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Tomkun

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Everything posted by Tomkun

  1. To work in touchmote, you must keep your Dolphinbar in Wii mode (mode 4 I think). Any other mode will not connect to Touchmote. To play Gaia attack 4, I recommend Demulshooter. https://github.com/argonlefou/DemulShooter/wiki/Taito-Type-X#gaia-attack-4
  2. Hi! You shouldn't need to pair your wiimotes with touchmote. As long as they connect to the Dolphinbar in Wii mode, they should work.
  3. You can make the zapper profile default by copying it and renaming it default.json in the Touchmote keymaps directory.
  4. The MAME configuration is basically set up to work with an XBox 360 controller. The only 'unique' thing about it is that the left-stick controls the cursor. Other than that, it's just a standard controller configuration. i.e, A= Button 1, B= Button 2, X= Button 3, Y=Button 4 etc... When you use Touchmote, you are mapping the controls to an Xbox 360 controller, not MAME. As most gun games use button 1 for the trigger, it makes sense to map the Wiimote trigger as "A". So, no you shouldn't have to change anything in MAME, except Time Crisis, where button 1 is the foot pedal and button 2 is the trigger.
  5. Your MAME settings all look correct and from what you are describing, it does sound like your Touchmote settings are a bit screwy. The settings I sent to you work here, so it might be easier for you to set up Touchmote from scratch by yourself. As long as you make sure that the IR pointer controls the left stick and the trigger is "A" it should work. You can set the other buttons as you wish. I like to have the Wiimote's A button as "Start", but that's just preference. The "2" button there was to work with another game, with unconfigurable start buttons. It doesn't affect MAME at all.
  6. Sure thing! Could you send a screenshot of your windows USB controller window and a copy of the mame64.exe -verbose output? That should help tell us where the missing controller is going!
  7. Same, latest. I'm going to double check as soon as I get home. If it's not something with my config filrs, it must be on your end somewhere. I suspect you have a rogue cfg file somewhere overwriting the controls.
  8. If you are only using the files I sent you, I can't understand how this is happening. The only way is if you have somehow inadvertantly overridden one of the settings. Although, the settings you posted above look correct to me. I don't know if you meant it, but the setting you have highlighted is not the light gun x axis.
  9. On the wiimote, the trigger is 'B', but in my Touchmote I have it configured as 'A'. Also, I have the Wiimote 'A' button configured as 'Start'.
  10. Right, here is my touchmote config for the zapper. Also, I think I noticed a mistake in your setup. 'Lightgun device assignment' should be set to 'keyboard'. zapper.json
  11. You shouldn't need to configure any controls in Mame at all. You might need to configure touchmote though. I'll send you my Touchmote zapper config in about 10 minutes.
  12. The cfg file I sent you does all that. Did you download the full thing, or just the part in the textbox? It's at the bottom of the post. I'll post it here again. Also make sure you delete the default entry too. mycontrols.cfg
  13. The cfg file I sent you should work for all lightgun/positional gun games by default. There should be no per-game configuration necessary except for edge-cases with weird control schemes. TIme Crisis springs to mind as it requires the pedal. If you have configured the games individually, perhaps try deleting their config files (back them up of course!) and try again with just my config.
  14. You need to make sure that your MAME.ini file is pointing to the correct cfg file. If you downloaded the cfg file I posted earlier, copy it into the ctrlr subdirectory. Then, you need to edit your MAME.ini file. It should be next to the MAME64.exe executable. Scroll down to CORE INPUT OPTIONS Make sure the lines read like this: ctrlr mycontrols joystick 1 joystick_deadzone 0.0 The rest you can leave as default. Then you should hopefully be up and running.
  15. Dolphin should work with the Dolphinbar natively, so you shouldn't need to set up anything. Retroarch works, but it also enumerates the Dolphinbar itself. I use a small app called devreorder to make Retroarch ignore it. I have never used redream, so I don't know about that. https://github.com/briankendall/devreorder Here is the ini file that I use: ; devreorder settings ; Any line starting with ; is a comment and will be ignored [order] ; In this section write the names of your controllers in the ; order you want them to be detected, one per line. Make sure ; they exactly match the name printed in the Game Controllers ; control, panel, including any capital letters and ; punctuation. ; (To open the Game Controllers control panel, press Win+R, ; type joy.cpl into the dialog box, and press enter.) ; Example: ; vJoy Device ; Controller (XBOX 360 For Windows) [hidden] ; In this section, write the names of controllers that you ; want to be hidden. Again their name must exactly match ; the name printed in the Game Controllers control panel. ; Example: ; Wireless Controller Mayflash Wiimote PC Adapter devreorder.ini
  16. OK guys, here you are. This is the entire keymap I use, but the most important part is at the top: <!-- DolphinBarWiiMode and XBox360x4 by Tomkun v0.1 --> <!-- Logitech Keyboard VID_046D&amp;PID_C52B&amp;REV_1201&amp;MI_02&amp;Qid_2010&amp;WI_03 Logitech Mouse VID_046D&amp;PID_C52B&amp;REV_1201&amp;MI_02 Dolphinbar Keyboard VID_0079&amp;PID_1802&amp;MI_00 Dolphinbar Mouse VID_0079&amp;PID_1802&amp;MI_01 Dolphinbar Ctrller Mayflash Wiimote PC Adapter (device id: Mayflash Wiimote PC Adapter product_18030079-0000-0000-0000-504944564944 instance_8f73ac60-ef9f-11e6-8001-444553540000) (Where 800x=Player) XBox One Controller XInput Player X (device id: XInput Player X) (Where X=Player) XBox 360 Controller XInput Player X (device id: XInput Player X) (Where X=Player) Touchmote (x360) XInput Player X (device id: XInput Player X) (Where X=Player) Steam Controller K VID_28DE&amp;PID_1142&amp;MI_00&amp;Col01 Steam Controller M VID_28DE&amp;PID_1142&amp;MI_00&amp;Col02 --> <input> <!-- Keyboards --> <mapdevice device="VID_046D&amp;PID_C52B&amp;REV_1201&amp;MI_02&amp;Qid_2010&amp;WI_03" controller="KEYCODE_1" /> <mapdevice device="VID_28DE&amp;PID_1142&amp;MI_00&amp;Col01" controller="KEYCODE_2" /> <!-- Mice --> <mapdevice device="VID_046D&amp;PID_C52B&amp;MI_01" controller="MOUSECODE_1" /> <mapdevice device="VID_28DE&amp;PID_1142&amp;MI_00&amp;Col02" controller="MOUSECODE_2" /> <!-- Controllers --> <mapdevice device="XInput Player 1" controller="JOYCODE_1" /> <mapdevice device="XInput Player 2" controller="JOYCODE_2" /> <mapdevice device="XInput Player 2" controller="JOYCODE_3" /> <mapdevice device="XInput Player 2" controller="JOYCODE_4" /> The commented stuff at the top is just for reference. The important bit is the mapdevice section. As you can see, I have set it so that the XInput devices 1-4 are always set as Joystick 1-4. Otherwise the Dolphinbar grabs those slots. Touchmote emulates Xinput devices, but it's important to note that MAME cannot tell the difference between Xinput devices. So if you have any other Xinput controllers connected, they will all appear in the list. Xinput devices are always enumerated the same way though, and that is in the order they are connected. I'll try to explain. In my keymap, I assume that my Touchmote emulated controllers are Xinput1 and Xinput2. If I connect my Wiimotes in that order, then fine. However, what if I have been playing a bit of Pac-man on my Xbox One pad beforehand? Well, in that case the pad will be Xinput1 and the Wiimotes 2&3. In that case I need to switch off the Xbox one pad before starting MAME. It will lose it's slot and the Wiimotes will move to positions 1&2. The easiest way I've found to do this is by using DEVCON. A quick reset to the Xbox One controller dongle will move the controllers to the back of the queue. It's so quick, they don't even disconnect! The devcon command you need will be: devcon.exe restart "USB\VID_045E&PID_02E6" Your VID/PID may be different, so be sure to check. This should work on all Xinput devices. If you aren't sure about the VID/PID of your various controllers, you can see them by launching MAME in verbose mode. MAME64.exe -verbose Good luck! mycontrols.cfg
  17. 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?
  18. Well, it still sounds like the deadzone to me. Perhaps Launchbox is overriding the deadzone settings somehow? I don't use MameUI myself, so I don't know how it handles per game settings. Have you tried with regular MAME?
  19. That sounds very much like the deadzone. You need to set it to 0 in order to have a smooth experience with lightguns.
  20. Which emulator(s) are you having trouble with IDs? When I started using my wiimotes as lightguns, there were a few issues that I needed to overcome. In order of severity, they were: 1. The LEDs on the Dolphinbar could easily burn out if left on. 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. 3. Detect the aspect ratio of a game and switch the Touchmote configuration to match. Since creating the script, I have had zero issues. In fact, since MAME added stable controller IDs, I have removed the 2nd part of the script as it's no longer necessary. I've also improved it so that it will now also launch Demulshooter with the correct parameters if required. Over time, the script has become more and more complicated as I've added extra functions, but it serves me well. Now when I launch a game it will: 1. Detect which game has been launched. Whether or not it requires Demulshooter and what the Aspect ratio is. 2. Copy the correct aspect ratio configuration to Touchmote. 3. Switch on the Dolphinbar. 4. Launch Touchmote. 5. Pop up an OSD telling me to connect the Wiimotes. 6. When it detects the Wiimote(s), check if any other controllers are enabled and if so quickly disable/enable them so that the Wiimote(s) always take ID 1 and 2. 7. Launch Demulshooter with the correct parameters (if required). 8. Launch the game. If anyone's interested in it, I'll gladly post it.
  21. Touchmote lets you emulate gamepads, and as far as I know all guncon games can also be played with a controller, so why not use the controller mode instead of mouse mode for 2 player? I've not tried it yet, but I can't see any reason why it wouldn't work.
  22. Hi. I'm a new user to Launchbox and am slowly transitioning from Hyperspin. I'm really happy with my purchase so far, but this MAME situation is a bit of a disappointment to be honest. As MAME is updated to frequently, it really needs frequent updates to keep up. I diligently keep my MAME romset up to date, but not being able to see them in Launchbox is frustrating to say the least. Has there been any progress on this front, or are there any feasible alternative solutions for importing the missing roms?
  23. I almost replied that Touchmote was no-longer being updated, but I just went to the site to check and it looks like there have been a few updates after 2 years of stagnation. Great news! I had a quick look through the change logs and it doesn't look like anything from this thread has been merged but I may be wrong. I am not at the computer now to check. The developer, Simphax seems a nice fellow though, so if we ask he may be willing to add tsoukkis' modifications. In the meantime, tsoukkis, are the changes you made compilable against the latest version?
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