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Lightgun overriding dial control in luckywld #1275

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mahoneyt944 opened this issue Jan 20, 2022 · 6 comments
Open

Lightgun overriding dial control in luckywld #1275

mahoneyt944 opened this issue Jan 20, 2022 · 6 comments

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@mahoneyt944
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mahoneyt944 commented Jan 20, 2022

When playing luckywld with a lightgun, the lightgun will override the dial control making it impossible to control the dial properly even when remapping the dial inputs.

It's possible to change the dial input to use dial2, but this will likely interfere with player 2 in the same way. So possibly dial3? But this seems a bit wonky.

@ghost
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ghost commented Jan 20, 2022

This is normal analog goes through a range of whats available it tries the original analog control first if nothings there it will use another but the original control always gets priority. You could add mapping for lightguns mice and dials and remove the fallback to other devices and only used whats mapped.

@mahoneyt944
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I think the fallback is good in most cases, just not this particular one, maybe we could add a new input flag or something to disable fallback for specific situations like this?

@ghost
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ghost commented Jan 20, 2022

change it here

void update_analog_port(int port)
if you want. Would make more sense to change the driver again its up to you if you want to updated the input code both ways work

@mahoneyt944
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mahoneyt944 commented Jan 24, 2022

Edit, now that I think about it how would this work for players with actual spinners (steering wheels)? Most people don't have 3 spinners hooked up so they would need to change the 3rd player port to use player 1 or player 2 mouse. Which overrides would still exist in mame for? Does ra map the lightguns in a mouse port?

@StormedBubbles
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RA does assign lightguns via the mouse indices.

The RetroArch FBNeo port had this same issue before. That emulator now assigns the steering to controller 1's left stick (analog) as well as gun 1's D-pad (digital) when lightgun mode is activated.

Since the MAME tab menu is supported in 2003-plus, you can bypass the limitations of RA's input menu and assign buttons and mouse movements to practically whatever you want. As of 1.9.6, RA has the ability to map multiple devices to the same port, but I am not sure of how that affects mice.

The controls for this game are so bizarre that there probably can't be a way to have it be plug and play for everyone 😆

@ghost
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ghost commented Jan 29, 2022

Yeap well you choose the device type pointer your device is lightgun, pointer or mouse ra doesnt do this abstract for you you need to specify it.

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