Wiimote as Light Gun in MAME, EPSXE tracking problem?
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vrada501
- Posts: 18
- Joined: Sat Oct 03, 2015 7:37 am
Wiimote as Light Gun in MAME, EPSXE tracking problem?
I followed a tutorial on using a Wiimote to simulate a mouse. Done with GlovePie and a script found on the 2nd post here
http://www.wiimoteproject.com/glovepie- ... se-script/
It worked pretty well. I was able to use both the mouse, and the Wiimote as the mouse (I used the official sensor bar plugged into a powered on Wii) and it tracked pretty well.
I did this thinking it would help me be able to use the Wiimote as a Light gun in Time Crisis etc on MAME and Elemental Gearbolt on EPSXE or XEBRA if it supports that. First I tried Time Crisis in MAME at first, while I had GlovePie going and the Wiimote working, only the mouse let me aim the cursor and not the Wiimote. So i unplugged the mouse and started it again and...It *sort of* worked but I found the Cursor mostly sitting at the Corners and when I would slightly move the Wiimote it would shake like crazy to the other end of the screen and get stuck in one of those 2 corners.
What's going on here?
I tried using the Wiimote as a Lightgun in Elemental Gearbolt in EPSXE and the same exact thing happen.
I decided to try the current version of Higan to use the Wiimote as the Super Scope, same deal except this time, the cursor allowed only the mouse to move it but not at all the Wiimote. Then I tried Nestopia to use the Wiimote as a Zapper, and it was the only thing that worked alright.
I've tried looking this up, and results mostly talked about how the newer versions of these emulators use RAW input rather than Direct input.
Does the exact issue that I have come from this? Wasn't sure if it was the answer to Wiimotes simply not working to any extent or to just having the same extreme mistracking I'm getting which is bad enough to say that it ain't working.
Does that all mean I can't use my Wiimote as a lightgun in these emulators at all? No work around?
While I'm asking this, I have a little different question I couldn't find anywhere. Was it ever possible to use 2 Wiimotes simulating their own Mouse cursor so that it could be possible to use them as 2 light guns in these such emu's and games?
And lastly, would the actual modern PC light guns like Aimtrack and Arcadeguns work in my situation, with current emulators unlike the Wiimote?
http://www.wiimoteproject.com/glovepie- ... se-script/
It worked pretty well. I was able to use both the mouse, and the Wiimote as the mouse (I used the official sensor bar plugged into a powered on Wii) and it tracked pretty well.
I did this thinking it would help me be able to use the Wiimote as a Light gun in Time Crisis etc on MAME and Elemental Gearbolt on EPSXE or XEBRA if it supports that. First I tried Time Crisis in MAME at first, while I had GlovePie going and the Wiimote working, only the mouse let me aim the cursor and not the Wiimote. So i unplugged the mouse and started it again and...It *sort of* worked but I found the Cursor mostly sitting at the Corners and when I would slightly move the Wiimote it would shake like crazy to the other end of the screen and get stuck in one of those 2 corners.
What's going on here?
I tried using the Wiimote as a Lightgun in Elemental Gearbolt in EPSXE and the same exact thing happen.
I decided to try the current version of Higan to use the Wiimote as the Super Scope, same deal except this time, the cursor allowed only the mouse to move it but not at all the Wiimote. Then I tried Nestopia to use the Wiimote as a Zapper, and it was the only thing that worked alright.
I've tried looking this up, and results mostly talked about how the newer versions of these emulators use RAW input rather than Direct input.
Does the exact issue that I have come from this? Wasn't sure if it was the answer to Wiimotes simply not working to any extent or to just having the same extreme mistracking I'm getting which is bad enough to say that it ain't working.
Does that all mean I can't use my Wiimote as a lightgun in these emulators at all? No work around?
While I'm asking this, I have a little different question I couldn't find anywhere. Was it ever possible to use 2 Wiimotes simulating their own Mouse cursor so that it could be possible to use them as 2 light guns in these such emu's and games?
And lastly, would the actual modern PC light guns like Aimtrack and Arcadeguns work in my situation, with current emulators unlike the Wiimote?
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Hoagtech
- Posts: 1025
- Joined: Mon Apr 27, 2015 3:53 am
- Location: Bellingham, WA
Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Well there is a workaround if your using windows for your mame. Even though I despise mame I did have my emulator days on my projector and I wanted to play cannon fodder "standing up using the wii mote" for some reason so I went into my control panel to mouse and pointers and set my wiimote driver to my "default device". Problem was "solved" but that was one crappy game of Cannon Fodder. good luck. Look for wiimote windows mouse drivers
Copyright 1987
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vrada501
- Posts: 18
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Thank you!!Hoagtech wrote:Well there is a workaround if your using windows for your mame. Even though I despise mame I did have my emulator days on my projector and I wanted to play cannon fodder "standing up using the wii mote" for some reason so I went into my control panel to mouse and pointers and set my wiimote driver to my "default device". Problem was "solved" but that was one crappy game of Cannon Fodder. good luck. Look for wiimote windows mouse drivers
So since I'm on Windows 7 64-bit that should work?
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Hoagtech
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Yes the wiimote has a 3d camera and gyroscope you can use for your wiimote drivers depending on which application you install. If you don't have an ir device or a remote battery powered wii sensor bar then you are limited to your gyroscope.vrada501 wrote:Thank you!!Hoagtech wrote:Well there is a workaround if your using windows for your mame. Even though I despise mame I did have my emulator days on my projector and I wanted to play cannon fodder "standing up using the wii mote" for some reason so I went into my control panel to mouse and pointers and set my wiimote driver to my "default device". Problem was "solved" but that was one crappy game of Cannon Fodder. good luck. Look for wiimote windows mouse drivers
So since I'm on Windows 7 64-bit that should work?
You could even burn 2 candles spread 2-1/2' feet apart and calibrate in between the candles (it's weird but works) if you didn't have a battery sensor bar to calibrate to for your software if you wanted to use to use the 3d camera.
But in terms of lightgun gaming its cool to say you did but it's not a feasible way to play lightgun games. the lag and centering around your IR device is nothing like a lightgun arcade or even "duck hunt" experience
Copyright 1987
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lettuce
- Posts: 1336
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- Location: Bedfordshire, England.
Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Should get a Dolphin bar
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vrada501
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Agreed! I've been meaning to.lettuce wrote:Should get a Dolphin bar
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Hoagtech
- Posts: 1025
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Ya those are dope. No need to get a supported Bluetooth or wireless ir. But still not good enough for light gun games Imo. I would love to hear your feedback on your lightgun experiencelettuce wrote:Should get a Dolphin bar
Copyright 1987
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lettuce
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Mines been perfect for playing Mame lightgun games, completed Operation Wolf on 1 creditHoagtech wrote:Ya those are dope. No need to get a supported Bluetooth or wireless ir. But still not good enough for light gun games Imo. I would love to hear your feedback on your lightgun experiencelettuce wrote:Should get a Dolphin bar
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Hoagtech
- Posts: 1025
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Amazing. Did you play it with a reticle that you had to move around with the wiimote or were you able to just point and shoot like you were playing Area 51 in the arcades? Or house of dead if you don't remember that.lettuce wrote:Mines been perfect for playing Mame lightgun games, completed Operation Wolf on 1 creditHoagtech wrote:Ya those are dope. No need to get a supported Bluetooth or wireless ir. But still not good enough for light gun games Imo. I would love to hear your feedback on your lightgun experiencelettuce wrote:Should get a Dolphin bar
Copyright 1987
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vrada501
- Posts: 18
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Alright, after finding a Direct input compilation of an older MAME, that apparently is the issue. Because in that, the Wiimote finally worked as a mouse/lightgun. I was also able to set the Wiimote to mouse via driver, and both that and GlovePie worked no different in these programs. Since that, I'll probably stick with GlovePievrada501 wrote: I've tried looking this up, and results mostly talked about how the newer versions of these emulators use RAW input rather than Direct input.
Does the exact issue that I have come from this? Wasn't sure if it was the answer to Wiimotes simply not working to any extent or to just having the same extreme mistracking I'm getting which is bad enough to say that it ain't working.
Do you guys still happen to know if there's a way to use 2 Wiimotes as seperate Light guns/Mouse so that I could play Light Gun games on coop with buddies?
Also lettuce, just curious. What was the version of Mame that you used for the Light gunning with that Dolphin Bar and what software?
And also at first I thought maybe you were suggesting that Dolphin Bar for the same reasons I wanted it which Hoadtech mentioned, but wasn't sure if you were suggesting it for that or more specifically as a fix to the problem I was having which is (kind of) no more. But if there's any more fixing it can do, that would be to allow use on even Raw input programs but it doesn't happen to do that, does it?
Answers to the above are much more important right now, but just to get this out of the way as well incase anyone knows...are the Aimtracks and other such USB light guns picky about the program's input just like the Wiimotes?
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lettuce
- Posts: 1336
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
lettuce wrote:Mines been perfect for playing Mame lightgun games, completed Operation Wolf on 1 credit
Hoagtech wrote:Amazing. Did you play it with a reticle that you had to move around with the wiimote or were you able to just point and shoot like you were playing Area 51 in the arcades? Or house of dead if you don't remember that.
Nah you have to use a reticle as the aim isnt like a traditional lighgun aiming
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vrada501
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TheBearded1
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Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Your problem may have to do with how MAME utilizes the mouse inputs. You seem to be under the impression that the absolute position of the mouse at the OS level, which it sounds like the Wii input drivers set, will determine the absolute position of the cursor within the game.
In a lot of game code the mouse is brought back to the center of the screen with every frame and then at the beginning of the next frame the mouse distance from the center of the screen is used as directional input. You can think of it as interpreting the mouse movements more like a push of a joystick than an aim of a gun. It is possible that MAME is performing this sort of mouse position reading/centering. You can see this in some game programs if you find a setting to force enable the system cursor. You will see the game mouse cursor move around the screen as you move the mouse but the system mouse cursor pretty much sits still in the center of the screen with just a little movement as you move the mouse really fast.
If you're a C hacker you could dig into this issue in MAME. I bet this would be the place to start: https://github.com/mamedev/mame/blob/26 ... /uiinput.h
In a lot of game code the mouse is brought back to the center of the screen with every frame and then at the beginning of the next frame the mouse distance from the center of the screen is used as directional input. You can think of it as interpreting the mouse movements more like a push of a joystick than an aim of a gun. It is possible that MAME is performing this sort of mouse position reading/centering. You can see this in some game programs if you find a setting to force enable the system cursor. You will see the game mouse cursor move around the screen as you move the mouse but the system mouse cursor pretty much sits still in the center of the screen with just a little movement as you move the mouse really fast.
If you're a C hacker you could dig into this issue in MAME. I bet this would be the place to start: https://github.com/mamedev/mame/blob/26 ... /uiinput.h
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TransatlanticFoe
- Posts: 1984
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- Location: UK
Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Is it fully emulated yet? Last I heard the bonus stages were missing along with the stage 2 boss.lettuce wrote:lettuce wrote:Mines been perfect for playing Mame lightgun games, completed Operation Wolf on 1 creditHoagtech wrote:Amazing. Did you play it with a reticle that you had to move around with the wiimote or were you able to just point and shoot like you were playing Area 51 in the arcades? Or house of dead if you don't remember that.
Nah you have to use a reticle as the aim isnt like a traditional lighgun aiming
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vrada501
- Posts: 18
- Joined: Sat Oct 03, 2015 7:37 am
Re: Wiimote as Light Gun in MAME, EPSXE tracking problem?
Does anyone still know if you can use 2 Wiimotes at a time controlling their own cursor whether in program or desktop, provided the Wiimote as Lightgun thing is working out?