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Author Topic: Dual Light Gun problem (SOLVED)  (Read 2882 times)

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clanggedin

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Dual Light Gun problem (SOLVED)
« on: September 03, 2004, 10:28:34 pm »
OK, so I got my 2 TV out Act-Labs guns today and hooked them up to my cabinet running WinXP and MAME .86. I enabled Dual Lightguns and Light Gun in MAME.ini, but I cannot get either gun to work if it is switched to the second gun. They both work moving the mouse in XP, but not in MAME.

I went into the second player settings and noticed that  "Lightgun X 2 Analog" , "Lightgun Y 2 Analog", Mouse X 2 Analog", and "Mouse Y 2 Analog". Have "n/a".

Does anyone know these values? When I shoot the gun as the second gun I always get "Light gun X /or Y 1 Analog".

What are the keyboard values for these buttons and how do I get the Lightgun values into those fields??

I have searched everywhere and I cannot find those values.
« Last Edit: September 06, 2004, 11:26:32 pm by clanggedin »

u_rebelscum

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Re:Dual Light Gun problem
« Reply #1 on: September 04, 2004, 03:03:41 pm »
Does anyone know these values? When I shoot the gun as the second gun I always get "Light gun X /or Y 1 Analog".

What are the keyboard values for these buttons and how do I get the Lightgun values into those fields??

The way actlabs TV lightguns and official mame dual work is that the lightguns share the same mouse "number" axes, it's "correct" that both guns have LG 1 Analog.

Gun 2 uses mouse buttons 3 & 4.  Mame translates mouse button 3 as a player 2 trigger pull.
Robin
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Howard_Casto

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Re:Dual Light Gun problem
« Reply #2 on: September 04, 2004, 03:11:59 pm »
This is how real arcade games do it too.  As the position is only read when the trigger is pulled, two guns cna share the same input.  However if both people fire at exactly the same time (which is hard to do) then one gun will get thrown off.  Again, this is how real arcade machines do it though so no worries.

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Re:Dual Light Gun problem
« Reply #3 on: September 04, 2004, 03:26:49 pm »
This is how real arcade games do it too.  As the position is only read when the trigger is pulled, two guns cna share the same input. ...  Again, this is how real arcade machines do it though so no worries.

Which schematics show this?  For which games?  

Some games constantly real time track, at least in test mode, and the guns seem to track seperately.  (I need to pull a list, too)
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clanggedin

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Re:Dual Light Gun problem
« Reply #4 on: September 04, 2004, 05:04:18 pm »
So, how do I map mouse buttons 3 and 4 to the gun?. Do I need to install a second mouse in XP to get those values??



 

BULL

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Re:Dual Light Gun problem
« Reply #5 on: September 05, 2004, 02:08:06 am »
Make sure that gun 1 has it

clanggedin

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Re:Dual Light Gun problem
« Reply #6 on: September 05, 2004, 11:53:36 am »
That was the first thing I did but it doesn't do any good if there are no values in MAME itself for player 2 gun.

I have a mouse at work that has 5 buttons on it. I wondor if Ihook that up I'll get mouse buttons 3 and 4 in mame.

shadowdrak

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Re:Dual Light Gun problem
« Reply #7 on: September 05, 2004, 01:33:34 pm »
I thought you needed to use advancemame or mameanalog+ to use 2 light guns(or 2 trackballs).  There is a USB mousehack in those programs that bypasses the directxAPI and uses some part of the NT api to see the second mouse.

clanggedin

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Re:Dual Light Gun problem
« Reply #8 on: September 05, 2004, 02:01:04 pm »
I have tried nonamemame and I cannot get it to see the second gun either.

I figured if there is an option in the mame.ini for dual lightguns then they should work. They probably will work if I can just map the gun to mouse buttons 3 and 4. I'm goin to keep trying this weekend. Hopefully I have it figured out.

shadowdrak

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Re:Dual Light Gun problem
« Reply #9 on: September 05, 2004, 02:10:27 pm »
It looks like the newer versions of mame can do the mouse thing now.  I guess disregard my previous post.

clanggedin

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Re:Dual Light Gun problem
« Reply #10 on: September 06, 2004, 03:18:12 pm »
I have tried for the past couple of days to get Dual light guns to work with mame, but to no avail. Player 2 gun just isn't coded right to work.

I tried nonamename, but was still having problems. I ended up using analog+ to get things to work.

I have WinXP and only added enabled Lightgun and Dual Lightguns in the .ini file.

I ended up having problems when I enabled multiplemice, and switchable mice.

I did have to remap the fire buttons though but it works.


« Last Edit: September 06, 2004, 11:29:42 pm by clanggedin »