I thought you would naturally go for all out accuracy.Would you prefer we treat peripherals like special chips and just worry about speed and playability, or treat it like the base unit and worry about all-out precision?


I thought you would naturally go for all out accuracy.Would you prefer we treat peripherals like special chips and just worry about speed and playability, or treat it like the base unit and worry about all-out precision?
I'm curious how a "reload" button makes accurate emulation difficult versus the offscreen border. Can't you just emulate a blinded gun?byuu wrote: I have to admit that a button assignment is damn convenient, though. Even if it does make the game five times easier than it should be. Then again, I should also say that a button to reload the gun would be difficult for proper cycle-timed emulation of the guns, if we ever go that route.
Most of the challenge added was from the conscious decision to reload, not the actual act of reloading, which was incredibly easy.And really, if you want to cheat like that, just use an infinite bullet Game Genie code or something. What's the difference?
Well, it's honestly not too terribly difficult. It just wouldn't model the hardware. I'd have to add another input poll for a fake "reload" button, and when that's set, it'd still send the trigger message, but suppress the counter latching.I'm curious how a "reload" button makes accurate emulation difficult versus the offscreen border. Can't you just emulate a blinded gun?
Yeah, and pointing the NES Zapper at a light bulb was a big one, too. That one doesn't detect the CRT cannon; only luminance. So when you shoot, the screen turns all black for a frame or two, but with white sprites where the "valid trigger points" are. So if you hold the Zapper at a light bulb, it appears as though you land every hit.I know that slipping a hand forward so you could block the barrel with your hand was a somewhat popular lightgun trick
Oh, I agree completely. I've always considered their emulation to be rather silly.I've always found the mouse cursor to be a very poor substitute for a light gun. It's a lot slower and less intuitive.
The Zapper trick only works on a few games, though. Developers quickly started adding a black frame before the hit box frames to stop that nonsense. Just check for black before you start checking for hits, and voila! no more bulb cheat.byuu wrote:Yeah, and pointing the NES Zapper at a light bulb was a big one, too. That one doesn't detect the CRT cannon; only luminance. So when you shoot, the screen turns all black for a frame or two, but with white sprites where the "valid trigger points" are. So if you hold the Zapper at a light bulb, it appears as though you land every hit.I know that slipping a hand forward so you could block the barrel with your hand was a somewhat popular lightgun trick
Well, I appreciate that they're "better than nothing", but... how much better is debatable.Oh, I agree completely. I've always considered their emulation to be rather silly.I've always found the mouse cursor to be a very poor substitute for a light gun. It's a lot slower and less intuitive.
If I recall, there's ONE set, and it uses beam scan, just set up for the progressive scan of a VGA monitor instead of NTSC/PAL's interlaced scan.Unfortunately, there's no other real option. Even if there are light gun style devices for PCs (no doubt using sensor bars for LCDs), they're just far too uncommon to be worth supporting.
I know a low-budget approach that works moderately well...byuu wrote:Yeah, I definitely want to support both as input types. Biggest problem is that it really does suck using the joypad axes to control these devices. The games are multiple times harder to play this way.
Oh, and that reminds me ... I should break out my Wacom tablet and try some Super Scope games with that. I bet that'd be fun.
Any rich people here with one of the LCD tablets, or a touchscreen monitor?
It's not like that couldn't be improved. The speed at which the mouse moves is so slow, it's hard to imagine a joystick couldn't be made to perform as well. I can't comment on the difference because it's not working for me at all at the moment.byuu wrote:Biggest problem is that it really does suck using the joypad axes to control these devices. The games are multiple times harder to play this way.
http://www.hkems.com/product/xbox/LCDTopGun.htmbyuu wrote: Unfortunately, there's no other real option. Even if there are light gun style devices for PCs (no doubt using sensor bars for LCDs), they're just far too uncommon to be worth supporting.
The scale is based on my gaming optical mouse (it was the only 5-button mouse I could find without a tilt wheel; fuck those things), so the DPI scaling I use is pretty high. I'm having trouble getting it to move at the speed of your regular mouse universally, because I don't know what the speed of the mouse is to interpret the mouse movement results.The speed at which the mouse moves is so slow
We already require that for the vsync option. No other emulators need a speed setting for the mouse, so I'd like to avoid that if possible :/Make mouse speed an adjustable option?
Meh, I don't care. I'll map it as another axis. Fairly impractical though, your range is very limited (~3-4 ticks per poll, tops), and it doesn't hold state like a button (plus it has two possible directions), so I imagine it'll be pretty useless.What is your opinion about using the scrollwheel?
DIJOYSTATE2 has lX and lY, but that's it. I guess making that an array would be too easy. I'll have to dig through and hope one of the 20 other oddly named variables (lHX, lRX, lRLX, etc) refer to the other analog stick.I can't get bsnes to recognize thumbstick 2.
If we could come up with some way to map both analog bi-directional inputs and single push button controls together, then yes we could do something like that. I think it would be too difficult to play like that, but whatever. The flexibility would be nice at any rate.An idea that I had that would get these things working for everyone and every platform, would be to create 4 mappable directions that could be assigned to a dpad
I know you were being sarcastic, but I don't see how video game high scores (meant to make you feel good about yourself) relate to programming.You can't have looked at scores in videogames lately. Good luck not getting at least 100 points for something. But things are worse on pinball games. One million points as the lowest reward?
Man, this works great, way better than the mouse. Good job.byuu wrote:I fixed up the SDL and X input drivers to work with the new model, so the Linux port builds again.
For the sake of testing, this WIP disables the "mouse acquired" requirement, and raises the divider on motion to 5000 from 5. In other words, this release will work with gamepad thumb sticks, but not with mice.
Having a lot of trouble coming up with a way to get both working cleanly. But yeah, you can at least see how it works now.