libretro / libretro-fceumm

FCEUmm libretro port.
GNU General Public License v2.0
126 stars 114 forks source link

no FCEUmm mouse input with Windows sdl2 input driver #156

Closed markwkidd closed 7 years ago

markwkidd commented 7 years ago

I have tested this hardware and OS four ways:

  1. dinput input driver in Nestopia
  2. dinput input driver in FCEUmm
  3. sdl2 input driver in Nestopia
  4. sdl2 input driver in FCEUmm

Every test worked as expected, except test 4. Some issue is preventing FCEUmm from receiving the mouse input from sdl2 although the logs do show the mouse being recognized.

Logs: https://pastebin.com/0F9M9fB1

ghost commented 7 years ago

sdl2 works fine here with my mouse both absolute and relative modes.

dinput works fine too with both absolute and relative modes.

raw driver though only relative mode works, no inputs in absolute.

On Tue, Sep 26, 2017 at 12:53 AM, markwkidd notifications@github.com wrote:

  • Operating System: Windows 7 x64
  • RA Version: 1.6.7 stable
  • ROM tested: Chiller (USA) (Unl)

I have tested this hardware and OS four ways:

  1. dinput input driver in Nestopia
  2. dinput input driver in FCEUmm
  3. sdl2 input driver in Nestopia
  4. sdl2 input driver in FCEUmm

Every test worked as expected, except test 4. Some issue is preventing FCEUmm from receiving the mouse input from sdl2 although the logs do show the mouse being recognized.

Logs: https://pastebin.com/0F9M9fB1

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/libretro/libretro-fceumm/issues/156, or mute the thread https://github.com/notifications/unsubscribe-auth/AWPDtodIRpvKUXi-Q2phAhQXopok27x_ks5sl9pygaJpZM4PjCEm .

markwkidd commented 7 years ago

@retro-wertz I've just double-checked and I get the same results with sdl2 -- not even the mouse buttons work in FCEUmm with sdl2, while everything works fine with Nestopia.

ghost commented 7 years ago

there is not problem on my side. if it worked for nestopia, then it should work with fceumm in relative mode since its both using retro_device_lightgun/mouse for that. take note, zapper should be on port 2 for normal nes roms and port1 for vs unisystem games. these are not autoconfigured like nestopia does.

On Tue, Sep 26, 2017 at 2:10 AM, markwkidd notifications@github.com wrote:

I've just double-checked and I get the same results with sdl2 -- not even the mouse buttons work in FCEUmm with sdl2, while everything works fine with Nestopia.

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/libretro/libretro-fceumm/issues/156#issuecomment-331966090, or mute the thread https://github.com/notifications/unsubscribe-auth/AWPDtpZgn2YX7uz9_z1Eg4s46P6Pm_qgks5sl-yzgaJpZM4PjCEm .

markwkidd commented 7 years ago

Are you running in Linux @retro-wertz ? I'm Windows which might be a clue.

Please see below the screenshots for how I have set up all of the input settings for my FCEUmm/SDL2 test. Can you see anything that I need to alter?

(Note that I'm just testing regular 'relative' mice with this, not the Wiimote/Dolphinbar.)

screenshot 2017-09-25 15 12 30 screenshot 2017-09-25 15 12 40 screenshot 2017-09-25 15 13 53 screenshot 2017-09-25 15 14 09

ghost commented 7 years ago

im not sure if you already loaded the core with a game running, since its suppose to show Gamepad for user1/2, not Retropad. and user2 should be zapper. im currently using windows.

On Tue, Sep 26, 2017 at 3:18 AM, markwkidd notifications@github.com wrote:

Are you running in Linux? I'm Windows which might be a clue.

Please see below the screenshots for how I have set up all of the input settings for my FCEUmm/SDL2 test. Can you see anything that I need to alter?

(Note that I'm just testing regular 'relative' mice with this, not the Wiimote/Dolphinbar.)

[image: screenshot 2017-09-25 15 12 30] https://user-images.githubusercontent.com/19554678/30826397-821d6d5e-a204-11e7-9521-4a529b96c84f.png [image: screenshot 2017-09-25 15 12 40] https://user-images.githubusercontent.com/19554678/30826398-8235c2dc-a204-11e7-944a-09cd909a223d.png [image: screenshot 2017-09-25 15 13 53] https://user-images.githubusercontent.com/19554678/30826399-82466fb0-a204-11e7-8072-2f72392b5072.png [image: screenshot 2017-09-25 15 14 09] https://user-images.githubusercontent.com/19554678/30826400-824d3cdc-a204-11e7-9df3-f567cc7a1b20.png

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/libretro/libretro-fceumm/issues/156#issuecomment-331984319, or mute the thread https://github.com/notifications/unsubscribe-auth/AWPDtt5yODPj9Ovc5lpS93mn-gi1aGKsks5sl_xzgaJpZM4PjCEm .

markwkidd commented 7 years ago

Thank you @retro-wertz you helped me figure out my mistake. I will add a section to the FCEUmm core docs describing how to use the zapper.

@retro-wertz could you make sure this procedure looks correct?

In order to use a mouse to emulate the NES Zapper, follow these steps:

ghost commented 7 years ago

when playing normal nes roms, yes, User 2/player 2 port should be set to Zapper.

when using VS Unisystem roms, Zapper should be set to User1/player 1 port. if this is not done, rom will sound an alarm if zapper is not connected.

this is typically how the NES communicated with the zapper.

On Tue, Sep 26, 2017 at 5:15 AM, markwkidd notifications@github.com wrote:

Closed #156 https://github.com/libretro/libretro-fceumm/issues/156.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/libretro/libretro-fceumm/issues/156#event-1264559890, or mute the thread https://github.com/notifications/unsubscribe-auth/AWPDtqco1YlTCqry1HiaZlEeusIv8HI6ks5smBf7gaJpZM4PjCEm .

markwkidd commented 7 years ago

Thanks @retro-wertz

Here is my new draft for the FCEUmm docs:


Zapper FCEUmm is able to emulate the Nintendo Zapper accessory in one of two ways.

For standard Famicom/NES ROMs:

For VS Unisystem ROMs:

ghost commented 7 years ago

looks fine. probably put the warning alarm in VS Unisystem if Zapper is not connected in User1/Player1 port. user can just reset the core to silence the alarm and continue playing. VS. Duck Hunt is better than regular duck hunt-you can shoot the dog at the bonus stages :D

markwkidd commented 7 years ago

thanks @retro-wertz , I added a note below the VS Unisystem instructions.

"Note: In VS Unisystem mode, if the 'zapper' device is not connected in the Player 1 port the core will display an error message. In that case the user can reset the core to silence the warning and continue playing."

ghost commented 7 years ago

actually its not a display-type warning.. but an alarm sound from speaker as soon as the rom loads. if you have VS.Duck hunt or VS. Hogans Alley it should be quick to test. the same alarm will be heard if you switch off the zapper from port 1 while the game is still running.

On Tue, Sep 26, 2017 at 8:40 AM, markwkidd notifications@github.com wrote:

thanks @retro-wertz https://github.com/retro-wertz , I added a note below the VS Unisystem instructions.

"Note: In VS Unisystem mode, if the 'zapper' device is not connected in the Player 1 port the core will display an error message. In that case the user can reset the core to silence the warning and continue playing."

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/libretro/libretro-fceumm/issues/156#issuecomment-332052447, or mute the thread https://github.com/notifications/unsubscribe-auth/AWPDtlyeZNDhS0ajgkYzpc7XKuJPfHAvks5smEfngaJpZM4PjCEm .

markwkidd commented 7 years ago

Ah ok.

How about this?

"In VS Unisystem mode, if the 'zapper' device is not connected in the Player 1 port the core will generate an alarm sound. In that case the user can reset the core to silence the warning and continue playing."