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Old October 12th, 2011, 18:14   #221
shalma
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Good! I'll get to work on making the changes for everyone.

Thanks for reporting all your test results.


Quote:
By the way, this version of the plugin hides the cursor, which is quite nice for authenticity.
Alternative method:
In the Guncon2 config, there should be a 'Cursor:' box. Set that to 'Hidden' to remove any gun crosshairs (or mouse cursor).

Maybe it should be renamed to 'Crosshair:'
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Old October 13th, 2011, 01:21   #222
ShadowofDoubt
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Thank you for tackling this effort; I'm sure many users will benefit from this. I myself am quite excited to see my light gun dreams coming true.

As for the menu, I think "Cursor" is best, since, in most cases, it will retain the default pointer graphic. (Even if it doesn't it should be understood that the Crosshair itself is the user's cursor.) I've only tested the plugin in PCSX2, so I may be in the minority.

By the way, I noticed that, in Time Crisis II and 3, using the DirectX9 (Hardware) version of the GPU plugin gets rid of the fog issue. (It creates some after-image effects, but those are minor.) I couldn't get any more speed out of my 2.33 GHz Quad Core, but at least it's enough for proper testing.
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Old October 13th, 2011, 03:02   #223
shalma
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Quote:
Thank you for tackling this effort; I'm sure many users will benefit from this. I myself am quite excited to see my light gun dreams coming true.
Being a 'niche' developer, it's nice to see a few more peoples' dreams coming true before the day I ultimately stop.


Quote:
As for the menu, I think "Cursor" is best, since, in most cases, it will retain the default pointer graphic. (Even if it doesn't it should be understood that the Crosshair itself is the user's cursor.) I've only tested the plugin in PCSX2, so I may be in the minority.
Sure.


Changes are about 85% done - should let you select between RawInput and DirectInput. Being Win7, you should get the full DInput multi-mouse acquire (unlike XP). Having a Win7 tester around for DInput dual guncon would be handy (I'm on XP).

There's one sticky point that's not making the acquire part work yet with DInput - RawInput driver directly conflicts DirectInput. I'm only allowed to turn on 1 or the other (not together during config).

May need to find a way to tell user to 'restart configuration' when RawInput -> DirectInput.


Swap guns are now part of the game profiles for Gunfighter 2 + Time Crisis 2. Albeit untested but should work. I think I'll add an INI version system to the profiles - force a profile reset for everyone.


Probably have something for everyone to try out by week end.


Would you mind testing this out though?
http://www.sendspace.com/file/0xdd9z

This is to confirm that WiiMouse does not support RawInput (although it is a HID mouse). Moving the Wiimote around would normally trigger an X-Y change if HID Raw supported.



edit:
Giving it more thought, you should be able to use 1 RawInput device - SysMouse. Which nuvee fails to detect atm.

But it will only see the Windows mouse (WiiMouse), so no dual guncon emulation.

Either way, this bug will be fixed up also.

Last edited by shalma; October 13th, 2011 at 14:34..
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Old October 13th, 2011, 14:58   #224
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Hey shalma,
I wonder if it's okay if we link to your plugin from our forums and our user guide?

I'd also like invite you to join our forums at forums.pcsx2.net, so we can work together on this.
I'm especially interested in your modifications to pcsx2 itself (the usb mod).
If those are needed modifications, we could add them to the code
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Old October 13th, 2011, 15:49   #225
ShadowofDoubt
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Hey, man. I gave Raw_Mouse_Test a try, and WiiMouse was not detected; It's definitely not RawInput.

By the way, I don't know if I ever said this overtly, but I'm running Windows 7 Professional. In addition, I'm quite excited to see PCSX2 coders interested in Nuvee.
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Old October 13th, 2011, 16:12   #226
shalma
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Quote:
I wonder if it's okay if we link to your plugin from our forums and our user guide?
Sure. It's 'free license' - do whatever you want with it. Add a mirror or take charge and sex it up as project manager.


Quote:
I'd also like invite you to join our forums at forums.pcsx2.net, so we can work together on this.

I'm especially interested in your modifications to pcsx2 itself (the usb mod).
If those are needed modifications, we could add them to the code
There's not much left to work on this (besides accuracy which is never my dept). But okay, I'll be flexible about this.

Very little was changed to pcsx2 itself - I have several reports that USB works with PCSX2 SVN. But I'll dig out the changelog and share the lines modded from 0.9.8 official.


Quote:
Hey, man. I gave Raw_Mouse_Test a try, and WiiMouse was not detected; It's definitely not RawInput.
Hmm.. I thought SysMouse (Mouse 0) would show up. Guess not.


After the next build is done, I'll uhm.. take part in that pcsx2 guncon thread. DInput is being a pain with the button acquire inside a DialogBox so this may take some time to find a workaround. :|
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Old October 14th, 2011, 01:17   #227
shalma
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Alright. New build up + sendspace mirror (front page).


Thanks to slaaron, Guncon PC drivers now mirrored at ngemu (front page).


Main changes:
(PS1 + PS2) DirectInput or RawInput now selectable. Conflict problem solved - switch API as you want (no restart needed).


(PS1 only)
No-flash: Rescue Shot now has protection codes to avoid crashes


(PS2 only)
Promoted Gunfighter 2 to working status (remove 'x' from profiles)

Swap lightguns should no longer be needed - roothub reset connects port0 first. Then port1 20 cycles later. Game has no choice now but to accept this order.

Also when game manually resets the port, don't take too long (ex. 30+ cycles). Game may timeout connection and ignore afterward (wonder if this fixes RE Survivor 2 problem).

Improved lightgun swapping to work more reliably.



I'm rather tired now. Maybe I'll chime in at PCSX2 forums another day about whatever needs to get moving.



@rama2
Please see this for PCSX2 changes:
http://forums.ngemu.com/showpost.php...&postcount=120

A cheap brute-force hack. I saw Gigahertz put in a more thoughtful fix from a changelog some time back (something with Monster Hunter 2 keyboard).
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Old October 14th, 2011, 17:36   #228
ShadowofDoubt
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Hey Shalma. The plugin is looking amazing! I'm looking forward to seeing an official PCSX2 release incorporating the "USB" version's edits, as well.

By the way, I tried the DirectInput option, and while it recognized the WiiMouse in Acquire Mode, it didn't work in-game. Nevertheless, I want to thank you for working so hard on the RawInput/DirectInput issue. I think it's time I bought an actual LCD Light Gun for my setup instead of entertaining the WiiMouse option.
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Old October 14th, 2011, 21:45   #229
shalma
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Quote:
By the way, I tried the DirectInput option, and while it recognized the WiiMouse in Acquire Mode, it didn't work in-game.
The DInput WiiMouse worked before so there should be a way to do this. Have you tried DInput with a real PC mouse? Because WinXP only lets me use the SysMouse, I can't directly check that DInput is working correctly.

I'll check over the code though and see if anything comes to mind.
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Old October 14th, 2011, 22:36   #230
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I decided to do some additional testing. For this attempt, I used the Mouse as Player 1 and WiiMouse as Player 2. (Both set up properly through Acquire Mode, with "Time Crisis II" under both profiles.) I could calibrate the mouse in Time Crisis II just fine. However, when I tried to calibrate the WiiMouse (Player 2) in-game, I could only hear gunshot sound effects. (It was as if I was firing off-screen.) So, perhaps there is some hope for my setup; I won't give up if you're still willing to help.

I also appealed to WiiMouse's author, The Toid, over at the Whirlpool forums. Perhaps he'll be able to offer further assistance.

Could it be that WiiMouse doesn't respond due to the nature of PCSX2's game window? Any ideas?

EDIT: Working on the issue a bit more, it seems like WiiMouse tries to replace the default mouse instead of becoming a separate source of input. Though there are two cursors in PCSX2 (Mouse and WiiMouse), the cursor for the physical mouse "snaps" to the corner of the screen whenever I hit the WiiMote's "A" button. Therefore, the only cursor PCSX2 responds to is the one for the physical mouse.

Here's a detailed explanation: I triggered the in-game crosshair [in Time Crisis II's Calibration Mode] to appear using the physical mouse. (In both 1P and 2P's cases.) When the WiiMote's A button is pressed, the physical mouse's cursor "snaps" away from the screen, and the in-game crosshair goes with it. The "snapping" only occurs when the WiiMote is used.

I hope I explained that clearly - It's a bit tough to describe.

Though PCSX2 and Time Crisis II do react to the WiiMote's A (Fire) and B (Duck) buttons appropriately, they do not seem to recognize the WiiMouse cursor for some reason. The "WiiMouse highjacking the original mouse's cursor" is just a theory, but it doesn't explain why there are two cursors in PCSX2's game window.

Last edited by ShadowofDoubt; October 14th, 2011 at 23:14..
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Old October 14th, 2011, 23:36   #231
shalma
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Noticed that Bositman made a mirror!
http://forums.pcsx2.net/Thread-Nuvee...ction=lastpost


So I'll be moving over there regarding PCSX2 issues. Need time later to read your findings - you could be right (SysMouse = WiiMote only).

Still wonder why WiiMote worked earlier but not now.
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Old October 15th, 2011, 05:43   #232
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Hello,

nice to see that ur work still in progres

i don't have time to try a little bit with another gun (compatible guncon2) and guncon2pc ...

Accident... ailllleeee

but glad to see "that sandbox" evolved to great project

don't have read all new stuff but hope for wingun support with direct input

will test when i should be cure

Last edited by slaaron; October 15th, 2011 at 05:52..
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Old October 15th, 2011, 18:59   #233
shalma
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Wish you well in healing.

Quote:
don't have read all new stuff but hope for wingun support with direct input
That would be nice if it works.
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Old October 16th, 2011, 08:54   #234
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Actually, it doesnt work, very strange issue

if i try direct input, it doesnt' work, i see the crosshair randomly on the screen calibration (time crisis zone).

i can't validate the calibration to.. ^^ but i will retry, perhaps some mistake from me

i'm cure ^^
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Old October 16th, 2011, 14:29   #235
shalma
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Okay. Interesting in a bad way.


Please use the logging build here (same for ShadowofDoubt):
http://forums.pcsx2.net/Thread-Nuvee...4311#pid194311


DInput says your gun is supposed to be using local coordinate system by default. Perhaps the docs are wrong - your gun is using the _other_ coordinate system.

The WiiMote is a puzzler. Hopefully The Toid can manage something.
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Old October 17th, 2011, 12:05   #236
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Hello,

just tested this new.dll and wingun.


Report some strange issue, mouse work on guncon mode dinput, and my namco under wingun act strangely with the mouse acquire.

it means i can move the cursor with the lightgun with the mouse on guncon mode but of course, the crosshair move around the target randomly.

If i try my namco and "guncon mode" with dinput, no response during 10s, then i heard shooting no crosshair, no issue .

i try both mouse guncon mode with light gun in port 2 gunconmode the same :s

Quote:
your gun is using the _other_ coordinate system.
can tested thru exe?

So, rawinput failed with wingun, and directinput act strangely
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Old October 17th, 2011, 18:10   #237
shalma
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Can you post the debugging logs generated by that nuvee debug dll? (should be in pcsx2 folder. something with nuvee-log or similar)

I'm not that confident WinGun + DInput can be supported (since I don't own one).


WiiMote + DInput maybe through PPJoy. I can create a virtual joystick with it so maybe it's doable. But it's something I'm not eager to do for awhile.
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Old October 19th, 2011, 18:36   #238
shalma
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@slaaron
Guncon1 nuvee used to be DInput-only months ago. Paubi said his lightgun worked when 'sensitivity = 0.000001'.

Please try that.
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Old October 19th, 2011, 19:52   #239
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okey roger that
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Old October 20th, 2011, 08:29   #240
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Hi.. If you didnt know I'm the current maintainer of pcsxbox. I've been doing alot of work to add as many features from reloaded to it and improve it's compatibility.

Anywho someone mentioned yer lightgun plugin thread and I was highly interested in trying to add lightgun support for the xbox version. However from a coding viewpoint I'm not sure if I could build something from scratch.

Didn't know if you could help me out on it.

I tried Pm'in you but the site wouldn't let me? So I decided to just post in this thread.

So just let me know what you think..

Thanks
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