target=rawthrill -rom=jp -v
run, C:\Emulators\Teknoparrot\TeknoparrotUi --profile=JurassicPark.xml

Thanks for your help

06:58:45.672550 :
06:58:45.672550 : ---------------- Program Start -- DemulShooter v11.7.0.0 ----------------
06:58:45.672550 : Cmdline arg 0 : -target=rawthrill
06:58:45.672550 : Cmdline arg 1 : -rom=jp
06:58:45.672550 : Cmdline arg 2 : -v
06:58:45.672550 : Running as Administrator : True
06:58:45.672550 : Error: Impossible to get Output Value Capabilities for device \\?\HID#VID_04B4&PID_6870#6&2df500dc&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.672550 : Error: Impossible to get Value Capabilities for device \\?\HID#VID_046D&PID_C52B&MI_02&Col02#7&77dd0e&0&0001#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.672550 : Error: Impossible to get Value Capabilities for device \\?\HID#VID_046D&PID_C52B&MI_01&Col04#7&13a7f94c&0&0003#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.672550 : Error: Impossible to get Value Capabilities for device \\?\HID#VID_046D&PID_C52B&MI_01&Col02#7&13a7f94c&0&0001#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 : Error: Impossible to get Output Value Capabilities for device \\?\HID#VID_04B4&PID_6870#6&8446bfe&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 : Error: Impossible to get Value Capabilities for device \\?\HID#VID_046D&PID_C52B&MI_02&Col01#7&77dd0e&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 : Error: Impossible to get Value Capabilities for device \\?\HID#VID_046D&PID_C52B&MI_02&Col03#7&77dd0e&0&0002#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 : Found 8 available RawInput devices :
06:58:45.688181 :  + [RIM_TYPEHID] \\?\HID#VID_04B4&PID_6870#6&2df500dc&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 :  + [RIM_TYPEHID] \\?\HID#VID_046D&PID_C52B&MI_02&Col02#7&77dd0e&0&0001#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 :  + [RIM_TYPEHID] \\?\HID#VID_046D&PID_C52B&MI_01&Col04#7&13a7f94c&0&0003#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 :  + [RIM_TYPEHID] \\?\HID#VID_046D&PID_C52B&MI_01&Col02#7&13a7f94c&0&0001#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 :  + [RIM_TYPEHID] \\?\HID#VID_04B4&PID_6870#6&8446bfe&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 :  + [RIM_TYPEHID] \\?\HID#VID_046D&PID_C52B&MI_02&Col01#7&77dd0e&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 :  + [RIM_TYPEHID] \\?\HID#VID_046D&PID_C52B&MI_02&Col03#7&77dd0e&0&0002#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.688181 :  + [RIM_TYPEMOUSE] \\?\HID#VID_046D&PID_C52B&MI_01&Col01#7&13a7f94c&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}
06:58:45.703794 : Configuration file succesfuly loaded
06:58:45.703794 : P1 mode = RAWINPUT
06:58:45.703794 : P1 device = \\?\HID#VID_04B4&PID_6870#6&2df500dc&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.703794 : P1 device plugged and found, Handle = 0x65608
06:58:45.703794 : P1 device : AnlogGun WOOD / XinYeDigital
06:58:45.703794 : P2 mode = RAWINPUT
06:58:45.703794 : P2 device = \\?\HID#VID_04B4&PID_6870#6&8446bfe&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
06:58:45.703794 : P2 device plugged and found, Handle = 0x65600
06:58:45.703794 : P2 device : AnlogGun WOOD / XinYeDigital
06:58:45.703794 : P3 mode = RAWINPUT
06:58:45.703794 : P3 device =
06:58:45.703794 : P4 mode = RAWINPUT
06:58:45.703794 : P4 device =
06:58:45.750656 : Monitor maximum resolution = 1842 x 1036 x 4294967296 colors @ 60 Hertz
06:58:45.750656 : Starting Output daemon...
06:58:45.764138 : LowLevelMouseHook installed !
06:58:45.765135 : LowLevel-KeyboardHook installed !
06:58:45.766206 : Windows screen scaling : 100% (HorizontalDPI=96, VerticalDPI=96)
06:58:45.772244 : Waiting for Lindbergh jp game to hook.....
06:58:49.294266 : Cannot read memory at address 0x08188F10
06:58:49.793923 : Cannot read memory at address 0x08188F10
06:58:50.295669 : Cannot read memory at address 0x08188F10
06:58:50.798188 : Cannot read memory at address 0x08188F10
06:58:51.300444 : Cannot read memory at address 0x08188F10
06:58:51.801104 : Jurassic Park - v1.08 binary detected
06:58:51.801104 : Attached to Process BudgieLoader.exe, ProcessHandle = 1224
06:58:51.802101 : BudgieLoader.exe = 0x00400000
06:58:51.804130 : File not found : C:\DemulShooter_v11.7\MemoryData\lindbergh\jpark\c62483935c2ea3c8387f33b3c8b89c6b.cfg
06:58:51.805094 : Custom output data will be stored at : 0x05700000
06:58:51.808085 : Adding Damage Codecave at : 0x05710000
06:58:51.810080 : Adding FFPulse Codecave at : 0x05750000
06:58:51.812113 : Adding ElectroGun Codecave at : 0x05770000
06:58:51.822050 : RawData event for Player #1:
06:58:51.822050 : Device rawinput data (Hex) = [ 00000082, 00000184 ]
06:58:51.822050 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.823046 : Overriding player axis range values : X => [ 39, 387 ], Y => [ 11, 389 ]
06:58:51.823046 : OnScreen Cursor Position (Px) = [ 1418, 3 ]
06:58:51.824043 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.824043 : ClientWindow Style = Windowed
06:58:51.825040 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.825040 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.825040 : OnClient Cursor Position (Px) = [ 1306, -132 ]
06:58:51.826038 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.826038 : Game Position (Hex) = [ 03C0, 0000 ]
06:58:51.827035 : Game Position (Dec) = [ 960, 0 ]
06:58:51.827035 : -
06:58:51.827035 : RawData event for Player #2:
06:58:51.827035 : Device rawinput data (Hex) = [ 00000097, 00000022 ]
06:58:51.828032 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.828032 : Overriding player axis range values : X => [ 39, 386 ], Y => [ 11, 386 ]
06:58:51.828032 : OnScreen Cursor Position (Px) = [ 1301, 1014 ]
06:58:51.828032 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.829030 : ClientWindow Style = Windowed
06:58:51.829030 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.829030 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.829030 : OnClient Cursor Position (Px) = [ 1189, 879 ]
06:58:51.829030 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.829030 : Game Position (Hex) = [ 03C0, 036F ]
06:58:51.830028 : Game Position (Dec) = [ 960, 879 ]
06:58:51.830028 : -
06:58:51.830028 : RawData event for Player #1:
06:58:51.830028 : Device rawinput data (Hex) = [ 00000082, 00000184 ]
06:58:51.830028 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.830028 : Overriding player axis range values : X => [ 39, 387 ], Y => [ 11, 389 ]
06:58:51.831024 : OnScreen Cursor Position (Px) = [ 1418, 3 ]
06:58:51.831024 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.831024 : ClientWindow Style = Windowed
06:58:51.831024 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.832022 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.832022 : OnClient Cursor Position (Px) = [ 1306, -132 ]
06:58:51.832022 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.832022 : Game Position (Hex) = [ 03C0, 0000 ]
06:58:51.832022 : Game Position (Dec) = [ 960, 0 ]
06:58:51.832022 : -
06:58:51.833018 : RawData event for Player #2:
06:58:51.837009 : Device rawinput data (Hex) = [ 00000097, 00000022 ]
06:58:51.837009 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.837009 : Overriding player axis range values : X => [ 39, 386 ], Y => [ 11, 386 ]
06:58:51.837009 : OnScreen Cursor Position (Px) = [ 1301, 1014 ]
06:58:51.838005 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.838005 : ClientWindow Style = Windowed
06:58:51.838005 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.838005 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.839003 : OnClient Cursor Position (Px) = [ 1189, 879 ]
06:58:51.839003 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.839003 : Game Position (Hex) = [ 03C0, 036F ]
06:58:51.839003 : Game Position (Dec) = [ 960, 879 ]
06:58:51.839003 : -
06:58:51.840000 : RawData event for Player #1:
06:58:51.840000 : Device rawinput data (Hex) = [ 00000082, 00000184 ]
06:58:51.840000 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.840000 : Overriding player axis range values : X => [ 39, 387 ], Y => [ 11, 389 ]
06:58:51.840000 : OnScreen Cursor Position (Px) = [ 1418, 3 ]
06:58:51.840997 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.840997 : ClientWindow Style = Windowed
06:58:51.840997 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.840997 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.840997 : OnClient Cursor Position (Px) = [ 1306, -132 ]
06:58:51.841996 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.841996 : Game Position (Hex) = [ 03C0, 0000 ]
06:58:51.841996 : Game Position (Dec) = [ 960, 0 ]
06:58:51.841996 : -
06:58:51.842993 : RawData event for Player #2:
06:58:51.842993 : Device rawinput data (Hex) = [ 00000097, 00000022 ]
06:58:51.842993 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.842993 : Overriding player axis range values : X => [ 39, 386 ], Y => [ 11, 386 ]
06:58:51.842993 : OnScreen Cursor Position (Px) = [ 1301, 1014 ]
06:58:51.843991 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.843991 : ClientWindow Style = Windowed
06:58:51.843991 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.843991 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.844987 : OnClient Cursor Position (Px) = [ 1189, 879 ]
06:58:51.844987 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.844987 : Game Position (Hex) = [ 03C0, 036F ]
06:58:51.844987 : Game Position (Dec) = [ 960, 879 ]
06:58:51.844987 : -
06:58:51.845984 : RawData event for Player #1:
06:58:51.845984 : Device rawinput data (Hex) = [ 00000082, 00000184 ]
06:58:51.845984 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.845984 : Overriding player axis range values : X => [ 39, 387 ], Y => [ 11, 389 ]
06:58:51.845984 : OnScreen Cursor Position (Px) = [ 1418, 3 ]
06:58:51.846981 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.846981 : ClientWindow Style = Windowed
06:58:51.846981 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.846981 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.846981 : OnClient Cursor Position (Px) = [ 1306, -132 ]
06:58:51.846981 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.847979 : Game Position (Hex) = [ 03C0, 0000 ]
06:58:51.847979 : Game Position (Dec) = [ 960, 0 ]
06:58:51.847979 : -
06:58:51.847979 : RawData event for Player #2:
06:58:51.847979 : Device rawinput data (Hex) = [ 00000097, 00000022 ]
06:58:51.847979 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.848976 : Overriding player axis range values : X => [ 39, 386 ], Y => [ 11, 386 ]
06:58:51.848976 : OnScreen Cursor Position (Px) = [ 1301, 1014 ]
06:58:51.848976 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.848976 : ClientWindow Style = Windowed
06:58:51.848976 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.849974 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.849974 : OnClient Cursor Position (Px) = [ 1189, 879 ]
06:58:51.849974 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.849974 : Game Position (Hex) = [ 03C0, 036F ]
06:58:51.849974 : Game Position (Dec) = [ 960, 879 ]
06:58:51.849974 : -
06:58:51.850973 : RawData event for Player #1:
06:58:51.850973 : Device rawinput data (Hex) = [ 00000082, 00000184 ]
06:58:51.850973 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.850973 : Overriding player axis range values : X => [ 39, 387 ], Y => [ 11, 389 ]
06:58:51.850973 : OnScreen Cursor Position (Px) = [ 1418, 3 ]
06:58:51.851968 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.851968 : ClientWindow Style = Windowed
06:58:51.851968 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.851968 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.852966 : OnClient Cursor Position (Px) = [ 1306, -132 ]
06:58:51.852966 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.852966 : Game Position (Hex) = [ 03C0, 0000 ]
06:58:51.852966 : Game Position (Dec) = [ 960, 0 ]
06:58:51.852966 : -
06:58:51.852966 : RawData event for Player #2:
06:58:51.853963 : Device rawinput data (Hex) = [ 00000097, 00000022 ]
06:58:51.853963 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.853963 : Overriding player axis range values : X => [ 39, 386 ], Y => [ 11, 386 ]
06:58:51.853963 : OnScreen Cursor Position (Px) = [ 1301, 1014 ]
06:58:51.854961 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.854961 : ClientWindow Style = Windowed
06:58:51.854961 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.854961 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.854961 : OnClient Cursor Position (Px) = [ 1189, 879 ]
06:58:51.854961 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.855959 : Game Position (Hex) = [ 03C0, 036F ]
06:58:51.855959 : Game Position (Dec) = [ 960, 879 ]
06:58:51.855959 : -
06:58:51.858950 : RawData event for Player #1:
06:58:51.858950 : Device rawinput data (Hex) = [ 00000082, 00000184 ]
06:58:51.859948 : PrimaryScreen Size (Px) = [ 1920x1080 ]
06:58:51.859948 : Overriding player axis range values : X => [ 39, 387 ], Y => [ 11, 389 ]
06:58:51.859948 : OnScreen Cursor Position (Px) = [ 1418, 3 ]
06:58:51.859948 : NotificationState: QUNS_ACCEPTS_NOTIFICATIONS
06:58:51.860945 : ClientWindow Style = Windowed
06:58:51.860945 : ClientWindow Location (px) = [ 104, 104 ]
06:58:51.860945 : ClientWindow Size (px) = [ 993x519 ]
06:58:51.860945 : OnClient Cursor Position (Px) = [ 1306, -132 ]
06:58:51.860945 : Game Window Rect (Px) = [ 960x480 ]
06:58:51.860945 : Game Position (Hex) = [ 03C0, 0000 ]
06:58:51.861942 : Game Position (Dec) = [ 960, 0 ]
« Last Edit: March 05, 2024, 08:30:15 pm by dgrace »

MidLifeCrisis

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  • And... It's broke again... and so am I
You are using the wrong rom name- should be jp

Info from last release notes

Changed "Jurassic Park" rom parameter from "-rom=jpark" to "-rom=jp" in order to avoid conflicts with the jpark MAME rom in MameHooker config.

Thank you so much! This was driving me batty!
« Last Edit: March 04, 2024, 02:53:41 am by MidLifeCrisis »

argonlefou

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Hi Argonlefou,

You recently added support for Bug Busters, unfortunately the rom name clashes with a Mame game called Beast Busters, both are seen by MameHooker as bbusters.

Would it be possible to change the Bug Busters one, like you did for Jurassic Park recently.

As always a huge thank you for everything you do.

Kind regards

Changed in last DemulShooter V12 update  :cheers:
Thanks !

UPDATE: I ended up just re-soldering/switching the wires on the AE guns to fix the inverted axis issues. All seems to be well. Thx
UPDATE: Tested with Rabbids Hollywood and the inverted axis switching in game works. So it's gotta be something i'm doing wrong with games like JP, Term, and Aliens Arm. I'll keep testing.
Another UPDATE: Transformers and Sega Dream Raiders work fine too, as far as the axis inverting in game. Maybe it's a raw thrills issue, since so far it's just JP, Term and Aliens Arm.


Hi, sorry for the late answer but..... rawthrill games have no input support with DemulShooter......only outputs.
That's why you can't invert axis with these games  :-[

TapeWormInYourGut

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Hello :)

I've just upgraded to the new version and it seems that Mamehook stopped receiving the input for Flycast (v2.2), at least for hotd (arcade). Wondering if anything could have changed there? If I switch back to version 11.7.0, the outputs starts to appear in mamehook again.

The taskbar icon for Demulshooter is green with both v11.7.0 and v12, and the hover text shows the correct info for both as well. It just seems that mamehook stopped seeing it. For reference, this is what I'm executing:
DemulShooterX64.exe -noinput -target=flycast -rom=hotd2


Please disregard. I just realized that the config has a setting to enable outputs, and I needed to set that to true. Everything works :p
« Last Edit: March 17, 2024, 06:43:19 pm by TapeWormInYourGut »

DMB77

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Having a strange issue with Dolphin.  When I load Resident evil the darkside chronicles or umbrella chronicles, demulshooter hooks, but player 2 has no directional movement, however the buttons work .  All my other Dolphin gun games work properly and the controller setup is the same.  I'm really stumped.
Also does anyone know an AHK script to launch specific games from Flycast?   Thanks
« Last Edit: March 24, 2024, 10:26:54 am by DMB77 »
Fate flies in fear of the moment

dgrace

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Hi Argon, could you please better explain how the new network outputs work? I'm a little confused. Can you please give an example of what you would use it for? Is it for that new QMamehook program? 
Thanks
« Last Edit: March 25, 2024, 01:51:09 am by dgrace »

ThatOneSeong

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Hi Argon, could you please better explain how the new network outputs work? I'm a little confused. Can you please give an example of what you would use it for? Is it for that new QMamehook program? 
Thanks
I would guess so, given I haven't seenany other generalized client for handling MAME-style network outputs before I did. :P

The reason it's necessary is that, if using DemulShooter on Linux (thru Wine), having a native program like QMamehook to handle routing the signals to gun controllers is just exponentially more convenient than having to install, launch, and generally deal with Mamehooker (which has to be running in the same prefix as the game and DS). If you're on Windows and using/need/are comfortable with Mamehooker already, then this doesn't apply to you and you can continue using the original window messages output method as before.

punkdark2000

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Having a strange issue with Dolphin.  When I load Resident evil the darkside chronicles or umbrella chronicles, demulshooter hooks, but player 2 has no directional movement, however the buttons work .  All my other Dolphin gun games work properly and the controller setup is the same.  I'm really stumped.
Also does anyone know an AHK script to launch specific games from Flycast?   Thanks

AHK for flycast:

run, "c:\arcade\flycast\flycast.exe" "c:\arcade\flycast\roms\confmiss.zip"


Obviously you change folders if your path is different from mine.

Toasty833

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Kind of a strange feature request, but would it be possible to make demulshooter intercept left clicks at the screen edges and turn them into right clicks instead? I have a gun that's left click only, so off-screen reloads aren't possible.

This could be expanded into a region selection, which might be useful for 4:3 games and more standard guns. If all games are played fullscreen, rather than having to click off the screen at the top or bottom, or move all the way to the sides of a 16:9 monitor for off-screen reloads, you could just click the black border on either side of the playable screen region to send a right click event instead. I don't know if this is already implemented through some gun software though.

ThatOneSeong

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Kind of a strange feature request, but would it be possible to make demulshooter intercept left clicks at the screen edges and turn them into right clicks instead? I have a gun that's left click only, so off-screen reloads aren't possible.

This could be expanded into a region selection, which might be useful for 4:3 games and more standard guns. If all games are played fullscreen, rather than having to click off the screen at the top or bottom, or move all the way to the sides of a 16:9 monitor for off-screen reloads, you could just click the black border on either side of the playable screen region to send a right click event instead. I don't know if this is already implemented through some gun software though.
That's something that should be implemented on the gun side.

Hot take: using right clicks for a different trigger pull action is incorrect behavior.
It should be able to function like MAME, RetroArch, and PCSX2 does, where the game/emu can differentiate left click/trigger pulls between on-screen and off-screen and change its behavior accordingly. Right-click to reload has always been kind of a dirty hack for emulators or games that failed to consider this, imo.

Of course, this doesn't count games like Sega Golden Gun which natively used an auto-reload when simply pointing off-screen or a button to reload early--I'm just talking about those games that use shoot offscreen to reload, that shouldn't take up a whole other button. Makes playing some games on a converted Virtua Gun (which only has a trigger and one button) kind of cramped.

Toasty833

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That's something that should be implemented on the gun side.
Sure, but what if it's not possible? I do think having a settable border where on-screen left clicks are treated as off-screen right clicks by demulshooter is useful for certain aspect ratios on any gun, in the modern day most screens are 16:9 which means shooting off-screen to the sides in 4:3 games requires extra movement.

Hot take: using right clicks for a different trigger pull action is incorrect behavior.
It should be able to function like MAME, RetroArch, and PCSX2 does, where the game/emu can differentiate left click/trigger pulls between on-screen and off-screen and change its behavior accordingly. Right-click to reload has always been kind of a dirty hack for emulators or games that failed to consider this, imo.
Do these emulators actually differentiate? I thought they just took an external secondary input, like right click, and mapped that to reload, which requires the gun software/hardware to send a different input for on-screen or off-screen trigger events. Right-click has become the de-facto standard for this, probably because it made sense for windows ports with mouse support.

argonlefou

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Kind of a strange feature request, but would it be possible to make demulshooter intercept left clicks at the screen edges and turn them into right clicks instead? I have a gun that's left click only, so off-screen reloads aren't possible.
It is possible, in theory. I have (again, in theory) all needed information (gun data range, min & max values) to do so.
But in reality, it would require heavy change deep in the core of DemulShooter, where hardware data is handled, as well as a lot more GUI and config updates to enable the functionality and set the limits.....
This is way, way more work than I can handle right now.

This could be expanded into a region selection, which might be useful for 4:3 games and more standard guns. If all games are played fullscreen, rather than having to click off the screen at the top or bottom, or move all the way to the sides of a 16:9 monitor for off-screen reloads, you could just click the black border on either side of the playable screen region to send a right click event instead.]
Almost all players I've seen so far are reloading by pointing the gun below the screen to shoot off-limits.
16/9 or 4/3 format isn't changing anything, there is no black borders at the bottom, so aiming at the bottom screen border or aiming just below the bottom screen border is just a question of millimeters...

So yes, it's a very, very specific request, not to say for your device only...because it's the 1st time I'm reading about that particular issue in almost a decade.
I'd be curious to know what is your lightgun model/hardware ?

As for solutions, I've allowed DemulShooter to read keyboard signal to replace physical buttons that are missing on older guns (like EMS Top Gun).
You just need someone to make your own program analysing your gun data, check with your screen boundaries, and send a specific keyboard key to replace a RightButton event when you  need.

Toasty833

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This is way, way more work than I can handle right now.
Fair enough, I understand it's a niche ask.

Almost all players I've seen so far are reloading by pointing the gun below the screen to shoot off-limits.
16/9 or 4/3 format isn't changing anything, there is no black borders at the bottom, so aiming at the bottom screen border or aiming just below the bottom screen border is just a question of millimeters...
Isn't there a small chance they're typically aiming low because it's more work to aim off to the side on modern screens? Personally I tend to just aim off whatever side is closest, with 16:9 screens that's generally the top, I feel like it's a little faster than aiming down and less fatiguing, but I guess it depends on your grip. Sometimes it's nice to switch it up so your wrist doesn't get tired.

So yes, it's a very, very specific request, not to say for your device only...because it's the 1st time I'm reading about that particular issue in almost a decade.
I'd be curious to know what is your lightgun model/hardware ?
It's a hacked together solution that essentially uses VR tracking to move a mouse cursor around with a tracked guncon. There isn't any gun data to analyse to my knowledge, I can't even get the virtual mouse to show up in DS config so I use the single mouse command to get it working. I doubt you'll be seeing anyone else complaining about it, at the very least.