CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

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CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby PiperCalls » Wed Jan 13, 2021 6:18 pm

First off, thanks for this great emulator...it is much appreciated!

Can anyone confirm they have it working with 2 actual lightguns? I have 2 Sindens and can't get it to work. I've read every post I can find, watched every tutorial I can find, but no luck.

So I started with a clean install from the DL page. I am using Supermodel_0.3a-svn-843_Win64.zip and using lostwsga.zip as my test ROM. Attached is my INI file. I've literally only changed the Start, Coin, Test and Service buttons and in the Gun inputs I've used MOUSE7 (gun1) and MOUSE8 (gun2). These are my Raw Input IDs as confirmed working in MAME. I've also tried MOUSE1 through MOUSE9 just to make sure...same results on all of them.

I'm launching via command line with..

supermodel e:\launchbox\games\supermodel\lostwsga.zip -fullscreen -res=3840,2160 -stretch -input-system=rawinput

I've calibrated gun1 via the Test menu, it is spot on. What is happening is gun2 also moves the gun1 cursor and nothing moves the gun2 cursor. Unless I'm just missing something simple it appears that the -input-system=rawinput is not working correctly.

Any help is appreciated, this emu is just too good to not have both guns working!!

Thanks...Piper

Note: I'm not using SVN-845 because it will only move the cursor along the X Axis, I get no Y-Axis movement no matter what MOUSE ID I use. Also, I can't upload a file so here is my INI...

;;
;; Supermodel Configuration File
;; Default settings for Version 0.3a.
;;


;
; Quick Overview
; --------------
;
; All settings are case sensitive. Numbers must be integers. Check your
; spelling carefully because invalid settings are silently ignored. To verify
; that your settings are being parsed correctly, check the contents of
; error.log.
;
; Global options apply to all games. To create configuration profiles for
; individual games, place settings under sections with the same name as the
; corresponding MAME ROM set, like so:
;
; ; Scud Race
; [ scud ]
;
; SoundVolume = 50
; MusicVolume = 200
; ; ... etc. ...
;
; Input mappings are an exceptional case: they are only allowed in the global
; section. Per-game input mappings are not supported.
;
; For a list of all valid settings, please consult README.txt. Only default
; inputs are assigned here.
;


[ Global ] ; Input settings can only be read from the global section!

; Network board - experimental build for win32 only
EmulateNet = 0
port_in = 1970
port_out = 1971
addr_out = "127.0.0.1"

; Common
InputStart1 = "KEY_1,JOY1_BUTTON9"
InputStart2 = "KEY_2,JOY2_BUTTON9"
InputCoin1 = "KEY_5,JOY1_BUTTON10"
InputCoin2 = "KEY_6,JOY2_BUTTON10"
InputServiceA = "KEY_F1"
InputServiceB = "KEY_F3"
InputTestA = "KEY_F2"
InputTestB = "KEY_F4"

; 4-way digital joysticks
InputJoyUp = "KEY_UP,JOY1_UP"
InputJoyDown = "KEY_DOWN,JOY1_DOWN"
InputJoyLeft = "KEY_LEFT,JOY1_LEFT"
InputJoyRight = "KEY_RIGHT,JOY1_RIGHT"
InputJoyUp2 = "JOY2_UP"
InputJoyDown2 = "JOY2_DOWN"
InputJoyLeft2 = "JOY2_LEFT"
InputJoyRight2 = "JOY2_RIGHT"

; Fighting game buttons
InputPunch = "KEY_A,JOY1_BUTTON1"
InputKick = "KEY_S,JOY1_BUTTON2"
InputGuard = "KEY_D,JOY1_BUTTON3"
InputEscape = "KEY_F,JOY1_BUTTON4"
InputPunch2 = "JOY2_BUTTON1"
InputKick2 = "JOY2_BUTTON2"
InputGuard2 = "JOY2_BUTTON3"
InputEscape2 = "JOY2_BUTTON4"

; Spikeout buttons
InputShift = "KEY_A,JOY1_BUTTON1"
InputBeat = "KEY_S,JOY1_BUTTON2"
InputCharge = "KEY_D,JOY1_BUTTON3"
InputJump = "KEY_F,JOY1_BUTTON4"

; Virtua Striker buttons
InputShortPass = "KEY_A,JOY1_BUTTON1"
InputLongPass = "KEY_S,JOY1_BUTTON2"
InputShoot = "KEY_D,JOY1_BUTTON3"
InputShortPass2 = "JOY2_BUTTON1"
InputLongPass2 = "JOY2_BUTTON2"
InputShoot2 = "JOY2_BUTTON3"

; Steering wheel
InputSteeringLeft = "KEY_LEFT" ; digital, turn wheel left
InputSteeringRight = "KEY_RIGHT" ; digital, turn wheel right
InputSteering = "JOY1_XAXIS" ; analog, full steering range

; Pedals
InputAccelerator = "KEY_UP,JOY1_UP"
InputBrake = "KEY_DOWN,JOY1_DOWN"

; Up/down shifter manual transmission (all racers)
InputGearShiftUp = "KEY_Y" ; sequential shift up
InputGearShiftDown = "KEY_H" ; sequential shift down

; 4-Speed manual transmission (Daytona 2, Sega Rally 2, Scud Race)
InputGearShift1 = "KEY_Q,JOY1_BUTTON5"
InputGearShift2 = "KEY_W,JOY1_BUTTON6"
InputGearShift3 = "KEY_E,JOY1_BUTTON7"
InputGearShift4 = "KEY_R,JOY1_BUTTON8"
InputGearShiftN = "KEY_T"

; VR4 view change buttons (Daytona 2, Le Mans 24, Scud Race)
InputVR1 = "KEY_A,JOY1_BUTTON1"
InputVR2 = "KEY_S,JOY1_BUTTON2"
InputVR3 = "KEY_D,JOY1_BUTTON3"
InputVR4 = "KEY_F,JOY1_BUTTON4"

; Single view change button (Dirt Devils, ECA, Harley-Davidson, Sega Rally 2)
InputViewChange = "KEY_A,JOY1_BUTTON1"

; Handbrake (Dirt Devils, Sega Rally 2)
InputHandBrake = "KEY_S,JOY1_BUTTON2"

; Harley-Davidson controls
InputRearBrake = "KEY_S,JOY1_BUTTON2"
InputMusicSelect = "KEY_D,JOY1_BUTTON3"

; Virtual On macros
InputTwinJoyTurnLeft = "KEY_Q,JOY1_RXAXIS_NEG"
InputTwinJoyTurnRight = "KEY_W,JOY1_RXAXIS_POS"
InputTwinJoyForward = "KEY_UP,JOY1_YAXIS_NEG"
InputTwinJoyReverse = "KEY_DOWN,JOY1_YAXIS_POS"
InputTwinJoyStrafeLeft = "KEY_LEFT,JOY1_XAXIS_NEG"
InputTwinJoyStrafeRight = "KEY_RIGHT,JOY1_XAXIS_POS"
InputTwinJoyJump = "KEY_E,JOY1_BUTTON1"
InputTwinJoyCrouch = "KEY_R,JOY1_BUTTON2"

; Virtual On individual joystick mapping
InputTwinJoyLeft1 = "NONE"
InputTwinJoyLeft2 = "NONE"
InputTwinJoyRight1 = "NONE"
InputTwinJoyRight2 = "NONE"
InputTwinJoyUp1 = "NONE"
InputTwinJoyUp2 = "NONE"
InputTwinJoyDown1 = "NONE"
InputTwinJoyDown2 = "NONE"

; Virtual On buttons
InputTwinJoyShot1 = "KEY_A,JOY1_BUTTON5"
InputTwinJoyShot2 = "KEY_S,JOY1_BUTTON6"
InputTwinJoyTurbo1 = "KEY_Z,JOY1_BUTTON7"
InputTwinJoyTurbo2 = "KEY_X,JOY1_BUTTON8"

; Analog joystick (Star Wars Trilogy)
InputAnalogJoyLeft = "KEY_LEFT" ; digital, move left
InputAnalogJoyRight = "KEY_RIGHT" ; digital, move right
InputAnalogJoyUp = "KEY_UP" ; digital, move up
InputAnalogJoyDown = "KEY_DOWN" ; digital, move down
InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS" ; analog, full X axis
InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS" ; analog, full Y axis
InputAnalogJoyTrigger = "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogJoyEvent = "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogJoyTrigger2 = "KEY_D,JOY_BUTTON2"
InputAnalogJoyEvent2 = "NONE"

; Light guns (Lost World)
InputGunLeft = "KEY_LEFT" ; digital, move gun left
InputGunRight = "KEY_RIGHT" ; digital, move gun right
InputGunUp = "KEY_UP" ; digital, move gun up
InputGunDown = "KEY_DOWN" ; digital, move gun down
InputGunX = "MOUSE7_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputGunY = "MOUSE7_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputTrigger = "KEY_A,JOY1_BUTTON1,MOUSE7_LEFT_BUTTON"
InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE7_RIGHT_BUTTON" ; point off-screen
InputAutoTrigger = 1 ; automatic reload when off-screen
InputGunLeft2 = "NONE"
InputGunRight2 = "NONE"
InputGunUp2 = "NONE"
InputGunDown2 = "NONE"
InputGunX2 = "MOUSE8_XAXIS"
InputGunY2 = "MOUSE8_YAXIS"
InputTrigger2 = "MOUSE8_LEFT_BUTTON"
InputOffscreen2 = "MOUSE8_RIGHT_BUTTON"
InputAutoTrigger2 = 1

; Analog guns (Ocean Hunter, LA Machineguns)
InputAnalogGunLeft = "KEY_LEFT" ; digital, move gun left
InputAnalogGunRight = "KEY_RIGHT" ; digital, move gun right
InputAnalogGunUp = "KEY_UP" ; digital, move gun up
InputAnalogGunDown = "KEY_DOWN" ; digital, move gun down
InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputAnalogTriggerLeft = "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogTriggerRight = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogGunLeft2 = "NONE"
InputAnalogGunRight2 = "NONE"
InputAnalogGunUp2 = "NONE"
InputAnalogGunDown2 = "NONE"
InputAnalogGunX2 = "NONE"
InputAnalogGunY2 = "NONE"
InputAnalogTriggerLeft2 = "NONE"
InputAnalogTriggerRight2 = "NONE"

; Ski Champ controls
InputSkiLeft = "KEY_LEFT"
InputSkiRight = "KEY_RIGHT"
InputSkiUp = "KEY_UP"
InputSkiDown = "KEY_DOWN"
InputSkiX = "JOY1_XAXIS"
InputSkiY = "JOY1_YAXIS"
InputSkiPollLeft = "KEY_A,JOY1_BUTTON1"
InputSkiPollRight = "KEY_S,JOY1_BUTTON2"
InputSkiSelect1 = "KEY_Q,JOY1_BUTTON3"
InputSkiSelect2 = "KEY_W,JOY1_BUTTON4"
InputSkiSelect3 = "KEY_E,JOY1_BUTTON5"

; Magical Truck Adventure controls
InputMagicalLeverUp1 = "KEY_UP"
InputMagicalLeverDown1 = "KEY_DOWN"
InputMagicalLeverUp2 = "NONE"
InputMagicalLeverDown2 = "NONE"
InputMagicalLever1 = "JOY1_YAXIS"
InputMagicalLever2 = "JOY2_YAXIS"
InputMagicalPedal1 = "KEY_A,JOY1_BUTTON1"
InputMagicalPedal2 = "KEY_S,JOY2_BUTTON1"

; Sega Bass Fishing / Get Bass controls
InputFishingRodLeft = "KEY_LEFT"
InputFishingRodRight = "KEY_RIGHT"
InputFishingRodUp = "KEY_UP"
InputFishingRodDown = "KEY_DOWN"
InputFishingStickLeft = "KEY_A"
InputFishingStickRight = "KEY_D"
InputFishingStickUp = "KEY_W"
InputFishingStickDown = "KEY_S"
InputFishingRodX = "JOY1_XAXIS"
InputFishingRodY = "JOY1_YAXIS"
InputFishingStickX = "JOY1_RXAXIS"
InputFishingStickY = "JOY1_RYAXIS"
InputFishingReel = "KEY_SPACE,JOY1_ZAXIS_POS"
InputFishingCast = "KEY_Z,JOY1_BUTTON1"
InputFishingSelect = "KEY_X,JOY1_BUTTON2"
InputFishingTension = "KEY_T,JOY1_ZAXIS_NEG"
PiperCalls
 
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Re: CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby orimarc » Fri Jan 15, 2021 4:55 am

Have you checked the error.log file in the emulator folder after starting a game? It may show if it's actually reading the "raw inputs" command line option.
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Re: CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby retroralph2020 » Sat Feb 06, 2021 12:49 pm

I have the exact same issue here
I have virtually same INI file
I reviewed the error log and it shows rawinput

any recommendations to solve the issue?
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Re: CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby pelicansurf » Wed Nov 24, 2021 7:48 pm

I'm having this exact same issue with aimtrak light guns. Does anyone have any suggestions? I really want to play Lost World with my girlfriend.

The second gun is basically moving/taking over the first gun.

Here is the config:

; Light guns (Lost World)
InputGunLeft = "NONE" ; digital, move gun left
InputGunRight = "NONE" ; digital, move gun right
InputGunUp = "NONE" ; digital, move gun up
InputGunDown = "NONE" ; digital, move gun down
InputGunX = "MOUSE3_XAXIS" ; analog, full X axis
InputGunY = "MOUSE3_YAXIS" ; analog, full Y axis
InputTrigger = "MOUSE3_LEFT_BUTTON"
InputOffscreen = "MOUSE3_RIGHT_BUTTON" ; point off-screen
InputAutoTrigger = 1 ; automatic reload when off-screen
InputGunLeft2 = "NONE"
InputGunRight2 = "NONE"
InputGunUp2 = "NONE"
InputGunDown2 = "NONE"
InputGunX2 = "MOUSE4_XAXIS"
InputGunY2 = "MOUSE4_YAXIS"
InputTrigger2 = "MOUSE4_LEFT_BUTTON"
InputOffscreen2 = "MOUSE4_RIGHT_BUTTON"
InputAutoTrigger2 = 1

Any help would be greatly appreciated!
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Re: CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby Bart » Wed Nov 24, 2021 8:14 pm

I guess one question is whether they are mapped to MOUSE3 and MOUSE4 as in your config? The best way to figure out the mapping is to run:

Code: Select all
supermodel -config-inputs -input-system=rawinput


And then configure the guns that way and see what values are used.
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Re: CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby xbrunox » Thu Nov 25, 2021 11:46 am

I use two dolphinbar with 2 wiimote for LightGun games. For windows my wiimote are mouse. I use rawinput in supermodel and all works perfect
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Re: CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby pelicansurf » Fri Nov 26, 2021 1:09 pm

I ended up doing the following to fix my issues:

Here is what I did:
I popped open the aimtrak tool and confirmed that Lightgun1 was Mouse 3 and Lightgun2 was Mouse 4

Knowing this I went to the Supermodel.ini, opened it with a text editor and modified these values (I did it manually because setting an axis moving an Aimtrak gun on screen may prove it challenging...):

InputGunLeft = "MOUSE3_XAXIS_INV"
InputGunRight = "MOUSE3_XAXIS"
InputGunUp = "MOUSE3_YAXIS"
InputGunDown = "MOUSE3_YAXIS_INV"
InputGunX = "MOUSE3_XAXIS"
InputGunY = "MOUSE3_YAXIS"
InputTrigger = "MOUSE3_LEFT_BUTTON"
InputOffscreen = "MOUSE3_RIGHT_BUTTON"

and

InputGunLeft2 = "MOUSE4_XAXIS_INV"
InputGunRight2 = "MOUSE4_XAXIS"
InputGunUp2 = "MOUSE4_YAXIS"
InputGunDown2 = "MOUSE4_YAXIS_INV"
InputGunX2 = "MOUSE4_XAXIS"
InputGunY2 = "MOUSE4_YAXIS"
InputTrigger2 = "MOUSE4_LEFT_BUTTON"
InputOffscreen2 = "MOUSE4_RIGHT_BUTTON"

I saved and opened "Games.xml" file with notepad, I found settings for the rom I needed ("lostwsga") and modified the code as follows:

<inputs>
<input type="rawinput" />
<input type="gun1" />
<input type="gun2" />
<input type="common" />
</inputs>

I saved games.xml and then ran "supermodel .\roms\lostwsga.zip -res=1920,1080 -stretch -vsync -crosshairs=3 -input-system=rawinput"

Worked like a charm. Hope that helps someone else!
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Re: CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby Bart » Thu Dec 02, 2021 11:21 pm

pelicansurf wrote:I saved and opened "Games.xml" file with notepad, I found settings for the rom I needed ("lostwsga") and modified the code as follows:

<inputs>
<input type="rawinput" />
<input type="gun1" />
<input type="gun2" />
<input type="common" />
</inputs>

I saved games.xml and then ran "supermodel .\roms\lostwsga.zip -res=1920,1080 -stretch -vsync -crosshairs=3 -input-system=rawinput"

Worked like a charm. Hope that helps someone else!


Note that "rawinput" is not a valid input type. Inputs in the Games.xml are not config options, rather they describe what sort of physical controls the arcade has. Games.xml isn't intended to be a config file -- it is intended to describe to Supermodel how ROMs should be loaded and what hardware should be emulated for each game. What you probably want to do is the following:

1. Remove that <input type="rawinput" /> line because it is useless.
2. Create a special Lost World section in Supermodel.ini and add InputSystem=rawinput there:

Code: Select all
[lostwsga]
InputSystem = rawinput


You can also put the various InputGun*, InputTrigger*, and InputOffscreen* settings in that sub-section as well since they only apply to Lost World. That way, you can launch Supermodel without needing to specify rawinput on the command line. It will be picked up from the config file.
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Re: CAN ANYONE CONFIRM WORKING WITH 2 LIGHTGUNS?

Postby Megapsychotron » Wed Apr 20, 2022 5:52 pm

Hi, I'm new here. I've got a pair of Sinden guns, and I'm wondering what's the most straightforward way of determining what mouse ID they are assigned to in windows 10?
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