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Have configured several cores in RA to use the mouse (or mouse-like devices) for light gun games. The only one that seems to have trouble is Dolphin. Have only tried Wii games (e.g. HotD 2 & 3) and they fire with the right mouse button, which is unusable without reconfiguring the AimTrak light gun specifically for these games (not a viable option for a cabinet).
Essentially, no matter how the RA input settings are configured for light guns, these Wii games (at least the handful I've tried) always fire with the right button (button 2). Seemingly everything else uses the left button (button 1), which works perfectly with the AimTrak light gun.
The other cores reflect the configured input settings of trigger on button 1 and reload on button 2. The light gun cleverly sends a right click when firing off screen, so they all work as expected. This trick works for most MAME games as well, as well as a few other emulators I've tried. So far, Dolphin/Wii is the only outlier I've seen.
From briefly experimenting, switching around the button assignments globally and in the core cfg file, it seems that the Dolphin core does not respect the RA input settings for light guns at all. Is this a bug?
Just curious, as emulating these Wii games (light gun or not) on a cabinet seems pretty pointless without specialized controllers. But since they are there, I'd like to find out if there is any way to make them "work" with the light gun. The Dolphin core I have was downloaded no more than a year ago and I can dig up the version number if it matters...
EDIT: Noticed there is a Mad Dog McCree game for Wii and it actually fires with both mouse buttons. So at least one Wii game can fire with the left button. I had tried five or six others, including two HotD games and they all refused to fire with the left button. This definitely seems like a bug, as the behavior isn't consistent between games.
EDIT: A possible clue: both of the HotD games show two crosshairs and seem to think they are in two player mode. I don't know enough about these things to say for sure, but it doesn't seem right for it to treat one mouse (or light gun) as two, each aiming and firing in unison for each player. It's fairly comical, but perhaps the joke is on me. Am I doing something wrong (configuration suggestions welcome) or are these games just broken in Libretro Dolphin?
EDIT: A solution for at least the two HotD games (2 & 3 Return and Overkill) is to add this to their respective cfg files:
input_player1_b_mbtn = "1"
The idea is that the B button fires, so why not "map" the left mouse button (1) to it?
But the phantom second player still shadows the first in both of those games (two crosshairs moving in unison). Interestingly, and possibly another clue, the right mouse button now fires for player 2, while the left fires for player 1. Imagine that will be simple as the above to disable:
input_player2_b_mbtn = "nul"
Could be, but nothing seems entirely certain with these particular games. Haven't looked at many others, though at least a few have the same symptom of firing with the right mouse button.
Doesn't really matter as these games seem to all reload on moving the pointer off screen, so there's no need to fire the gun off screen to send a right click.
Seems like some unintended behavior here. There are two game pads connected, so I assume the core thinks there are two players because of that. No player 2 buttons are ever pressed.
My RA is not configured to support multiple mice, so I would expect that these games would use the one mouse input to control player 1. If player 2 were to press a button (e.g. Start), then I would expect player 2 to be controlled by the second game pad or keys configured for player 2 input, but definitely not by mouse input.
EDIT:
This is what I ended up with in the cfg file for the HotD games:
Fixes all of the problems, including the phantom second player sharing a mouse with player 1.
Seems strange that a core would even pay attention to mouse index settings when RA is not configured for multiple mice, but whatever. Can't say whether that's the norm for RA, as perhaps I haven't tried many two player light gun games. It is weird that, at least in these two games, just moving the mouse is enough to start up a useless two player game with two crosshairs in unison, but at least each player has their own fire button on the mouse. :)
EDIT:
The above workarounds do not work for at least a few games. Wild West Shootout comes to mind. And there's another one involving shooting dinosaurs (Dino Strike?) that has a similar issue.
In short, it isn't possible to configure either of those games to use the left button for firing alone (i.e. they end up doing two different actions for one left button click). IIRC, the Wild West game defaults to left click to go back and right click to fire, which is clearly backwards.
The implementation of this game has some wires crossed WRT mouse input/configuration, as it can be configured to fire with the left button, but ignores attempts to configure the right button to go back. The end result is the game is unplayable with the light gun, as firing also goes back (so can't even get through the opening menus).
The Dinosaur game had a similar issue where it would fire and reload with the left button, which doesn't render the game unplayable, but is obviously an unwanted side effect. No amount of configuration can solve it, so some wires are crossed in that one too.
Whatever this core is doing WRT to mouse input needs some work, not just to satisfy the light gun requirements, but to properly respect the RA/core/game configurations and to make some sort of logical and consistent sense for mouse users.
The text was updated successfully, but these errors were encountered:
Have configured several cores in RA to use the mouse (or mouse-like devices) for light gun games. The only one that seems to have trouble is Dolphin. Have only tried Wii games (e.g. HotD 2 & 3) and they fire with the right mouse button, which is unusable without reconfiguring the AimTrak light gun specifically for these games (not a viable option for a cabinet).
Essentially, no matter how the RA input settings are configured for light guns, these Wii games (at least the handful I've tried) always fire with the right button (button 2). Seemingly everything else uses the left button (button 1), which works perfectly with the AimTrak light gun.
The other cores reflect the configured input settings of trigger on button 1 and reload on button 2. The light gun cleverly sends a right click when firing off screen, so they all work as expected. This trick works for most MAME games as well, as well as a few other emulators I've tried. So far, Dolphin/Wii is the only outlier I've seen.
From briefly experimenting, switching around the button assignments globally and in the core cfg file, it seems that the Dolphin core does not respect the RA input settings for light guns at all. Is this a bug?
Just curious, as emulating these Wii games (light gun or not) on a cabinet seems pretty pointless without specialized controllers. But since they are there, I'd like to find out if there is any way to make them "work" with the light gun. The Dolphin core I have was downloaded no more than a year ago and I can dig up the version number if it matters...
EDIT: Noticed there is a Mad Dog McCree game for Wii and it actually fires with both mouse buttons. So at least one Wii game can fire with the left button. I had tried five or six others, including two HotD games and they all refused to fire with the left button. This definitely seems like a bug, as the behavior isn't consistent between games.
EDIT: A possible clue: both of the HotD games show two crosshairs and seem to think they are in two player mode. I don't know enough about these things to say for sure, but it doesn't seem right for it to treat one mouse (or light gun) as two, each aiming and firing in unison for each player. It's fairly comical, but perhaps the joke is on me. Am I doing something wrong (configuration suggestions welcome) or are these games just broken in Libretro Dolphin?
EDIT: A solution for at least the two HotD games (2 & 3 Return and Overkill) is to add this to their respective cfg files:
input_player1_b_mbtn = "1"
The idea is that the B button fires, so why not "map" the left mouse button (1) to it?
But the phantom second player still shadows the first in both of those games (two crosshairs moving in unison). Interestingly, and possibly another clue, the right mouse button now fires for player 2, while the left fires for player 1. Imagine that will be simple as the above to disable:
input_player2_b_mbtn = "nul"
Could be, but nothing seems entirely certain with these particular games. Haven't looked at many others, though at least a few have the same symptom of firing with the right mouse button.
Doesn't really matter as these games seem to all reload on moving the pointer off screen, so there's no need to fire the gun off screen to send a right click.
Seems like some unintended behavior here. There are two game pads connected, so I assume the core thinks there are two players because of that. No player 2 buttons are ever pressed.
My RA is not configured to support multiple mice, so I would expect that these games would use the one mouse input to control player 1. If player 2 were to press a button (e.g. Start), then I would expect player 2 to be controlled by the second game pad or keys configured for player 2 input, but definitely not by mouse input.
EDIT:
This is what I ended up with in the cfg file for the HotD games:
input_player1_b_mbtn = "1"
input_player2_b_mbtn = "nul"
input_player2_mouse_index = "1"
Fixes all of the problems, including the phantom second player sharing a mouse with player 1.
Seems strange that a core would even pay attention to mouse index settings when RA is not configured for multiple mice, but whatever. Can't say whether that's the norm for RA, as perhaps I haven't tried many two player light gun games. It is weird that, at least in these two games, just moving the mouse is enough to start up a useless two player game with two crosshairs in unison, but at least each player has their own fire button on the mouse. :)
EDIT:
The above workarounds do not work for at least a few games. Wild West Shootout comes to mind. And there's another one involving shooting dinosaurs (Dino Strike?) that has a similar issue.
In short, it isn't possible to configure either of those games to use the left button for firing alone (i.e. they end up doing two different actions for one left button click). IIRC, the Wild West game defaults to left click to go back and right click to fire, which is clearly backwards.
The implementation of this game has some wires crossed WRT mouse input/configuration, as it can be configured to fire with the left button, but ignores attempts to configure the right button to go back. The end result is the game is unplayable with the light gun, as firing also goes back (so can't even get through the opening menus).
The Dinosaur game had a similar issue where it would fire and reload with the left button, which doesn't render the game unplayable, but is obviously an unwanted side effect. No amount of configuration can solve it, so some wires are crossed in that one too.
Whatever this core is doing WRT to mouse input needs some work, not just to satisfy the light gun requirements, but to properly respect the RA/core/game configurations and to make some sort of logical and consistent sense for mouse users.
The text was updated successfully, but these errors were encountered: