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Author Topic: MAME 0104u7 -- EMS TOPGUN  (Read 7993 times)

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MKChamp

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MAME 0104u7 -- EMS TOPGUN
« on: March 23, 2006, 08:25:04 pm »
I tried running the latest beta build of MAME and it seems that the EMS guns do not work with this version. I have 2 guns, but I can't even get 1 to work with this version. It is not the guns. I can go back to 0104u6 and they work.

Has anyone else been able to get the guns working with 104u7?

I tried changing all the settings...mouse 0, mouse 1, lightgun device mouse, lightgun device lightgun, lightgun 0, dual lightgun 0, etc. etc. and every possible combination.

If I am correct, Derrick is testing the mouse inputs with act-labs guns.

I am very excited about the work being done and love to be a tester ;-)

dabone

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #1 on: March 23, 2006, 09:22:23 pm »
Area 51 tested and working.
I have it working with both actlabs usb (Non tv) on a D9200 at 15K.


Lightgun 1
offscreen_reload 1

had to define settings for each controller while the game was runnning.
Also had to delete my .nv file.

Be sure to map x and y to the light gun (Select it and then shoot the screen)



Now I'm off to configure the other games.


Later,
dabone


Sweet.


MKChamp

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #2 on: March 23, 2006, 10:07:40 pm »
I should state I am running xp...

MKChamp

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #3 on: March 23, 2006, 10:34:46 pm »
Just an update...
I was using wingun drivers and apparently they are not 'mouse' drivers. I switch to smog's drivers and after adjusting the config file for all games to recongize the correct mouse(my second gun is actually now mouse 5 according to mame) BOTH GUNS TRACK!!!!

THANK YOU DERRICK FOR ALL YOUR WORK!

Really...THANK YOU. I've been looking forward to this A LONG TIME!

dabone

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #4 on: March 23, 2006, 10:39:19 pm »
Derrick RULES!!!


 ;D




And to quote the last poster...

Quote
Really...THANK YOU. I've been looking forward to this A LONG TIME!


Ever since analogmame tempted us with multiple mice and light guns, we, the rabid fan boys of emulation. (Come on guys we spend thousands of dollars to play with emulation) have wanted mame to offically support our big toys..

Btw.

My light guns are mouse 3 and 4...  ;)

Now I can define the spinner to be spinner games only and not have to worry about bumping the trackball.


Later,
dabone

Cananas

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #5 on: March 24, 2006, 01:22:00 am »
Just an update...
I was using wingun drivers and apparently they are not 'mouse' drivers. I switch to smog's drivers and after adjusting the config file for all games to recongize the correct mouse(my second gun is actually now mouse 5 according to mame) BOTH GUNS TRACK!!!!

THANK YOU DERRICK FOR ALL YOUR WORK!

Really...THANK YOU. I've been looking forward to this A LONG TIME!

From whatsnew.txt:
Quote
* Changed Lightgun functionality if using XP.  You no longer need
    to use -lightgun or -dual_lightgun. Use -mouse and multiple (2+)
    "HID-compliant mouse" lightguns will be detected. Lightgun
    support in Win98/Me remains unchanged. -offscreen_reload can
    still be used on Win98/Me/XP. See windows.txt for further info.

So, only work guns with real HID mouse drivers: ActLab Guns, Guncon2+Smog drivers and EMS Gun+Smog drivers (remember that EMS gun is guncon2 compatible).

For now, the official EMSdriver don't work with this new version of Mame. They are working in a new driver... and I hope it will a real mouse driver.

BTW: now I am at work. I can't image my three LCDTopGuns tracking at the same time.... someday?... today?

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #6 on: March 24, 2006, 04:50:09 am »
Just an update...
I was using wingun drivers and apparently they are not 'mouse' drivers. I switch to smog's drivers and after adjusting the config file for all games to recongize the correct mouse(my second gun is actually now mouse 5 according to mame) BOTH GUNS TRACK!!!!

And unfortunately due to the fact that this portion of the code wasn't done correctly, you could potentially be fiddling with that setting for the life of your cab.  I sincerely hope that you never, ever have to re-arrange your usb devices or add new ones. 

While I completey understand that this functionality needed to be added for the IR guns as an option, all it does is over complicate the setup for existing light-gun users.  The whole "button 3 is for gun #2" deal actually works suprisignly well for all guns that don't constantly track.  Hopefully the -lightgun flag still works in xp (haven't gotten a chance to test yet) because if not lightgun sales will drop even lower as people will complain they "don't work" because they just don't understand how to setup the now complicated, configuration. 

Not that I've often shown compassion for users that are too dumb to use mame properly, but in this one instance I can kinda see it. 

Cananas

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #7 on: March 24, 2006, 05:20:19 am »
And unfortunately due to the fact that this portion of the code wasn't done correctly, you could potentially be fiddling with that setting for the life of your cab.  I sincerely hope that you never, ever have to re-arrange your usb devices or add new ones.

Far as I know, this is a working progress. And again, you don't help much... Try thinking how to solve the problem, don't tell us the problem. :-\

You can always have plugged two guns firstly and they will always be in the same order. If the order is not preserved, write in a paper the order you plugged your mouse devices (including lightguns), and if you need unplug something, you can repeat the plug procces in the same order.  ;)

They are many solutions for this. Yours is only one of them, and Derrick said no.

While I completey understand that this functionality needed to be added for the IR guns as an option, all it does is over complicate the setup for existing light-gun users.  The whole "button 3 is for gun #2" deal actually works suprisignly well for all guns that don't constantly track.
Boring.. :-X

Hopefully the -lightgun flag still works in xp (haven't gotten a chance to test yet) because if not lightgun sales will drop even lower as people will complain they "don't work" because they just don't understand how to setup the now complicated, configuration.
I think -lightgun and -duallightgun doen't work. They are not needed. And of course, if someone want to sell a lightgun for PC, must be done MAME compatible. If MAME changes, they must change. Do you think it is important for an user of MAME if the lightgun sales drops???


Again, please, This is a working progress. Even EMS driver is working progress. Today, this 'gun's world' is working progress.

So, patient... and

Lilwolf

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #8 on: March 24, 2006, 08:14:16 am »
I haven't had time to really get it working yet since the new version.

but I thought the lightgun code was going to change to being similar to a joystick.  So all joystick games will work with a lightgun (assuming that the code itself isn't using the joystick input as a relative motion).

Is this still true?  Anyone try a gun with starwars and see if its even vaguely playable? 

Also, hows the reload working?

btw, I've been able to get dual game full tracking for a few weeks now without trouble using analog+ mame and smogs drivers.   They worked great... but could only play games that haven't been touched or fixed or added in the last 2 years or so...  So GREAT for some games (t2, ect) but not perfect at all.

Derrick Renaud

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #9 on: March 24, 2006, 08:51:32 am »
Just an update...
I was using wingun drivers and apparently they are not 'mouse' drivers. I switch to smog's drivers and after adjusting the config file for all games to recongize the correct mouse(my second gun is actually now mouse 5 according to mame) BOTH GUNS TRACK!!!!

And unfortunately due to the fact that this portion of the code wasn't done correctly, you could potentially be fiddling with that setting for the life of your cab.  I sincerely hope that you never, ever have to re-arrange your usb devices or add new ones. 


If you have a problem with it, contact Microsoft.  They have made it all but impossible to link a device to be always the same thing.  Using the name the way you think does not work.

But we await your great code patch.

In case anyone missed it, here is a thread where Howard tells me that RAWMOUSE is the wrong way to do multiple mouse and then tells me that the proper way is to use RAWMOUSE.  Plus, what good old Howard blames me for has been in MAME and 99% of all Windows games forever.  But Howard is going to submit a fix.  Go Howard.

http://forum.arcadecontrols.com/index.php?topic=51392.0

D.
« Last Edit: March 24, 2006, 09:07:22 am by Derrick Renaud »

Derrick Renaud

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #10 on: March 24, 2006, 09:42:49 am »
I know it is MAMEdev's fault that you can not find out if a mouse is really a lightgun.  We should be able to buy out Microsoft and add proper support.  But until we do, here is some info that might be usefull.

http://derrick.mameworld.info/lightgun/Act_Labs_Light_Guns_on_XP.html

It explains why lightguns are no longer guns 1 and 2.  But I can remove the support because it seems to offend some person who knows all, but refuses to code it because it is beneath him.

D.

Derrick Renaud

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #11 on: March 24, 2006, 10:21:22 am »
I tried running the latest beta build of MAME and it seems that the EMS guns do not work with this version. I have 2 guns, but I can't even get 1 to work with this version. It is not the guns. I can go back to 0104u6 and they work.
I can go back and re-add the -lightgun support and keep the new support, if you would like.

But I asked here first if it would bother anyone if I removed the old support and added proper multiple lightgun support.  And the answer everyone said was that they would use the new support instead and they did not see a reason to keep the old support.  The new support allows you to use more then 2 lightguns.

EMS has said they are working on a proper driver but it will take time.  In the meantime, Smog's driver should work.  I would think that independently tracking guns is better then the old way, but others (well 1 vocal person) seems to think that it is a bad idea to have 2 or more guns tracking in real time.

This part is not directed to you.

I now publically offer to remove my current changes.  The options now are to keep the changes in or go back to the old 104u4 and below functionality.  I am not adding -switches to complicate things.  Vote away, before 105 comes out.  Personally I have now tired of the whole matter.  Summer is coming and people can wait to bash my ideas until next year.

D.

MKChamp

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #12 on: March 24, 2006, 10:30:56 am »
Derrick,
Please read 3 posts down from my original. I wasn't using the right drivers for the guns.

I am very happy with the new results of your work!

I've been reading all the posts in regards to this topic in all the different threads. 99 out of 100 people love and support your solution. The 1 out of a 100 is Howard.

Cananas

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #13 on: March 24, 2006, 10:42:35 am »
I now publically offer to remove my current changes.  The options now are to keep the changes in or go back to the old 104u4 and below functionality.  I am not adding -switches to complicate things.  Vote away, before 105 comes out.  Personally I have now tired of the whole matter.  Summer is coming and people can wait to bash my ideas until next year.

D.

My answer is we need the 2 or 3 or... gun tracking, we need the multiple mice. I am sure EMS will release a new proper driver that works with mame. If not, doesn't matter, we will use Smog driver that works well now.

Thanks for your work, and..... as I can see... your patiente with somebody...

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #14 on: March 24, 2006, 12:36:49 pm »
I now publically offer to remove my current changes.  The options now are to keep the changes in or go back to the old 104u4 and below functionality.  I am not adding -switches to complicate things.  Vote away, before 105 comes out.  Personally I have now tired of the whole matter.  Summer is coming and people can wait to bash my ideas until next year.

I vote Keep the new.


Mame's old lightgun code, as documented by the writer, was forced to use an API NOT wanted to use (win32 vs directInput), which has limitations (can't run in window, etc), led to further hacks (actlab's "dual player" support, etc), and didn't show other hidden problems (no 3+ lightgun support, ect).   The new code bypasses the above problems.

If Howard is so set it the old way, I think adding/changing a half dozen "if" statements will let him have what he wants (about lightguns) without taking away what I and others want.  But my idea would use a current but depreciating -option (-lightgun), and complicate supporting users since you wouldn't enable -lightgun if you want mulitple lightguns (dual could go either way).  So it's more of a private/deriv thing than official mame, IMO.


And again Derrick, thank you very much for making the multiple mice/lightguns changes.  You can't imagine how relieved I feel now that I don't have to go through that work to update that part of analog+. ;D :-\
Robin
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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #15 on: March 24, 2006, 01:09:31 pm »
Derrick,

Could you explain us how it works the shootoffscreen reload now?.

I always thought  that the actlabs traslated a shot off screen to a mouse button2 pressed. Then, Mame, for games like Area51 that need a shot off screen to reload, traslated a mouse button2 pressed to a shot off screen to reload (the old  Offscreen shots reload flag).

Thanks.

Derrick Renaud

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #16 on: March 24, 2006, 01:10:25 pm »
Mame's old lightgun code, as documented by the writer, was forced to use an API NOT wanted to use (win32 vs directInput), which has limitations (can't run in window, etc), led to further hacks (actlab's "dual player" support, etc), and didn't show other hidden problems (no 3+ lightgun support, ect).   The new code bypasses the above problems.

I kind of didn't bother adding proper support in windowed mode myself.   ;D  I might get around to it though, even if it is kinda useless to play that way with lightguns.

Robin,
Did you ever try recoding eveything to use DX8+?  I think that is my next step in trying to get Non-XP to work the same way as my new changes.  I also want to try to see if not aquiring the system mouse has any affect on the DX data.  Of couse doing so, totally screws up windowed mouse support.  Which of course is my fault.  ;)

But yeah, the Win98 DX data is just f---ed.  No bearing in reality.  Which again is my and MAMEdev's fault.    :D

D.

Derrick Renaud

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #17 on: March 24, 2006, 01:14:02 pm »
Derrick,

Could you explain us how it works the shootoffscreen reload now?.

I always thought  that the actlabs traslated a shot off screen to a mouse button2 pressed. Then, Mame, for games like Area51 that need a shot off screen to reload, traslated a mouse button2 pressed to a shot off screen to reload (the old  Offscreen shots reload flag).

Thanks.

As far as I know, it should work as before, I did not really change it.

If you shoot off screen with an Act Labs gun, it registers as button 2.  So if you use -offscreen_reload you can either shoot offscreen or use button 2 to reload.

docs\windows.txt  ;)

With Smog's driver on non-Act Labs guns, you should be able to just shoot off screen without -offscreen_reload.

D.
« Last Edit: March 24, 2006, 01:16:36 pm by Derrick Renaud »

Cananas

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #18 on: March 24, 2006, 01:45:41 pm »
I asked because now UnderFire and Lethal Enforces reload when you shoot off the screen... :o

Derrick Renaud

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #19 on: March 24, 2006, 09:48:41 pm »
I asked because now UnderFire and Lethal Enforces reload when you shoot off the screen... :o

That is the one nice benefit of using RAWMOUSE.  It sends just the actual data the mouse reports.  Not the DirectX modified (screwed up) data.

And of course it is my fault that DX screws up the data.  It is not MS's fault.   :banghead:  ;D

Have you tried your 3 guns yet?  Do all 3 cursors move in real time with smog's driver?  They should but I can't test it.  Just want to be sure.

D.

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Re: MAME 0104u7 -- EMS TOPGUN and ActLAbs guns
« Reply #20 on: March 25, 2006, 05:07:23 am »
Have you tried your 3 guns yet?  Do all 3 cursors move in real time with smog's driver?  They should but I can't test it.  Just want to be sure.

D.

After some test, here are the results:

MAME
====

- Mame tracks perfectly 3 LCDTopguns. Even tracks a LCDTopGun and ActLabs gun combination. Only problems with the remap of button, but I think this is because a bad configuration of Smog driver.

- LCDTopGun is able to do a real shootoffscreen reload. No needed the Offscreen reload activated. Even more, it must not be used with that guns. This flag is an ActLabs guns legacy. If you enable it, you cannot fire a grenade in UnderFire, for example.

- Any ActLabs gun user must decide between a reload or to throw a grenade enabling or not the Offscreen reload flag... It is a horrible ActLabs gun limitation. :'(

Conclusion: The LCDTopGun is far better than ActLabs gun for MAME. Only one consideration. We don't have working official drivers. The new version 3.2 doesn't work at all with Mame. Smog is the only person that can help us!!

Others PC games, like Hod series, VirtuaCop series, etc.
========================================
Here, the ActLabs win the match, because the LCDTopGun+Smog drivers can't reload shooting offscreen. This games use the second button to reload. ActLabs register a button2 press when you shoot offscreen. We need that Smog make an option that permit a button2 registration when you shoot offscreen in this games.

LCDTopGun+Wingun drivers works well with this games, because the shoot offscreen can be remaped to a button2. But this driver doesn't work in mame.

« Last Edit: March 25, 2006, 05:37:53 am by Cananas »

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #21 on: March 25, 2006, 07:06:56 am »
Derrick, keep the updates!  Thanks for all the work.  I wouldn't sweat you know who too much.  Opinions are like  :censored:'s, everyone has one.  Some bigger than others.  Thanks again and please know that there are many, many users out there that will benefit from this.  The drivers will come.  They always find a way.

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Re: MAME 0104u7 -- EMS TOPGUN and ActLAbs guns
« Reply #22 on: March 25, 2006, 11:33:13 am »
- Mame tracks perfectly 3 LCDTopguns. Even tracks a LCDTopGun and ActLabs gun combination. Only problems with the remap of button, but I think this is because a bad configuration of Smog driver.

That's great.  I'm glad it works.

The re-mapping of the button's has nothing to do with MAME.  EMS needs a proper driver.  So that leaves poor Smog left to fix things.  And I don't think he got any more support then me from EMS.

- LCDTopGun is able to do a real shootoffscreen reload. No needed the Offscreen reload activated. Even more, it must not be used with that guns. This flag is an ActLabs guns legacy. If you enable it, you cannot fire a grenade in UnderFire, for example.

You can still use -offscreen_reload, if the person likes having button 2 used to re-load instead of shooting off-screen.  Just map another button in MAME to be used for the grenade, such as button 3.

Quote from: Cananas link=topic=51888.msg508925#msg508925
date=1143281243
- Any ActLabs gun user must decide between a reload or to throw a grenade enabling or not the Offscreen reload flag... It is a horrible ActLabs gun limitation. :'(

If you have the 2-player version of their gun, the 1/2 player switch is no longer needed for player selection.  That means that gun now can use all 4 buttons in game for that player.  So per info here:

http://derrick.mameworld.info/lightgun/Act_Labs_Light_Guns_on_XP.html

If you have the 2-Player light gun, you can leave the mode switch on position 1 for normal shooting.  You can then use position 2 to change the 2 buttons from buttons 1 & 2, to buttons 3 & 4.  Giving you the ability to control extra functions.  When in position 2, the trigger button is now button 3 and it also updates the cursor position when pressed.  This allows you to map button 3 as a grenade button for games that use it.  So with a 2-Player gun you can set the mode switch to position 1 for regular shooting.  Then flip it up to position 2 with your thumb, and fire off a couple grenades.  Then flip the switch back to position 1 and continue shooting.

That means you need to remap button 3 to launch the grenade in your MAME controls setting.

Conclusion: The LCDTopGun is far better than ActLabs gun for MAME. Only one consideration. We don't have working official drivers. The new version 3.2 doesn't work at all with Mame. Smog is the only person that can help us!!

Others PC games, like Hod series, VirtuaCop series, etc.
========================================
Here, the ActLabs win the match, because the LCDTopGun+Smog drivers can't reload shooting offscreen. This games use the second button to reload. ActLabs register a button2 press when you shoot offscreen. We need that Smog make an option that permit a button2 registration when you shoot offscreen in this games.

LCDTopGun+Wingun drivers works well with this games, because the shoot offscreen can be remaped to a button2. But this driver doesn't work in mame.

I think that the Act Labs guns may have a faster response time.  Meaning when you point the gun at a target and fire, the position is updated instantly.  With the TopGun, I imagine there might be a small lag in the cursor actually following the gun position.  Due to the way the camera tracks the LEDs and then calculates a position.  So they each seem to have their benefits and drawbacks.  Plus Act-Labs is the only gun that currently works with MAME in a multi-gun setup, out of the box.

It seems that Smog way want to add an option to re-map an off-screen shot as button 2 for non-MAME games.  Or you can just press button 2 to reload.

Does his driver allow you to save settings per game?  I'm thinking something along the lines of my Gravis Exterminator.  That automatically applies individual game settings for my joystick when a game is run.

D.
« Last Edit: March 25, 2006, 11:47:05 am by Derrick Renaud »

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #23 on: March 25, 2006, 12:08:37 pm »
I know the way that 104u7 reports lightguns on XP may seem confusing.  But this is due to the fact that I can not find out what a gun is at control initialization.  Only when the position data is received.  So I create a mouse and a lightgun for each mouse found.  Then the position data automatically uses the proper one.

And I better state one last time that this is all my fault that it works this way.  And not Microsoft's fault for not making a better set of routines to access the data/info.     :banghead:   ;D

Would it be better if I changed the name to: "Lightgun on Mouse"?  So this would be reported instead:
Lightgun on Mouse 4 X
Lightgun on Mouse 4 Y

or maybe:
Mouse 4 X (Lightgun)

or maybe:
Mouse (Lightgun) 4 X

Do any of these seem better?  Any other ideas on a good way to report it?

D.

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #24 on: March 25, 2006, 12:30:11 pm »
Quote
Would it be better if I changed the name to: "Lightgun on Mouse"?  So this would be reported instead:
Lightgun on Mouse 4 X
Lightgun on Mouse 4 Y


That sounds like a great idea.

Also, for people like me with actlabs guns, you can always add a foot pedal to fire grenades and the like and have off screen reload.


The easy way to deal with xp and the mouse order is deal with it.

I've had 5 mouse devices hooked up to my cab for a couple of years and I've had no problems with it reassigning numbers now.

I DON'T plug and unplug devices!, I DON'T use hubs.
I DO use real Intel Motherboards.

When I setup analog mame the first time, I had the guns in a hub and occasionally they would move around after power cycles. I got rid of the hub and that fixed the problem.

With this config, my machine has never had to redetect or change the order of my mice (I know this because analogmame wouldn't work correctly all this time if the mouse order was changing.)

If you have a machine that changes the order, relocate all mice to the onboard usbs and connect non mouse devices to your hubs if needed.

Later,
dabone.


p.s. again, thanks Derrick. and I just hope to god that the input situation doesn't get worse when vista finally gets here.


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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #25 on: March 25, 2006, 01:14:08 pm »
I now publically offer to remove my current changes.  The options now are to keep the changes in or go back to the old 104u4 and below functionality.  I am not adding -switches to complicate things.  Vote away, before 105 comes out.  Personally I have now tired of the whole matter.  Summer is coming and people can wait to bash my ideas until next year.
I'll vote for the new code.  And big thanks to Derrick for all the hard work.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #26 on: March 25, 2006, 04:27:29 pm »
Personally I have now tired of the whole matter.  Summer is coming and people can wait to bash my ideas until next year.

D.

What a shame that one ---uvula--- has to ruin things for the thirty people that seem to be happy with the changes. If I were a Mame DEV I would never come here and ask or offer anything!

Bear in mind Derrick that your efforts are GREATLY appreciated and respected by almost everyone.

Keep up the good work,
John

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #27 on: March 25, 2006, 10:36:50 pm »
Just an update...the new EMS drivers are out today. Test away...

http://www.hkems.com/m_main.htm

V3.2

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #28 on: March 26, 2006, 05:07:14 am »
Just an update...the new EMS drivers are out today. Test away...

http://www.hkems.com/m_main.htm

V3.2

Please read 7 post above you:
Quote
The new version 3.2 doesn't work at all with Mame

I mean the new version of Mame.

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #29 on: March 26, 2006, 11:27:13 am »

Please read 7 post above you:
Quote
The new version 3.2 doesn't work at all with Mame

I mean the new version of Mame.
[/quote]

I Missed that.
No matter...I can't see any issues with smog's latest drivers and 104u7. Everything seems perfect to me ;-)

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #30 on: March 27, 2006, 12:49:00 am »
Robin,
Did you ever try recoding eveything to use DX8+?  I think that is my next step in trying to get Non-XP to work the same way as my new changes....

But yeah, the Win98 DX data is just f---ed.

Yes, I tested with dx 8.0 code.  But the dx data isn't that bad, just on a different scale than normal mice data. ;)

FWIW, analog+ actually was first written in dx8, because I couldn't get headers/libs of dx7 that worked with mingw back then.  I was mistaken to believing that I needed to code in dx8 because if I compiled with those dx8 headers with dx5/7 code, it compiled as if dx5 (ie: no multiple mice in win98). 

Anyway, analog+ had options to use dx for multiple lightguns.  The added options were for lightguns-dx7-relative-immediate and lightguns-dx7-absolute-immediate (although not called those names).

I tested dx8.0 code with the lightgun in-house, also.  My testing the multiple lightguns included added code to mame that tracked min & max range (abs) and min & max delta (rel) for each mouse device found (including sysmouse), and output a rolling log to standardout.  For the dx8 part, I rolled back in the older analog+ dx8 code back into the dx7 mame:analog+ code, seperated with #ifdef _8.0 code_ #else _7.0 code_ and compiled two different exes.  I tested with 2 actlab USB PC lightguns, older model, & a few mice.  Most of the testing was on my winME machine, but I double checked on a win98 and a winXP machine.

Both dx7 & dx8 acted the same in winME/98; winXP was different than win9x in not seeing the individual mice/lightguns, but again dx7 & dx8 acted the same in winXP.

DirctInput Absolute Mode:
First the hacks needed:
*******************************************************
Setting the device to absolute mode in the enum callback function didn't take hold, it was still in relative mode. I hacked setting the absolute mode into the pause/unpause function, which worked. :P 
*******************************************************
According to MS dx sdk, you need to initialize absolute mice every time you reaquire it (ie: after unpausing).  That means to find/set the zero point, but this is only needed for non-absolute mice devices (aka real mice) AFAIK, see below.


The system mouse :P in absolute mode didn't have any real 0,0 point to be absolute from.  Using 32bit signed vars, I got in the negative 3-4 billion or positive 2 billion "mouse units" depending on which computer I used.  (It was interesting that both X & Y axes were relatively close, +/- half a bill, to each other on the same computer, and the absolute number seemed to "stick between reboots.)  If I only used one lightgun & no other mice, shooting the screen keep within a ~64kbit range (example: -4,000,000,500 to -4,000,065,000), for both dx7 & 8.  If I used a mouse, or tried two guns, this got screwed up, of course.   ;)

OTOH, the individual lightguns in absolute mode worked pretty well.  (Of course, winXP didn't let dx see the individual mice, so the following couple paragraphs are for winME/98 only.) 

Again, the range was 64k, but now it was always from 0 to 65,535.  Note: I never shot the extreme 0 or 65,535 ends, but since one pixel is about 50 to 125 of these absolute "mouse units" wide, depending on the resolution (ie: 65536 mu  / 1024 pixels = 64 mu/pixel), I got within a couple dozen "mu"s of the ends, this was understandable. 

I had to convert this down to mame's internal 256 analog range mame had at the time, which I think is why some games didn't like absolute mode.  I'm guessing it was some combo of the lower internal mame resollution, the conversion to the game units, and maybe the orignal game thinking in relative mode.  Mame's current 128k range won't have this problem, my guess. 

FWIW, USB normal mice using this absolute mode worked okay, too, with the following points. 
1) The mice were like the sysmouse in that they had no "min max": the values depended on how long since last reboot and how much and which direction the mouse was moved before starting analog+,
2) Normal mice/trackballs had much lower "playable" ranges than the lightguns, so I couldn't use a hardcoded 64k range if I wanted to be able to, say, play 2 players with one lightgun and one mouse.
3) And if you paused, moved the mouse, and unpaused, the values didn't match any more.  This must be why MS dx sdk said to reinitialize after reaquiring mice.   This meant I had to track the min and max, and reset them after each unpause.  This did a few things:
a: you needed to "shoot the corners" with a lightgun or shake the mouse to set good min & max values, or else it was not accurate (lightguns) or way too sensitive (mice),
b: if you used a mouse, you could notice the sensitivity decrease as you played unless you never went near the edge of the screen, and
c: made the code slower; very noticable on borderline computers like my 1Ghz athlon & area51 ATM.


DirectInput Relative Mode:
These test results were a little funny, and I still think I was missing something somewhere.  But...
Individual lightguns had a max delta of ~32k "mu"s according to my code output (I never got all the way to 32767, for IMO the same reasons mentioned in absolute mode).  This was not the 64k delta I expected for the absolute results above.  However, if I coded for it to translate a max delta of 32767 into mame's internal 256 max, I only covered the upper left half corner.  I could not figure it out why. :banghead: 
So I hacked the code as if mame's internal delta had a max of 128, or the lightgun's max delta was the 64k I expected.:-\  Besides that, this function was coded a lot cleaner than my absolute code, so ran faster.

Sysmouse in relative mode also had the same 32k range, but again if I moved the mouse it "uncalibrated" the lightgun. 

The nice thing about relative mode, both sysmouse and individual, was the guns could be sort of recalibrated by shooting the same edge of the screen the shots were learning to.  The problem was that normal mice again much lower deltas, and I couldn't think of a clean way to let mice work like I did with absolute mode.  It soulds like you have code that I think can be copied in dx, though.


Recap:
Setting the gun as absolute mode in the enum callback function did not work.  I hacked it in later in the start up sequence.
Dx8.0 & dx7.0 code acted the same in immediate mode.  I didn't test buffered mode.
WinXP & dx8 didn't change the system mouse only problem.
I did not test win2000.
Some reason some games liked relative mode better than the absolute mode, other games were the opposite, but hopefully this was due to mame's old input layout.


Sorry about the length, the slow answer, and not very clear writing.  If anything isn't clear, or I didn't touch on something, please let me know.
Robin
Knowledge is Power

Derrick Renaud

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Re: MAME 0104u7 -- EMS TOPGUN
« Reply #31 on: March 28, 2006, 10:09:35 am »
Yes, I tested with dx 8.0 code.  But the dx data isn't that bad, just on a different scale than normal mice data. ;)

Sorry about the length, the slow answer, and not very clear writing.  If anything isn't clear, or I didn't touch on something, please let me know.

Oops I forgot that your code started with DX8.

Thanks for the info.  I'll get back to checking out the DX problems once I get my cabinet back together.

D.