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ThePolish

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Posts posted by ThePolish

  1. 1 hour ago, n33k33 said:

    I haven't found a solution for other emulators yet. It all boils down to @ThePolish's struggle with having 2 Wiimotes detected as 2 different mouse cursors. 

     

     

    Just wondering if others are still looking for optimal solutions on this. I'm all in right now here. ^^

    Honestly I wonder now with basic scripting and coding more available to more people vis a vie things like chatgpt I wonder of this sort of thing might finally be solved since we might not have a master coder interested in finding a fix, we have a bunch of amateurs who now might have tools to bodge it into working. 

  2. @Tomkun oh. my. gosh. Once I dialed in the settings in the json - WOW 

    I used the same for all wiimotes on my end, seems to work well on a 46" playing about 3 meters away, with the sensor on the bottom.

      "pointer_limit_top": 0.1,
      "pointer_limit_bottom": 0.5,
      "pointer_limit_left": 0.2,
      "pointer_limit_right": 0.7,

     

    Now, I do have a question regarding the way you have the batch file set up for the settings - essentially it's not necessary to do that (from your folder, I DID find it interesting though) right? you can just modify the settings.json with the values and that is what auto loads. The batch file just replaces the settings.json's contents with the other named files? So for instance I modified the batch to make "3" go to "big buck hunter.json" "settings.json" and its just putting the values from my named file to the default file? I think that is what is going on anyway.

    Either way THANK YOU again, you and everyone else who has tried your modified version aren't kidding when they say this is the way to go. I got a WII Cabela's Big Game Hunter 2012 box from the thrift store today with that nice pump shotgun (and they even were nice enough to leave the wiimote in it haha) and set everything up (using the mouse to get it dialed in like you said earlier in the thread) and this is AMAZING.

     

    Now to learn how to use that whole MAMEdevice mapping! 

    Side note, this thread is now 5 years old hahahahahaha LONG LIVE WIIMOTE LIGHTGUNS! ?

     

  3. 14 minutes ago, Tomkun said:

    Sure thing! 

     

     

    Well, it works! Other than this weird thing that happens upon launch (which if I minimize and pull back up from the taskbar it becomes normal size). That tells me it is certainly something I'm doing wrong trying to build it and not the driver. Very odd indeed. 

    I will say your build seems to work right out of the box for my setup (46" tv, roughly 6 feet away) using one controller, for P1, Its getting too late for me on a sunday night to keep messing with it but this puts me on the right track to get setup again, but better!

    The one thing I'm noticing is binding in mame is finicky, but that's probably an issue on my end. I have quite a bit more to play with but you're NOT kidding when you say it's smooth using the stick.

     

    Very much appreciated! 

    image.png

  4. On 8/4/2021 at 8:15 PM, Tomkun said:

    Let me know if you have trouble setting it up and I'll zip up my folder and send it to you along with the keymaps I use. I also use the Wiimotes as steering wheels for a lot of the simpler driving games.

    If you would be so kind, I'll definitely take you up on that zip. It's either my  build environment  that is causing issues or and the driver version I'm using (since I'm installing touchmote first using the latest release for the driver which is 15b I think). I'd like to see if yours will run out of the gate, if not I'm going to try to find the older installer and start fresh from that.

  5. For the life of me I can't get this to build without errors. Part of the problem is I'm not extremely well versed in coding/building, but still, it shouldn't be THAT crazy to fix.

    I installed VS 2019 and upgraded the build folder, errors, touchmote will run, but it is missing "left stick" (only shows left stick x and left stick y") no idea why. It also won't let me reassign the pointer to your .json or any new ones I create, and it will only let me assing "mouse pointer" to pointer on default. Really strange behavior.

     

    image.thumb.png.fe0d085018193c908ae91c223c29e938.png

    I got VS 2013, tried again without upgrading to new build tools, same issues.

    As cool as it sounds to use the modified method, I just don't have the patience to keep running myself in circles on this, but I'm really glad others have got it to work!

  6. 41 minutes ago, Tomkun said:

    Strange...  It works fine here on my Windows 10 setup.  I remember there was some faff about drivers when I set it up, so I had to get them from somewhere else... don't remember where, sorry.

    Let me know if you have trouble setting it up and I'll zip up my folder and send it to you along with the keymaps I use. I also use the Wiimotes as steering wheels for a lot of the simpler driving games.

    From reading, the drivers get installed from the actual touchmote release they had put on the main website, but i'm not sure. Once I get VS 2013 installed I'll see if that's the case. It apparently CAN'T be built using VS 2019.

     

     

     image.thumb.png.4695381624429cd6bafc12c2f9df74da.png

  7. 20 hours ago, Tomkun said:

    If you haven't done it yet, I highly recommend taking the time to set up the custom version of Touchmote posted earlier in this thread. Makes the Wiimotes near line of sight accurate.

    Thanks @Tomkun , I have not yet done the setup, however I saw @spacorn posted a compiled binary so I did download this and tried it but it doesn't seem to work for me on Windows 10. I will work though getting it compiled myself and then use the readme to set up the json. I totally forgot about this modification after I had requested a binary way early on (2017 lol) and life got in the way. I'll get this set up hopefully soon and look forward to the ease of just setting sticks!!

     

  8. 4 hours ago, Tomkun said:

    However, with MAME supporting fixed controller mappings, none of this should be necessary...

    Good info and I think I actually came across that in years past (meaning wherever you had written that before!).

    While for MAME, yes. But I think supermodel3 doesn't support this so we'd still have the same issue.

    On a funny note I wrote all the update the other day and got everything set up, only to have my dolphin bar decide to die. Thinking it needs reballed as taking a heatgun to it fixed it temporarily.  I ended up ordering another as I really don't want to spend the time screwing around with it!

    Next stop - working on multiple mice cursors instead of joystick for gun # 2!

  9. Checking in on this incredibly long and on going thread. 

    I'm using (currently) the long dead touchmote 10b15 (last release official) since I haven't seen any binaries posted with improvements I've read about (but I'd LOVE for someone to!) and MAME 0.174.

    Some observations AND being able to update to the newest MAME- I think I figured out.

    Upgrading to MAME 234b

    I was still having the issues where when trying to set the x/y axis for the light gun using gun 1 (the mouse cursor profile vs. the joystick for gun 2). I started reading the MAME documentation listed here and found that there are several input modes available. These input modes are set to "auto" by default however I thought in the past it was "dinput" which was allowing this to work. I edited the mame INI under # OSD INPUT OPTIONS to use all dinput and guess what, it didn't work.... however I now have modified the INI to the following: 

    #
    # OSD INPUT OPTIONS
    #
    keyboardprovider          dinput
    mouseprovider             win32
    lightgunprovider          win32
    joystickprovider          winhybrid

     

    This has allowed me to go into the game settings (this machine) and select "Light Gun Analogue X" then swipe the controller left/right to set "Gun  1  X" and same for Y under the other option. 

    To me this is huge news because I now can upgrade to a much newer version of MAME than what I had in the OP. As a side effect some of my games now no longer emulate since name changes and what not (Area 51 I'm lookin at you pal) = this leads me to my next observation.

    Upgrading MAME versions

    The OG post worked well "enough" but I guess its PROBABLY worth it to try and start using the newer versions since .074 was ages ago. Be aware this can break games and its not exactly institutive to fix, especially if you're like me and don't do whole sets (40 total titles). 

     

    Joystick re-numeration - the constant struggle

    As many of us know, once this is set up, after a reset, or at random, new controllers connected, disconnected, you'll have to rebind EVERYTHING to make gun one be gun one again, and all the different user defined options (Trigger, X axis, Y axis, coin, start, etc etc etc). I came across a post on another forum which went over this issue for the flight sim crowd. A application called JOYID seems to fit the bill for what causes this for us. Seems pretty easy to use. I'm using it now and will report if successful (hopefully). I've also archived the link to the download on archive.org  should it ever go down.

    Multiple Mice

    They joystick is STILL not ideal for controller 2. With the new input methods, I'm hoping there might be a new way to look at using 2 emulated mice in order to set gun 1 x and gun 2 x (and ys) with both wiimotes set to "mouse cursor).  My honest to god though on this is to have someone who knows how to program add "mouse 1 and mouse 2" emulation in to Touchmote. Mame supports multiple mice, we see now it can support an emulated mouse - we just need someone in the community to see if this is possible. 

    This is my (hopefully) continued contribution to this post. Thanks to everyone who has kept this alive so long, we still have a ways to go but I think 2 mouse emulation is possible one day!!

     

    Side note - make sure any game which the lightgun is controlled by an "adstick"  (For Example AD Stick X Analogue controls the Terminator 2 gun X) -  when you're binding your controls. AND you're using the wiimote with the "mouse cursor" setting in touchmote  (not the joystick) - in mame you must go to that machine's Device Mapping and set to  "lightgun"  

     

     

     

  10. This just happened to me on the 11.14 update. It looks like I pulled up the bottom bar which contains the volume controls, and the quick play/add/configure buttons. It can be dragged all the way to the top, in line with the application window edges and over the min/max/exit buttons on the top left. If left there, there is NO way to resolve without defaulting your settings to the backup. Thank you for sharing this.

     

    Also to add, the backup settings which are dated are in an archive which you can extract the data file and replace. If you have a large library with lots of images this is a critical thing to have since that settings file seems to link all your images to the games. (videos too).

  11. 42 minutes ago, Ctrl+Alt+Delete said:

    What software are you referring to with 'later versions of than what I started with"?

    I made the modifications to the latest Touchmote available in Github and I'm using Demulshooter v8.7.0, 8.8.2, and 8.8.3.

    Sorry on lack of clarity on my part!

     

    Im pretty sure you can release or share your touchdown compiled binary as long as you include the source or have published it (I encourage you to do so as I'd like a copy of the application too, I'm hit or miss compiling software without walkthrough) 

     

    New version of MAME is what I was referring to - I went though the thread and it looks like a few can use .203 

  12. 2 hours ago, Ctrl+Alt+Delete said:

    I fixed the problem with Touchmote not reaching the sides of the screen. I had to modify the sourcecode from Github and implement a "linear ratio" for the stick position calculation that is configurable via the settings file. I ended up setting it as 1.4x (it was that bad). I think this is something in the works for Touchmote as I saw some configurable parameters that I tried extensively but just wouldn't work. I also tried the Touchmote-mss fork but I couldn't make it complie.
    I wonder if there are any restrictions to post alternative compiled versions of Touchmote online.

    Nice work!

     

    As long as you include the source code with it you should be fine. Just zip it up with the binary and source code with your modifications in separate folders and probably a readme stating what you modified. Being open-source and gpl3 I think thats the only caveat. Doesn't have to be posted, just distributed with/made available.

     

    As an aside - has anyone got this working with later versions of than what I started with? I'm not itching to upgrade but knowing the screen edge may be fixed here I kinda want to play with this again.

  13. 1 minute ago, Tomkun said:

    Are you talking about MAME still? I don't know about MAMEUI, but MAME has had stable controller IDs for a long time. It's very easy to set up. Look here:

    https://docs.mamedev.org/advanced/devicemap.html

    I honestly think that even though MAMEUI appears to be the easier to set up, it introduces a lot more complications. If you want, I can share my MAME controller scheme?

    That is a great doc! The question becomes, for more than just lightguns, can this be done for retroarch, dolphin, redream

  14. 5 minutes ago, retroplay said:

    Bit of a shock today.  Having succesfully setup both player 1 and 2 guns using the lovely wiimotes this morning it seems that mamui has completely forgotten my gun settings!

    Not sure why.   Im just going through setting them up again.  Yesterday I noticed that player 1 joystick was being referenced in mame as Joystick 8.  Now its joystick 6. 

    I assume the removal of xinmo has changed the joystick numbering.  But will the machine remember the settings in future for p1 and p2?

    This is exactly why I think I Tomkun's on the right path with his script and would like to know more about it. I have the same problem in make between my dolphin bar, Xbox controllers and other gamepads. Also I need retroarch to just work with them too. And dolphin when I launch it to use the wiimotes as wiimotes.

  15. 15 hours ago, Tomkun said:

    Which emulator(s) are you having trouble with IDs?

    2. The IDs were not predicatable and therefore couldn't be reliably configured.

    3. Different aspect ratios require different configurations in Touchmote.

    To overcome these issues I used EventGhost. I wrote a script which would:

    1. Use Devcon to turn off the Dolphinbar when not in use to save the LEDs.

    2. Again, use Devcon to ensure that the controllers were all installed in the correct order and therefore have predictable IDs.

    100% this. I have 2 Xbox controllers, 2 wiimotes with dolphinbar, and a bunch of random gamepads I made (Bluetooth snes, genesis, nes) that get plugged in and out at random. 

     

    So I'll have the Xbox controller on then turn on the wiimotes, and the wiimotes will be 3 and 4, then I'll change games and use the Genesis controller, then back to the wiimotes and the wiimotes will then be 4 and 5 (example not exact) . I need wiimote to be say 1 and 2 every time.

  16.  

    1 hour ago, elements604 said:

    I set 4 different joy axis in the player 2 movement , on my PC it ended up being joy3 , but I put the other ones there in case it changes in the future

     

    That is genius, that's another issue I've had with dinput. Renumeration of joy1, joy2, joy3 and so on, after reset and at random! I'll try that!

     

    Now go add 2 mice to touchmote LOL!

     

    What do you have shoot and reload set to in touchmote? I think I used xinput A Y B X But I'll have to look. Maybe setting a and z to keyboard keys?

  17. 1 hour ago, elements604 said:

    I got TS 2 working with touchmote, only one player ( the mouse) , cant seem to figure out joystick. 

    Hmmmm. That would probably be no different than using the dolphin bar on mode 1 without touchmote then. Really what we need is the ability for (I think) dolphin bar to emulate "pointer" and "pointer 2" through dinput and have mame modified to accept direct input. Mame 1.7.4 dinput build already does half of this and with multimouse selected our only hangup is someone smart enough to add the code in to allow wiimote 2 to use "pointer 2" . It wouldn't  get around the raw requirements of mame in a non modified dinput build, but it could work.

     

    The biggest hangup would be what is necessary to add "pointer 2" to the touchmote code. I know @tsoukkis had worked on the code before - maybe he could chime in on how big of a hurdle adding a 2nd emulated pointer would be?

    Pointer and pointer 2 meaning pointer on remote one being set to "mouse cursor" on  an option to set "mouse cursor 2" on remote like in the edit layout photo above where only mouse cursor exists.

  18. I know exactly what you're talking about and how it looks in the menus, but doesn't work as input. I haven't figured out how to do it on anything outside that version of make and I have no idea why it doesn't work on other versions of mame. If anyone figures it out I can update the main guide on it.

     

    As a side note , Ideally they way touchmote emulates the dragging cursors being seen as two mice is would be a really nice improvement to this setup. I'm not sure if anyone who has played with the touchmote source can advise if it's possible. Mame is capable of using multiple mice but has problems it would seem with emulated mice. Development on a mame library or touchmote is needed to improve the two interfacing. Or something other than touchmote would be needed.

     

    I would assume touchmote could be a good base to work from and could be developed to output "mouse 2" at the same time , and developed further to emulate "mice" in a way mame could see and use as input. Gonna have to research what mame is expecting as far as "mouse input". That or modify mame somehow. I know dinput and dinput in mame didn't work before and was added, I'm sure emulated mice input could be a thing too. 

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