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Old August 17th, 2011, 22:27   #121
Killervin
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Way interesting and complicated .

The mapping is very easy in the Topgun 2 Control panel:
There is a possibility to map for keyboard buttons, too.



If a real hw helps on you and wanna take a look into it, I may send you a gun.
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Old August 17th, 2011, 23:50   #122
shalma
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Oh! That is easy.

I can expand RawInput to accept buttons 4-5. And then expand Guncon2 to use buttons 1-5 + wheel up/down.


Guncon2 mouse doesn't seem to want to use dualshock pad for Dino Crisis. So I'm tempted to add in basic keyboard mappings also.


Thanks for the picture - we should know what to do now.
- We don't need a gun to play around with (thanks for the offer)
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Old August 18th, 2011, 20:14   #123
bandicoot
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plugin usb guncon 2 work very well with AIMTRAK from ultimarc.com
Thanks a lot for your work
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Old August 19th, 2011, 04:15   #124
shalma
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Next SVN
http://www.sendspace.com/file/b0eyze


Delete old guncon2 profiles ini to gain new ones
- No plans to update main post yet


USB Guncon2 News:
- 09-18-11 Add profiles: Starsky & Hutch, Gunfighter 2
- 09-18-11 Add dual lightguns, fix data output size (Starsky & Hutch, Gunfighter 2)
- 09-18-11 Add profiles: Dead Aim, Dino Stalker, Gunvari Collection
- 09-18-11 Add keyboard d-pad, extra guncon2 buttons, latch guncon2 near VBlank times (fixes trigger)
- 09-17-11 Added PS2 game profiles
- 09-17-11 Added PS2 Guncon 2 support (PCSX2)
- 09-15-11 Added USB OHCI support

==================================
==================================

Virtua Cop picks up 2 lightguns now. Each dual gun game swaps player 1/2 lightguns at whim (based on how USB works). So a GUI option is added to switch gun ports on-the-fly if the game gets it wrong.


You'll notice that more profiles added:
- Gunvari Collection

Normal stuff.


- Resident Evil Dead Aim
- Dino Stalker

Extra buttons can be mapped now to how you want them. Plus a keyboard d-pad option to play Dead Aim + Dino Stalker (map EMS Topgun buttons to keys if needed - WASD = D-Pad, QE = Start / Select). See GUI.

Dead Aim uses a -lot- of buttons.


- Gunfighter 2
- Starsky & Hutch

These games have a way to check for exactly 6 bytes of output. No more. That's taken care of on the OHCI layer.

For Starsky & Hutch, go to options -> controller 2 -> g-con 2. Pad1 = driver + Usb1 = shooter. Simple enough.


That leaves 2 broken games: Endgame + Resident Evil Survivor 2. Both can be played using G-Con 45 pad. These may stay broken - seems unusually hard to fix these ones.


So you can basically play the whole PS1 + PS2 Guncon library using your lightguns.
- Thanks bandicoot for testing it with the AIMTRAK


May add an option to reset the profiles ini within the GUI next time. Not so sure about adding a USB Mouse but maybe.

Didn't expect this project to become a pioneer in lightgun emulation. :o
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Old August 20th, 2011, 04:50   #125
shalma
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More changes (main page mirror)
http://www.sendspace.com/file/ig86ev


News:
- 08-19-11 Add C button to keyboard map
- 08-19-11 Fix lightgun swapping
- 08-19-11 Add profile: Endgame
- 08-19-11 Add hotplugging usb devices, hotswapping devices


- Endgame upgraded to playable
- Dual lightgun swapping fixed (ex. Virtua Cop)
- Added hotplugging usb devices
- Added USB debug logging
- Added C button keyboard mapping
- Added GUI profiles default restore (D box in profiles)


This is basically the nuvee r2 beta build. RES2 is N/A for Guncon 2. If someone ever fixes it, that's okay with us.

At this point, nuvee Guncon 2 is considered stable and 'done'. Going to wait for killervin to run the dual lightgun gauntlet and test things out (or tweak).


Neither of us are that interested in working hard on this anymore. USB Mouse is still an open question though (maybe later August, early-mid September) if it happens.


Thanks for everyone's support in making this happen!
(seems to be a well-hidden gem among the pcsx2 community )
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Old August 21st, 2011, 21:18   #126
shalma
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nuvee r2 beta 2
http://www.sendspace.com/file/wjad2z

=====================================
=====================================

News:
- 08-21-11 Add mouse, keyboard usb emulation


Hopkat said it's much easier than I thought. Using even the bare minimum. So we hooked up working USB Mouse + Keyboard drivers (took some work on getting the data format right).

Beware that it may interfere with Lilypad keyboard + mouse. So play around with the settings (no Lilypad RawInput works better with USB nuvee). If you've got joypads hooked up, then this isn't a problem.


Tester's findings:
Keyboard tested with Unreal Tournament. Okay.

Mouse tested with Unreal Tournament. Okay.
Mouse tested with Silent Scope. Okay.
Mouse tested with Silent Scope 3. Okay.
Mouse tested with Silent Scope 2. No PCSX2 boot.
Mouse tested with Police 24/7. No PCSX2 boot.


Sounds good to me. Enjoy and have fun.
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Old August 26th, 2011, 03:16   #127
shalma
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Dropping these two here in case someone knows something.

1) Gražvydas "notaz" Ignotas figured out the Guncon 256 mode

http://notaz.gp2x.de/cgi-bin/gitweb....3d6ccc8b15e5ae

It basically confirms what pSXAuthor found out (256, 136) ~ Guncon center with (356, 240) range. Discovered this when porting Project Horned Owl to use a Guncon.

Guncon conversion hack actually works kinda nicely (not released yet) with pSX or pcsx-r nuvee. ePSXe currently uses 320 width (broken).


2) Justifier discovery

There's likely 2+ output modes
- $31 = button data only
- $34-3f = button + cursor data

$78 = y-center (120)
? = x-center (~$200-300)

x-table (Lethal Enforcers)
; $100 --> $1c
; $180 --> $35
; $200 --> $4f
; $20e --> $52
; $280 --> $68
; $300 --> $82
; $400 --> $b4
; $500 --> $e8


31 5a / ff ff
34 5a / ff ff / ?? ?? / 16-bit y / 16-bit x / ????????


Game sends $10 in position 2 (buttons) to acquire / unacquire gun. This seems to be important because of the cursor latching. Having two guns sending two cursors seems to flub up the Justifier system.


Using a 1-line LE-specific code hack, our Justifier can correctly select which arcade game to use. Problem is that LE1 or LE2 doesn't detect on-screen shots in-game or stage select (always reload). Calibration shows a nice centered red dot (but only at center).


The problem boils down to this:
Code:
(***)
8005ca80 : 8C421DA8  LW      80070000 (v0), 1da8 (80070000 (v0)) [80071da8]

8005ca84 : 03E00008  JR      8005c310 (ra),
8005ca88 : 00000000  NOP    
8005c310 : 8FA60018  LW      00000000 (a2), 0018 (000085a8 (sp)) [000085c0]
8005c314 : 3C0F8007  LUI     00000001 (t7), 8007 (32775),
8005c318 : 25EF1CB0  ADDIU   80070000 (t7), 80070000 (t7), 1cb0 (7344),
8005c31c : 00067080  SLL     0000000a (t6), 00000000 (a2), 02 (2),
8005c320 : 01CF3821  ADDU    0000004f (a3), 00000000 (t6), 80071cb0 (t7),
8005c324 : 8CF80000  LW      00000000 (t8), 0000 (80071cb0 (a3)) [80071cb0]
8005c328 : 10400026  BEQ     00000000 (v0), 00000000 (r0), 8005c3c4,
8005c32c : A3020000  SB      00000000 (v0), 0000 (8006d03d (t8)) [8006d03d]
8006d03d = ?? #2 in above 34 sequence

If it's non-zero, LE game selection works completely. Zapping 5c32c with a nop is the current hack.

Nothing is writing to 71da8. Could be interrupt-based. Could be something else.
- This is the next missing key to the puzzle. More importantly, it's behaving so far as the Konami Police 24/7 patent says - gun sends actual barrel data to system.
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Old August 27th, 2011, 15:21   #128
shalma
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Probably going to be my last musings about Justifier.


Game sends:
42 00 10 00 --> frame just finished, vsync just starting
42 00 00 00 --> dummy frame (send first trigger pull -now-)
42 00 10 00 --> hold down trigger
42 00 00 00 --> hold down trigger
42 00 10 00 --> screen flash, hold trigger
(send x-y latch data -now-)
42 00 00 00 --> dummy frame


Lethal Enforcers only wants trigger pull a frame -after- the vsync bit is sent. Not after a dummy frame = offscreen shot.

Next is the screen flash. Game always return button states apparently ($31 ID). Other ID makes gun calibration not accessible or we get a double trigger pull.

LE wants only -1- frame of latch data. Maybe sent by IRQ? Not directly by the sio port seemingly. It just happens to buffer the other data like if $34 is sent (conveniently). Makes our hackish Justifier kinda work.


Crypt Killer makes this worse - screen flash can be 3,5,7 frames away from trigger pull. Can't predict this. And we can only do this once or twice max.

Crypt Killer menus adds another complexity. There's no screen flash --> no latch data sent. If you send latch data, it just seems to dumb out.


We're not able to detect a solid white flash using a mouse or PC lightgun (always returns data unless black screen).
- You can just fire offscreen to do this

Don't know how the data is sent.
- This is always the sticky part


; $100 --> $1c
; $180 --> $35
; $200 --> $4f
; $20e --> $52
; $280 --> $68
; $300 --> $82
; $37f --> $9b
; $380 --> $9c
; $390 --> $9f
; $398 --> $a0 (center = 160)
; $39f --> $a1
; $3a0 --> $a1
; $3c0 --> $a8
; $400 --> $b4
; $500 --> $e8

=====================================
=====================================
=====================================

(nuvee-project)

Project Horned Owl is added to Guncon profiles (under Justifier Conversions).
- Will release usa ppf patch with next beta release


Our hacky Justifier gun works with Lethal Enforcers fully (with gameshark cheats). So there's a good chance LE1+2 can be converted to Guncon.

Crypt Killer isn't so easy. Maybe doable.

Area 51 + Die Hard Trilogy don't respond to Justifier latches at all. These will be hard.


At least then they'll be playable in many emus using real lightguns. It'll be our justifier compromise.
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Old August 30th, 2011, 14:22   #129
shalma
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Test run of the justifier conversion patches
http://www.sendspace.com/file/k9dopo


Dual Guncon:
Project Horned Owl (U,J)
Lethal Enforcers (U,E)


Single guncon (port 1 + port2 d-pad):
Die Hard Trilogy (U - GH, E)
- Probably will do U - Original with tester also


New nuvee_psx dll included (delete old profiles.ini first to gain new ones)
- Plan to merge with main nuvee later


Which leaves Crypt Killer, Area 51. Actually the two hardest ones (different Justifier engines than the older games).


If these patches work, may add in Rebel Assault 2, Silent Hill and Policenauts. The other 3 'minis'.
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Old August 30th, 2011, 14:34   #130
paubi
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Ei shalma, thats nice, i will try it this night, and policenauts with gun would be amazing, but i have read that only the saturn version had lightgun support, in psx only pad and mouse...
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Old August 30th, 2011, 14:54   #131
shalma
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Feedback with a real lightgun would be nice. DHT doesn't flash the screen so I'm not sure how the gun would handle this. :|


I remember reading about some Policenauts 'Lethal Enforcers joke' that involved plugging a lightgun into port 2. A cable would stick out during the shooting sequences (instead of the normal pistol), implying a Justifier gun.


This says the original game came with a lightgun for psx
http://riqz.wordpress.com/2010/07/15...enauts-review/

Who knows.


If all these games can be hacked to Guncon, might be worthwhile getting dual Topguns myself this Christmas (before production stops years later?).
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Old August 30th, 2011, 18:46   #132
shalma
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Like everyone else mentions, Policenauts does not use a lightgun. No hidden mode - code just not there for psx.

That doesn't eliminate the possibility of hacking port1 = mouse / d-pad, port2 = guncon. Reposition laser dot only when you pull the trigger (and maybe find a way to hide it). Then it won't interfere with normal mouse cursor in menus.

Can't stop me from at least trying.
- It is a Konami game though and I don't like the above-usual chaos in how they write code. :o


Thanks for notifying me of this though (got it confused with the Saturn Stunner gun).
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Old August 30th, 2011, 20:10   #133
paubi
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wop! the three games works perfect, the only that confused me is the change of port order in die hard, but all works ok.

policenauts adaption would be nice, moreover, the playstation version is the only one translated.

if you gonna buy some guns, i cant suggest you the ems topguns, i had bought 3 and 2 of them had the trigger broken in 4 months, without a rude use. the plastic components seems have bad quality. and you got to stand too far.
aimtrak seems to work best, but i havent tried, so...
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Old August 30th, 2011, 20:31   #134
paubi
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your idea to hide the crosshair in policenauts rules too.
and would be great to be able to play it with a gun, like i played snatcher years ago, with a mega cd. these games seems more realistic with the gun, at least for me.
shalma are you sure Rebel Assault 2 is lightgun compatible? i have seen the cd covers in the net and says nothing about this..
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Old August 30th, 2011, 21:27   #135
shalma
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Rebel Assault 2 - plugged in Justifier to port 2. Went to stage 2. Hit trigger. Screen flashes (normally doesn't do this when firing with d-pad). Need to check the code though to make sure.


Thanks for the tip about the EMS topguns.


Didn't know that Snatcher could be played with a lightgun also. Until today. :o
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Old August 30th, 2011, 22:30   #136
paubi
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and what about silent hill? i have been reading and im not sure if you can play with the justifier, it seems that i you plug it in port 2 you can use a weapon in the game that you couldnt use if you dont do this.
do you know anything about this?
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Old August 31st, 2011, 01:28   #137
shalma
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I haven't had any luck with Silent Hill yet. Maybe it's a Europe or Japan thing only.

Don't see any code that looks like 'Justifier' with USA Original disc. Don't know about USA GH build.


This says you can use it though:
http://forums.ngemu.com/showthread.php?t=72726


From what I've read up, there's a gun called the 'hyperblaster'. Normally you get this by finishing the game with the highest rating + ending. When you play New Game+, it's in your inventory.

Or others just gameshark hack it in.

Normally you just hold out the gun and it auto-aims when a monster is on-screen.


For now, I consider it unverified. If it's true, then we'll try working it. If not, it's a no-no.
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Old August 31st, 2011, 22:56   #138
shalma
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Complete ball-buster of a game to hack. Crypt Killer (usa) guncon beta up:
http://www.sendspace.com/file/jwfw5l
(thanks for testing the other 3 by the way!)


Calibration works also - suggested you don't so you can use nuvee centering. Which centers the visual shotgun markers better than the game (top-left --> center).


Probably will do Die Hard Trilogy (Original) + Henry Explorers (Crypt Killer Japan) at the end. Conversions are a real energy drainer.

Policenauts is written worse than this. And Area 51 is even harder to hack than this game.
- May take a short break sometime.
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Old September 1st, 2011, 12:07   #139
paubi
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crypt killer also works ok. correct aligment without having to calibrate in game, like most of the games. all works perfect!.
what do you mean with die hard original? isnt it the one you hacked?

i tried policenauts with your plugin when you could control mouse whith lightgun, when i told you to down sensibility to 0,01, do you rememer?, and you moved crosshair but it didnt coincide with the aiming of the gun. i think this is not the way to solve the problem, it should be more complicated than this, i suppose.
in policenauts, (i played the very beggining), the margins where you move the pointer changes throught the game, but i think they are the same in the shooting segments. I dont know if it can give you some idea..

here the page of ultimac aimtrak, the guns i told you that seems to work better than ems topgun, but you buy the electronics and have to mount it in a gun your own.
and arcadeguns seems the aimtrak system but they sell it with the gun included.
they only use one sensor bar so you can stand closer to the screen.
http://www.ultimarc.com/aimtrak.html
http://www.arcadeguns.com/
May be you could talk to them to publicity your work. in compatible games they only talk about mame, m2 emu (wich i think doesnt support dual lightguns, only one) and pc games.
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Old September 1st, 2011, 14:09   #140
shalma
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Turns out there's 2 versions of Die Hard USA
- 1.0 Original (not done)
- 1.1 Greatest Hits (* = finished)

Area 51 is something similar (I've got the newer 1.1 build).


I'll think about Policenauts some more. It may be they hacked in a different shooting module for -every- shooting portion. :o

The way they wrote the mouse portion is mayhem. Trying to figure out where the red dot is being drawn is nutty.


It's a thought about talking to the lightgun companies. Hmm.
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