Show pageOld revisionsBacklinksExport to PDFBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Mayflash Dolphinbar ====== <WRAP center round todo> Under construction. </WRAP> <WRAP center round info> If on Batocera **v35** or above, it is instead recommended to check out the [[emulators:lightgun_games|dedicated light gun page]] if primarily intending on playing retro light gun games. This page may still be applicable if still on legacy hardware or only intend on playing Wii games. </WRAP> Recommended watching: [[https://www.youtube.com/watch?v=S8LmXuxhmzQ|Batocera Nation's excellent light gun tutorial for Batocera]]. [[https://www.youtube.com/watch?v=HKKlxGxVWbw|Part 2]]. Some games are played using a peripheral that you could aim at the screen called a light gun. Arcade machines would use some sort of specialized tracking technology to "see" where the gun is pointed at, home consoles would use time-synced flashed of the CRT display when the gun is shoot to determine if the target was "hit" which is impossible to utilize on modern LCD screens. Fortunately, by the powers of //modern technology// we don't actually require use of the original equipment in order to play these games when they are emulated. Most emulators have employed the use of the most common peripheral available to computers to emulate the lightgun hardware: the computer mouse. For this reason, Batocera will simply use the system's cursor (however it may be controlled) for lightgun hardware emulation by default. One of the most infamous examples of this is [[#wiimote_via_a_dolphinbar|using a Wiimote to emulate a mouse via a DolphinBar]]. <WRAP center round important> Due to problems of the IR LEDs burning out from staying on too long, the v5 firmware released in late 2015 turns off the DolphinBar's IR LED lights when they are not needed, such as when no Wiimotes are connected or when the **DolphinBar** is in a mode where the pointer cannot be used. But unlike the old problematic sensor bars that turned off after a set time, the DolphinBar knows when the wiimote is being used, so it presents no problems. To anyone who hasn't updated their DolphinBars to a version with this feature, we definitely recommend that they do so. [[https://www.mayflash.com/Support/download.php?class2=34|W010 Firmware]]. </WRAP> When using a specialized peripheral to emulate a lightgun on a system, it is recommended to still have a traditional modern controller or keyboard on hand to keep consistent access to Batocera's hotkey shortcuts, such as to exit the game. ===== Wiimote via a DolphinBar ===== {{:emulators:dolphinbar-box.jpg|}} A DolphinBar is a Bluetooth sensor that can connect a Wiimote to a computer, and has specialized modes that allow it to control the mouse. Conveniently, it also has two IR lamps, which is what the Wiimote actually uses for its motion tracking (the same as the original Wii). An infamous one is the [[http://www.mayflash.com/Products/NINTENDOWiiU/W010.html|Mayflash W010 bar]]; not that expensive (about 20€/$20) and easy to use. <WRAP center round info> If going down this route, do temper your expectations. The Wiimote's IR camera was not that accurate and has a narrow field of view, its accuracy is among the worst of all ways to emulate lightgun hardware. However, it is easily the most available, cheapest to run, easiest to setup and most repairable option. </WRAP> <WRAP center round info> {{ :mousejitter.gif|You'll no longer have to deal with this nonsense.}} The Wiimote's IR camera is actually pretty terrible at holding a point still. For this reason, the Wii itself had an extremely strong smoothing algorithm applied to the on-screen cursor. Modern emulators have this smoothing feature built-in. </WRAP> <WRAP center round important> Due to problems of the IR LEDs burning out from staying on too long, the v5 firmware released in late 2015 turns off the Mayflash bar's IR LED lights when they are not needed, such as when no Wiimotes are connected or when the Mayflash bar is in a mode where the pointer cannot be used. But unlike the old problematic sensor bars that turned off after a set time, the Mayflash bar knows when the Wiimotes are actively being used, so it presents no problems. [[https://www.mayflash.com/Support/download.php?class2=34|W010 Firmware.]] </WRAP> ==== Setting up the Mayflash bar ==== First, connect the USB cable from the Mayflash bar to your computer. Ensure that the power switch on the back of the unit is turned on. {{:emulators:dolphinbar_on_switch.png|}} A blue LED will light up on the top of the unit when powered on. {{:emulators:dolphinbar_mode_led.png|}} Set the **TOP**/**BOTTOM** as appropriate to the position the Mayflash bar will be placed in relation to the display. For best results, use the **TOP** option. === Syncing the Wiimote === - Press the left **SYNC** button to put the Mayflash bar into syncing mode. - Press the red **SYNC** button inside the battery compartment of the Wiimote. {{ :emulators:wiimote_sync_button.png |}} The Wiimote should almost immediately sync to the Mayflash bar. This will be remembered between reboots. Alternatively, if you only want to use the Wiimote on a particular DolphinBar temporarily and don't want to override the information about the first bar you synced to (such as if you play regular Wii games as well in Mode 4), you can use the temporary mode instead: - Press the left **SYNC** button to put the Mayflash bar into syncing mode. - Press the buttons **1 and 2** on your **Wiimote** - The bar led stops flashing and on the **Wiimote** led **1 and 2** or **1 and 4** are now fixed on You are ready to play, nothing more to do. <WRAP center round todo> Does the below info tip really apply? Could the "raw input" driver be used for multi-mouse emulation? </WRAP> <WRAP center round info> You need two Dolphinbars to play **2 player Lightgun** games because only one Wiimote will sync when set to the Mouse and Keyboard Mode. Just put one bar on top and one bar below the TV and switch the button on the **MayFlash** bar. </WRAP> === Modes === The Mayflash bar features four different modes. Tap the **MODE** button on the top of the unit to cycle between them. For most systems, we will only be interested in two of these modes: **MODE 1** and **MODE 2**, which both send the Wiimote's pointer as mouse signals to the computer. == Mode 1 == * Intended for using just a Wiimote **without** a Nunchuk. * There are two modes, indicated by LEDs **1 + 2** or LEDs **1 + 3** lighting up. * You can switch mode with ''[HOME]'' + D-pad Down <code> Trigger = joystick_button[0,left] A = joystick_button[0,right] Home = keyboard[0,lwin] plus = ? minus = ? 1 = pgup 2 = pgdn </code> == Mode 2 == * Intended for using a Wiimote **with** a Nunchuk. * LEDs **1 + 4** light up. * The **Nunchuk** offers more buttons that can be bound for the system. <code> Trigger = joystick_button[0,1] A = joystick_button[0,2] Home = keyboard[0,lwin] plus = enter minus = esc 1 = ? 2 = ? </code> <WRAP center round important> In this mode, the ''[-]'' button is mapped to the ''[Esc]'' key, which will exit the emulator. </WRAP> == Mode 3 == If you use the DolphinBar in **MODE 3**, it allows you to use a Wiimote, Wiimote + Nunchuk, or a Wii Classic Controller as a normal **GameCube** gamepad that you can configure in Batocera like any other pad. Mode 3 will work with all other emulators and can save you if you don't have any other controller. But, the Wiimote, Wiimote + Nunchuk, and Classic Controller have all different button assignments, even for things that seem obvious like the D-pad. If you plug or unplug a different device, you'll have to make adjustments to your controller configuration stored in Batocera because they have all the same name **HJZ Mayflash Wiimote PC Adapter**. == Mode 4 == This is the Wii-specific mode. It allows Dolphin to directly interface with the Wiimotes, but also requires another controller for ES navigation. - Press the right button to choose **MODE 4**. - Launch any Wii game from ES using a traditional controller. * **To permanently pair the Wiimote:** - On the Wiimote, hold down the red sync button inside of the battery compartment. The LEDs will begin flashing. * **To only temporarily pair the Wiimote:** - On the Wiimote, hold down buttons ''[1]'' + ''[2]''. The LEDs will begin flashing. - Wait until the LEDs stop flashing. Once they do, the Wiimote is connected to the emulated Wii system. ===== Emulator Configuration ===== <WRAP center round todo> This can be achieved via a lightgun game collection, no? **GAME COLLECTION SETTINGS** -> **AUTOMATIC GAME COLLECTIONS** -> **LIGHTGUN GAMES** </WRAP> The **DolphinBar** emulates a Mouse and a Keyboard as a **PC Remote Controller**. There is a fundamental problem with mouse emulation on a DolphinBar: jitter. It doesn't matter how far or close to the sensor bar you are, the cursor is always shaking, and there is no method to solve it. But the **Mayflash** make a really good work to reduce this problem. ==== MAME ==== Applies to [[systems:mame|most 2D arcade]] games. At start only the movement and the first shot button are configured. If you want to use the **Second Shot**, you must open the Libretro menu with **SELECT+B**, go to options, and them ENABLE to **Show MAME Menu**. Then you will be able to use it to configure another Wiimote button in second shot. {{ :emulators:input_game_menu.jpg |}} {{ :emulators:p1_button_2.jpg |}} You can also try to configure other buttons to **Insert Coin** and game **Start**. {{ :emulators:coin_1.jpg |}} <WRAP center round info> If you can't configure all the keys on your Wiimote, remember the first gamepad is always available. You can use it to move in game menu, insert coins, game start... and still access Libretro menu with **SELECT+B** </WRAP> ==== FCEUMM ==== Applies to [[systems:nes|NES]] games, such as Duck Hunt. To use it on this emulator, open the Libretro menu and verify these settings: Options * Zapper Mode: **mouse** * Show Cross Air: **True** Controls * User 1 Device Type: **Auto** The jitter is more important on FCEUMM than MAME. You can see the cross always shaking, but it's still playable. FIXME If you choose for **Zapper Mode** to **Lightgun** the jitter will disappear, it's really impressive, but it will be impossible to shot with any Wiimote button. ==== Nestopia === <WRAP center round todo> to do Controls, Port 1 controls, gamepad? Port 2 controls, Zapper? Options, Show Crosshair, on? Zapper device, pointer? </WRAP> ==== GenesisPlusGX ==== Applies to Sega [[systems:mastersystem|Master System]] and [[systems:megadrive|Megadrive/Genesis]] games. Show the crosshair by enabling the option in **ADVANCED SYSTEM OPTIONS** -> **SHOW CROSSHAIR**. <WRAP center round todo> And the controller type? Is this true? Controls * User 1 Device Type: **MS Light Phaser** </WRAP> <WRAP center round todo> How do you map a button to shoot with? </WRAP> <WRAP center round todo> Multiplayer? </WRAP> ==== SNES9X ==== Applies to [[systems:snes|SNES]] games. Show the crosshair by enabling the option in **ADVANCED SYSTEM OPTIONS** -> **SHOW CROSSHAIR**. <WRAP center round todo> And the controller type? Is this true? Controls * User 2 Device Type: **SuperScope** </WRAP> <WRAP center round todo> How do you map a button to shoot with? </WRAP> <WRAP center round todo> Multiplayer? </WRAP> ==== Yabasanshiro ==== Applies to [[systems:saturn|Sega Saturn]] games. <WRAP center round todo> to do Controls, Port 1 controls, Device Type, Virtua Gun? Options, Input, Gun Crosshair? </WRAP> ==== Model2Emu ==== Applies to Sega [[systems:model2|Model 2]] games (the first 3D arcade lightgun games). <WRAP center round todo> to do model2-config, Emulator, Load Rom... load your game Esc, Game, Configure Controls..., scroll down to Player 1 Start and Coin. Can configure START and Coin to 1 and 2. A is automatically bound to Reload, B is automatically bound to shoot. Gun settings, gun calibration. </WRAP> ==== Supermodel ==== Applies to Sega [[systems:model3|Model 3]] games. <WRAP center round todo> to do Advanced system settings, crosshairs, ON. Press 7 to open service menu, 8 to go down. AIM SET to test input CALIBRATION TEST, SETUP CALIBRATION. Follow the system's instructions. </WRAP> ==== Flycast (standalone) ==== Applies to Sega [[systems:dreamcast|Dreamcast]] and [[systems:naomi|NAOMI]] and [[systems:atomiswave|Sammy Atomiswave]]. <WRAP center round todo> to do </WRAP> ==== Flycast (libretro core) ==== Applies to Sega [[systems:dreamcast|Dreamcast]] and [[systems:naomi|NAOMI]] and [[systems:atomiswave|Sammy Atomiswave]]. <WRAP center round todo> to do Advanced system settings, Controller 1 Type, Light gun? Options, Show Light Gun Settings, On? Gun Crosshair 1 Display, White? Gamepad required to start game? </WRAP> ==== Dolphin ==== Applies to [[systems:wii|Nintendo Wii]] games. If using a DolphinBar for Wii lightgun games, well the good news is that you don't have to actually be emulating a mouse; you can actually use the Wiimotes as they were meant to be. In order to enable this: <WRAP center round todo> to do Can turn on MOUSE AS IR WIIMOTE to stay in MODE 1/2, albeit requiring a custom controller profile. Alternatively, if desired, MODE 4 for native Wiimote interface. Advanced system options, Emulate WiiMote. In dolphin-emu-config, ensure "Connect Wii Remotes for Emulated Controllers" and "Continuous scanning" is turned on. Ensure that Wii Remotes are set to "Real Wii Remote" if using a DolphinBar. </WRAP> hardware/dolphinbar.txt Last modified: 12 months agoby atari