Light Gun API Core Findings

fceumm is great I use mouse instead of pointer and works mostly fine, it is a bit too fast and jittery though. For Genesis plus On windows I tested raw and dinput neither worked. On my retroarch 1.6.7 I was using dinnput and it worked fine and still works fine, so I have been using 1.6.7 for those.

dinput should work with device_pointer mode, winraw do not have device_pointer_api support… not sure whats going on there if dinput is not woking in you end. what pointer hardware are you using? can you try to use regular mouse?

sdl should possibly work too.

I did I have 3 ways of resting these cores:

Option 1: 2 - aimtraks setup as mice. I typically sit in front of my cab and test with both aimtraks These in rawinput mode are device 0 and 1

Option 2: 1 - u track (Trackball) setup as a mouse. This in raw input mode is device 2

Option 3: The third way I test is via remote desktop. I typically remote desktop in launch the game and have it use the RDP mouse device ID for rawinput/dinput is 0 and always works from the testing I have done.

Thanks so much for your help with the fceumm core settings btw I am liking the core now!

youll like it more if you can make it work with pointer mode instead since this feels more natural and follows the system cursor, or at least this is my preference mode when shooting ducks and clays

Takes, me a while to get there but I get there… :slight_smile: I see what you are saying I switched fceumm to dinput and pointer mode and it is smooth as butter. That is how it is supposed to be. That is awesome. So thank you for that! Will up date my notes on that one. Thanks a million!

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Ok I think I figured out why the mouse in remote desktop works fine vs the light gun. Which I believe has to do with this open issue:

Absolute vs Relative pathing of the devices. Looks like the light guns in windows use different pathing than the regular mouse and that needs to be converted. So looks like I may need to wait for that to be fixed before proceeding further.

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i am not sure what they are doing there, since pointer api in udev and i think winrar now is broken as it now does not follow the system cursor as it was before. its behaving similar to how mouse mode is…

higan Accuracy - 106 - Windows

SuperScope: No

Justifier: No

Justifiers:: No

nSide Balanced - 106 - Windows

Multi-Mouse: No

SuperScope: No

Justifier: No

Justifiers: No

Snes9x - 1.54.1 18b5fee - Windows

Multi-Mouse: No

SuperScope: Working (Yoshi Island)

Justifier: Not Working (Lethal Enforcers)

Snes9x 2010 - 1.52.4 48eebb 0 - Windows

Multi-Mouse: No

SuperScope: No, Shoots in middle of screen no movement (Yoshi Island)

Justifier: No Shoots off screen somewhere

Justifiers: No Shoots off screen somewhere

Compiled List:

Snes9x 2010 - 1.52.4 48eebb 0 - Windows

Multi-Mouse: No

SuperScope: No, Shoots in middle of screen no movement (Yoshi Island)

Justifier: No Shoots off screen somewhere (Lethal Enforcers)

Justifiers: No Shoots off screen somewhere (Lethal Enforcers)

Notes: Too fast with Lightgun, Works fine with Mouse

Dinput/Raw Tested.

Snes9x - 1.54.1 18b5fee - Windows

Multi-Mouse: No

SuperScope: Working (Yoshi Island)

Justifier: Not Working (Lethal Enforcers)

Notes: Too fast with Lightgun, Works fine with Mouse

Dinput/Raw Tested.

nSide Balanced - 106 - Windows

Multi-Mouse: No

SuperScope: No (Yoshi Island)

Justifier: No (Lethal Enforcers)

Justifiers: No (Lethal Enforcers)

Dinput/Raw Tested.

higan Accuracy - 106 - Windows

SuperScope: No (Yoshi Island)

Justifier: No(Lethal Enforcers)

Justifiers:: No (Lethal Enforcers)

Dinput/Raw Tested.

Genesis Plus GX - 1.7.4 69b2c0c - Windows

Multi-Mouse: no

MD Justifiers: no (Lethal Enforcers)

MD Menancer: no (Menacer 6 Pack)

MS Light Phaser: shoots in center of screen only (Laser Ghost)

Notes works sometimes with dinput driver very unpredictable. Works better with RA 1.6.7 with dinput driver.

bsns C++98 (v085) - windows

Multi-Mouse: no

SuperScope: Works Fine ( Yoshi Safari) (Too fast with Lightgun, Works fine with Mouse)

Justifier: Works Fine (Lethal Enforcers) (Too fast with Lightgun, Works fine with Mouse)

Justifiers: One works (Lethal Enforcers) (Too fast with Lightgun, Works fine with Mouse)

dinput/rawinput drivers tested.

Beetle Saturn: .9.48 - Windows

Multi-Mouse: Get a second cross hair that is it.

Stunner: Works fine (Virtual Cop)

Virtua Gun:Works fine (Virtual Cop)

Raw input driver used

Beetle PSX .9.44.1 - Windows

Multi-Mouse: not working

Guncon / G-Con 45: Works Fine (Time Crisis)

Justifier: Works Fine (Area 51)

Raw input driver used

bsnes-mercury (Accuracy/Balanced/Performance): v094 - Windows

Multi-Mouse: - not working

SuperScope: Works (Battle Clash) Sensitivity needs to be adjusted down. Tested Yoshi Safari with this core and crashes retroarch on my setup fyi.

Justifier: Works (T2 The Arcade Game) Sensitivity needs to be adjusted down(dont think you can). Tested a second time and could not get it working again. Tested on Lethal enforcers and shoots but could not get offscreen reload to work and button set for reload did not work.

Justifiers: Only 1 Gun Works (T2 The Arcade Game) Sensitivity needs to be adjusted down(dont think you can.). Tested on Lethal enforcers too and works. When I tested balanced/performance justifier/s stopped working properly so sticking with accuracy.

bsnes (Accuracy/Balanced/Performance)v094 - Windows

Multi-Mouse: n/a

SuperScope: Yoshi Safari - works fine needs to have sensitivity adjusted down(dont think you can).

Justifier: Works.

Justifiers: One gun works.

FCEUmm SVN 5106649 - WIndows

Multi-Mouse: not working

Zapper: Working (duck hunt tested)

Quick Menu - Options - zapper mode - pointer, Also change input driver to dinput

Nestopia UE - 1.49 WIP 754d283

Multi-Mouse: no

Zapper: Works fine(Duck Hunt), there is not a zapper setting it just works device 1 set as retropad when I tested and none for device 2

Note: too fast with lightgun works fine with mouse.

@casdevel I remember that you don’t have much opportunity to work on the mouse input system currently, but I want to tag you because there is some pretty thorough testing happening in this thread.

Guys, I just noticed today that my mouse no longer controls shots in Super Scope games. I tested with Battle Clash and Metal Combat.

Is there a setting I need to change to make it work?

Edit: Just figured out you now have to map these controls in the input settings, apparently. :slight_smile:

Snes has been hit or miss reloading the game sometimes makes it work I think.

So I’ve found that, for some reason, the Zapper mouse support for Nestopia UE (version 1.49-WIP b499024, RetroArch v1.7.0, Linux Mint 18) only partially works. Specifically, it shows and moves the crosshairs around just fine, but clicking the mouse buttons does nothing. And it doesn’t seem to matter at all what input plugin I use, because it’s same with all of them (or rather, all of them which actually recognize the mouse). On the other hand, FCEUmm doesn’t have this problem, with the Zapper working perfectly fine when the appropriate device is set to Zapper.

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Hi there,

I am running Retroarch 1.6.9 via RetroPie on my x64 Ubuntu Mate installation. Using beetle-psx-libretro I am having trouble using my mouse for certain light gun games. Namely Time Crisis - on the menu you can see the crosshair and start the game, but once the rendering starts in 3D, the crosshair disappears, however I can still control the game with the mouse, but with no crosshair visible it’s impossible to hit targets.

If I change my input device from mouse back to the controller, the crosshair comes back again.

Other emulators such as beetle-saturn, fceumm etc seem to work fine.

I also tried the game ‘Area 51’, and this works absolutely fine. But it is a 2D render I understand, so that kind of rings true with it partially working in Time Crisis, under the 3D render starts.

I have tried both software and hardware render modes, as well as different input drivers, but I get the same result every time.

Does anyone have any idea what might be up? Do I need to be on RA 1.7.0, was there additional support added since 1.6.9? Beetle is fully up to date.

Cheers!

Yes there were meaningful changes in light gun support between 1.6.9 and 1.7.0, but I don’t know if that will solve your issue.

Thanks for the reply. Yes I did see there were some changes, I will try to update my retroarch when I get chance.

I also tried Area 51, and that works fine, but is 2D. It only seems to happen during 3D rendering (crosshair disappears).

Can anyone replicate this with Time Crisis?

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Finally have the time to test this.

Apologies for the messily formatted test results.

Following this guide: Configuring RA for multi-mouse (spinners, lightguns, tackballs)

Using RetroArch on Windows 10 x64.

  • Using Input Driver: raw in RetroArch.
  • I have two mice connected to my computer via USB.
  • Mouse Indexes and lightgun inputs are set up correctly.

Beetle PSX

Device:

  • Guncon / G-Con 45

Game:

  • Point Blank (USA)

Multi-Mouse:

  • Testing 2 Players in Point Blank (USA)

Before test notes:

  • I set User 1 and User 2 device types to Guncon / G-Con 45
  • Using the software renderer. Internal GPU resolution is at 2x.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/beetle_psx/#lightgun.
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.
  • Found a note in the source code saying ‘todo – support multiple guns.’
  • Found a note in the source code saying ‘TODO: Test with PAL games.’

Test results:

  • Inputs confirmed working for each player.
  • I wasn’t able to move Player 1 and Player 2 crosshairs independently from each other. This core doesn’t have proper multi-mouse support for Guncon / G-Con 45.
  • When increasing the internal GPU resolution past 1x with the software renderer, the crosshairs will shrink and become unaligned with where you’re actually aiming.

Device:

  • Justifier

Game:

  • Area 51 (USA) (v1.1)

Multi-Mouse:

  • Testing 2 Players in Area 51 (USA) (v1.1)

Before test notes:

  • I set User 1 and 2 device types to Justifier
  • Using the software renderer. Internal GPU resolution is at 2x.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/beetle_psx/#lightgun.
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.
  • Found a note in the source code saying ‘todo – support multiple guns.’
  • Found a note in the source code saying ‘TODO: Test with PAL games.’

Test results:

  • Inputs confirmed working for each player.
  • I wasn’t able to move Player 1 and Player 2 crosshairs independently from each other. This core doesn’t have proper multi-mouse support for Justifier.
  • When increasing the internal GPU resolution past 1x with the software renderer, the crosshairs will shrink and become unaligned with where you’re actually aiming.

Device:

  • Mouse

Game:

  • Project - Horned Owl (USA)

Multi-Mouse:

  • Testing 2 Players in Project - Horned Owl (USA)

Before test notes:

  • I set User 1 and 2 device types to Mouse.
  • Using the software render. Internal GPU resolution is at 2x.
  • This device 100% uses the mouse API.
  • There’s a table of inputs here. https://docs.libretro.com/library/beetle_psx/#mouse
  • You should be able to control cursor, left button, right button via mouse.

Test results:

  • Inputs confirmed working for each player.
  • Multi-mouse for Mouse works! I was able to move Player and Player 2 cursors independently.

Beetle PSX HW

Device:

  • Guncon / G-Con 45

Game:

  • Point Blank (USA)

Multi-Mouse:

  • Testing 2 Players in Point Blank (USA)

Before test notes:

  • I set User 1 and 2 device types to Guncon / G-Con 45
  • Using the opengl and vulkan hardware renderers. Internal GPU resolution is at 2x.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/beetle_psx_hw/#lightgun.
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.
  • Found a note in the source code saying ‘todo – support multiple guns.’
  • Found a note in the source code saying ‘TODO: Test with PAL games.’

Test results:

  • The core reacts to inputs but crosshairs do not show up at all so playing games is impossible. OpenGL and Vulkan hardware renderers most likely break the crosshairs.
  • Cannot test multi-mouse due to crosshairs not showing up. Most likely wouldn’t work even if they did show up.

Device:

  • Justifier

Game:

  • Area 51 (USA) (v1.1)

Multi-Mouse:

  • Testing 2 Players in Area 51 (USA) (v1.1)

Before test notes:

  • I set User 1 and User 2 device types to Justifier.
  • Using the opengl and vulkan hardware renderers. Internal GPU resolution is at 2x.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/beetle_psx_hw/#lightgun.
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.
  • Found a note in the source code saying ‘todo – support multiple guns.’
  • Found a note in the source code saying ‘TODO: Test with PAL games.’

Test results:

  • The core reacts to inputs but crosshairs do not show up at all so playing games is impossible. OpenGL and Vulkan hardware renderers most likely break the crosshairs.
  • Cannot test multi-mouse due to crosshairs not showing up. Most likely wouldn’t work even if they did show up.

Device:

  • Mouse

Game:

  • Project - Horned Owl (USA)

Multi-Mouse:

  • Testing 2 Players in Project - Horned Owl (USA)

Before test notes:

  • I set User 1 and 2 device types to Mouse.
  • Using the opengl and vulkan hardware renderers. Internal GPU resolution is at 2x.
  • This device 100% uses the mouse API.
  • There’s a table of inputs here. https://docs.libretro.com/library/beetle_psx_hw/#mouse
  • You should be able to control cursor, left button, right button via mouse.

Test results:

  • Inputs confirmed working for each player.
  • Multi-mouse for Mouse works! I was able to move Player and Player 2 cursors independently.

Beetle Saturn

Device:

  • Mouse

Game:

  • Virtua Cop (Japan) (2M)

Multi-Mouse:

  • Testing 2 Players in Virtua Cop (Japan) (2M)

Before test notes:

  • I set User 1 and 2 device types to Mouse.
  • This device 100% uses the mouse API.
  • There’s a table of inputs here. https://docs.libretro.com/library/beetle_saturn/#mouse
  • You should able to use all the controls via mouse.
  • Looking through the source code, I noticed that it lets you use the start input on your joypad instead of mouse 4 and mouse 5 in case you don’t have those buttons.

Test results:

  • Inputs confirmed working for each player.
  • Multi-mouse works! I was able to move Player 1 and Player 2 cursors independently.

Device:

  • Stunner

Game:

  • Virtua Cop (USA) (8S, 12S)

Multi-Mouse:

  • Testing 2 Players in Virtua Cop (USA) (8S, 12S)

Before test notes:

  • I set User 1 and 2 device types to Stunner
  • This device is just the North America equivalent of the Virtua Gun.
  • This device 100% uses the lightgun API.
  • Theres a table of inputs here. https://docs.libretro.com/library/beetle_saturn/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Inputs confirmed working for each player.
  • I wasn’t able to move Player 1 and Player 2 crosshairs independently from each other. This core doesn’t have proper multi-mouse support for Stunner.

Device:

  • Virtua Gun

Game:

  • Virtua Cop (Japan) (2M)

Multi-Mouse:

  • Testing 2 Players in Virtua Cop (Japan) (2M)

Before test notes:

  • I set User 1 and 2 device types to Virtua Gun
  • This device 100% uses the lightgun API.
  • Theres a table of inputs here. https://docs.libretro.com/library/beetle_saturn/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Inputs confirmed working for each player.
  • I wasn’t able to move Player 1 and Player 2 crosshairs independently from each other. This core doesn’t have proper multi-mouse support for Virtua Gun.

bsnes (Accuracy/Balanced/Performance)

Device:

  • SNES Mouse

Game:

  • Troddlers (USA)

Multi-Mouse:

  • Testing 2 Players in Troddlers (USA)

Before test notes:

Test results:

  • Inputs confirmed working for each player.
  • Multi-mouse works! I was able to move Player 1 and Player 2 cursors independently.

Device:

  • SuperScope

Game:

  • Super Scope 6 (USA)

Multi-Mouse:

  • Can’t test? My research tells me there’s no SNES games where you can use two SuperScopes simultaneously.

Before test notes:

  • I set User 2 device type to SuperScope.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/bsnes_accuracy/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Inputs confirmed working.

Device:

  • Justifier

Game:

  • Lethal Enforcers (USA)

Multi-Mouse:

  • Not testing. Assuming this is only one lightgun since there’s an other device type explicitly called ‘Justifiers’

Before test notes:

  • I set User 2 device type to Justifier.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/bsnes_accuracy/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Switching to this device type made RetroArch crash a bunch. Odd. Eventually got the game to boot and switched to the Justifier device type successfully.
  • Inputs confirmed working.

Device:

  • Justifiers

Game:

  • Lethal Enforcers (USA)

Multi-Mouse:

  • Testing 2 Players in Lethal Enforcers (USA)

Before test notes:

  • I set User 2 device type to Justifiers.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/bsnes_accuracy/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • This makes RetroArch crash too. Eventually got it working.
  • Player 1 and 2 crosshairs show up.
  • Inputs don’t work for Player 2. Can’t move Player 2’s crosshair. This core doesn’t have proper multi-mouse support for Justifiers.

bsnes-mercury (Accuracy/Balanced/Performance)

After looking at the source code, the way it handles mouse and lightgun inputs is identical to the bsnes (Accuracy/Balanced/Performance) cores. Did a bit of testing that confirmed this. This has the same problems as bsnes (Accuracy/Balanced/Performance).

bsnes C++98 (v085)

Once again same problems as bsnes (Accuracy/Balanced/Performance) except the core doesn’t crash at all when switching to the Justifier and Justifiers device types.

higan Accuracy

Device:

  • SNES Mouse

Game:

  • Troddlers (USA)

Multi-Mouse:

  • Testing 2 Players in Troddlers (USA)

Before test notes:

Test results:

  • Inputs confirmed working for each player.
  • Multi-mouse works! I was able to move Player 1 and Player 2 cursors independently.

Device:

  • SuperScope

Test results:

Device:

  • Justifier

Test results:

Device:

  • Justifiers

Test results:

nSide Balanced

Same as higan Accuracy. https://github.com/hex-usr/nSide/blob/master/nSide/target-libretro/libretro-sfc.cpp#L443

Snes9x

Device:

  • SNES Mouse

Game:

  • Troddlers (USA)

Multi-Mouse:

  • Testing 2 players in Troddlers (USA)

Before test notes:

Test results:

  • Inputs confirmed working for each player.
  • Multi-mouse works! I was able to move Player 1 and Player 2 cursors independently.

Device:

  • SuperScope

Game:

  • Super Scope 6 (USA)

Multi-Mouse:

  • Can’t test? My research tells me there’s no SNES games where you can use two SuperScopes simultaneously.

Before test notes:

  • I set User 2 device type to SuperScope.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/snes9x/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Inputs confirmed working.

Device:

  • Justifier

Game:

  • Lethal Enforcers (USA)

Multi-Mouse:

  • Not testing. Assuming this is only one lightgun.

Before test notes:

  • Strange how this core doesn’t have a Justifiers device type.
  • I set User 2 device type to Justifier.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/snes9x/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Inputs confirmed working.

Snes9x 2010

  • SNES Mouse - Mouse

Game:

  • Troddlers (USA)

Multi-Mouse:

  • Testing 2 players in Troddlers (USA)

Before test notes:

Test results:

  • Inputs confirmed working for each player.
  • Multi-mouse works! I was able to move Player 1 and Player 2 cursors independently.

Device:

  • SuperScope

Game:

  • Super Scope 6 (USA)

Multi-Mouse:

  • Can’t test? My research tells me there’s no SNES games where you can use two SuperScopes simultaneously.

Before test notes:

  • I set User 2 device type to SuperScope.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/snes9x_2010/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Crosshair doesn’t show up at all. It’s like it’s permanently offscreen.
  • Inputs work but it fires nowhere near where my mouse is.

Device:

  • Justifier

Game:

  • Lethal Enforcers (USA)

Multi-Mouse:

  • Not testing. Assuming this is only one lightgun.

Before test notes:

  • I set User 2 device type to Justifier.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/snes9x_2010/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Crosshair doesn’t show up at all. It’s like it’s permanently offscreen.
  • Inputs work but it fires offscreen?

Device:

  • Justifiers

Game:

  • Lethal Enforcers (USA)

Multi-Mouse:

  • Testing 2 players in Lethal Enforcers (USA)

Before test notes:

  • I set User 2 device type to Justifiers.
  • This device 100% uses the lightgun API.
  • There’s a table of inputs here. https://docs.libretro.com/library/snes9x_2010/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Crosshair doesn’t show up at all. It’s like it’s permanently offscreen.
  • Inputs work but it fires offscreen?
  • Cannot test multi-mouse due to the device firing offscreen.

Genesis Plus GX

Device:

  • MS Light Phaser

Game:

  • Gangster Town (USA. Europe)

Multi-Mouse:

  • Testing 2 players in Gangster Town (USA, Europe)

Before test notes:

  • I set User 1 and 2 device types to MS Light Phaser
  • This device uses the pointer API and the lightgun API.
  • There’s a table of inputs here.
  • https://docs.libretro.com/library/genesis_plus_gx/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Can’t move crosshairs. Seems like the pointer API doesn’t work with the raw input driver.
  • Inputs for each player confirmed working.
  • Couldn’t test multi-mouse, couldn’t move crosshairs.

Device:

  • MS Graphic Board

Game:

  • Terebi Oekaki (Japan)

Multi-Mouse:

  • Can’t test. This is only for one player games.

Before test notes:

Test results:

  • Inputs confirmed working.

Devices:

  • MD Mouse + MD Menacer

Game:

  • Body Count (Europe)

Multi-Mouse:

  • Testing 2 players in Body Bount (Europe)

Before test notes:

Test results:

  • Inputs for each player confirmed working.
  • Couldn’t move Player 2 crosshair. - Can’t move crosshairs. Seems like the pointer API doesn’t work with the raw input driver.

Device:

  • MD Justifiers

Game:

  • Lethal Enforcers (USA)

Multi-Mouse:

  • Testing 2 players in Lethal Enforcers (USA)

Before test notes:

  • I set User 2 device type to MD Justifiers
  • This device uses the pointer and lightgun api.
  • There’s a table of inputs here. https://docs.libretro.com/library/genesis_plus_gx/#lightgun
  • You should be able to control crosshairs via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Inputs for each player confirmed working.
  • Couldn’t move Player 2 crosshair. - Can’t move crosshairs. Seems like the pointer API doesn’t work with the raw input driver.

Device:

  • PICO tablet

Game:

  • Berenstain Bears, The - A School Day (USA)

Multi-Mouse:

  • Not testing. This is a 1 player only device.

Before test notes:

  • The Genesis Plus GX core can emulate PICO tablet inputs but this is done automatically, based off the game’s crc, and cannot be manually selected as a device type.
  • This device uses the pointer, mouse and joypad api
  • There’s a table of inputs here. https://docs.libretro.com/library/genesis_plus_gx/#other
  • You should able to control this via mouse and joypad.

Test results:

  • Inputs confirmed working.
  • Couldn’t move mouse. Seems like the pointer API doesn’t work with the raw input driver.

Device:

  • Terebi Oekaki tablet

Game:

  • Terebi Oekaki (Japan)

Multi-Mouse:

  • Not testing. This is a 1 player only device.

Before test notes:

  • The Genesis Plus GX core can emulate Terebi Oekaki table inputs but this is done automatically, based off the game’s crc, and cannot be manually selected a device type.
  • This device uses the pointer and mouse api.
  • There’s a table of inputs here. https://docs.libretro.com/library/genesis_plus_gx/#other
  • You should able to control this via mouse.

Test results:

  • Inputs confirmed working.
  • Couldn’t move mouse. Seems like the pointer API doesn’t work with the raw input driver.

Nestopia UE

Device:

  • Zapper

Game:

  • Duck Hunt (World)

Multi-Mouse:

  • Not testing. There’s no officially licensed NES games with 2 player Zapper modes that work in Nestopia UE.

Before test notes:

  • This device 100% uses the lightgun api.
  • In order for the Nestopia UE core to emulate the Zapper. You need NstDatabase.xml in RetroArch’s system directory.
  • There’s a table of inputs here. https://docs.libretro.com/library/nestopia_ue/#lightgun
  • You should be able to control crosshair via mouse and the lightgun inputs with whatever you have them bound to in RetroArch’s input settings.

Test results:

  • Inputs confirmed working.

FCEUmm

Device:

  • Zapper

Game:

  • Duck Hunt (World)

Multi-Mouse:

  • Not testing. There’s no officially licensed NES games with 2 player Zapper modes.

Before test notes:

  • This device will use either the pointer api or the mouse api depended on what the 'Zapper Mode core option is set to.
  • There’s a table of inputs here. https://docs.libretro.com/library/fceumm/#mouse
  • The FCEUmm core will automatically emulate Zapper controls based off the game’s crc. No need to switch device types.
  • When Zapper Mode is set to mouse mode, you should be able to control it via mouse.

Test results:

  • Inputs confirmed working for Zapper mouse mode.
  • Pointer API isn’t implemented in raw input driver so Zapper pointer mode doesn’t work.

Device:

  • Arkanoid

Game:

  • Arkanoid (USA)

Multi-Mouse:

  • Not testing. There’s no officially licensed NES games with 2 player Arkanoid modes.

Before test notes:

Test results:

  • Inputs confirmed working.

Device:

  • Bandai Hyper Shot Gun

Game:

  • Space Shadow (Japan)

Multi-Mouse:

  • Not testing. There’s no officially licensed NES games with 2 player Bandai Hyper Shot Gun modes.

Before test notes:

Test results:

  • Inputs confirmed working.

Device:

  • Oeka Kids Tablet

Game:

  • Oeka Kids - Anpanman no Hiragana Daisuki (Japan)

Multi-Mouse:

  • Not testing. There’s no officially licensed NES games with 2 player Oeka Kids Tablet modes.

Before test notes:

Test results:

  • Inputs confirmed working.

Mesen

Device:

  • Arkanoid

Game:

  • Arkanoid (USA)

Multi-Mouse:

  • Not testing, there’s no officially licensed NES games with 2 player Arkanoid mode.

Before test notes:

Test results:

  • Inputs confirmed working.

Device:

  • SNES Mouse

Test results:

  • This is just for homebrew games. No need to test it.

Device:

  • Hori Track

Game:

  • Moe Pro! '90 - Kandou Hen (Japan)

Multi-Mouse:

  • Not testing, there’s no officially licensed NES games with 2 player Hori Track mode.

Before test notes:

  • I set User 5’s device type to Hori Track.

Test results:

  • Inputs confirmed working.

Device:

  • Zapper

Game:

  • Duck Hunt (World)

Multi-Mouse:

  • Not testing. There’s no officially licensed NES games with 2 player Zapper modes.

Before test notes:

Test results:

  • Inputs confirmed working
  • Can’t move crosshair. Pointer api doesn’t work with raw input driver.

Device:

  • Bandai Hypershot

Game:

  • Space Shadow (Japan)

Multi-Mouse:

  • Not testing. There’s no officially licensed NES games with 2 player Bandai Hyper Shot Gun modes.

Before test notes:

Test results:

  • Inputs confirmed working
  • Can’t move crosshair. Pointer api doesn’t work with raw input driver.

Device:

  • Oeka Kids Tablet

Game:

  • Oeka Kids - Anpanman no Hiragana Daisuki (Japan)

Multi-Mouse:

  • Not testing. There’s no officially licensed NES games with 2 player Oeka Kids Tablet modes.

Before test notes:

Test results:

  • Inputs confirmed working
  • Can’t move crosshair. Pointer api doesn’t work with raw input driver.

Beetle PC-FX

Device:

  • PCFX Mouse

Game:

  • Anime Freak FX Vol 2

Multi-Mouse:

  • Not testing. I know close to nothing about this console. I have no idea how much mice this console supports.

Before test notes:

Test results:

  • Inputs confirmed working.

Beetle PCE FAST

Device:

  • Mouse

Game:

  • Vasteel 2 (Japan) (Rev 1)

Multi-Mouse:

  • Not testing. I know close to nothing about this console. I have no idea how much mice this console supports.

Before test notes:

Test results:

  • Inputs don’t work. Cursor doesn’t show. Mouse device type doesn’t work in this core.

Beetle SGX

Device:

  • PCE Mouse

Game:

  • Vasteel 2 (Japan) (Rev 1)

Multi-Mouse:

  • Not testing. I know close to nothing about this console. I have no idea how much mice this console supports.

Before test notes:

Test results:

  • Inputs confirmed working.

ParaLLEl N64

Device:

  • Mouse

Game:

  • Mario Kart 64 (USA)

Multi-Mouse:

  • Testing 2 players in Mario Kart 64 (USA)

Before test notes:

  • I set User 1 and 2 device type’s to Mouse.

Test results:

  • Inputs confirmed working.
  • Multi-Mouse works. I was able to control Player 1 with Mouse 1 and Player 2 with Mouse 2.
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