RetroArch with Light Guns auto-configuration

RetroArch with Light Guns auto-configuration 2.5.4

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The RetroArch emulator, like the vast majority of Windows games, emulators and programs, uses by default the IDs provided by the OS, and thanks to the use of Tur-Game Controller Order the problem derived from arbitrary Windows IDs disappears for controllers, joysticks and steering wheels (Xinput and Dinput devices), but not for light guns and mices, since the latter work on the PC with the RawInput API. For this reason, and even if we have Tur-Game Controller order installed and configured correctly, every time we connect or disconnect light guns and/or mice on our computer, their assignments and order will be altered within the RetroArch emulator. To solve this problem and always keep our guns organized and configured within this emulator, the user GustavoALara has created a modification of the module for Rocketlauncher, which now includes an auto-configuration option for light guns:​

Retroarch-Gun-Order-01a.png


Activating this new option the module detects the physical light guns present in our equipment and modify the emulator's configuration file to assign them a logical order (always the same) before launching it. This feature can be enabled both globally in the module options and/or per game, works with the most widely used light gun models on PC, and supports up to a total of 4 Gun4IR, 2 Aimtrak, 2 Sinden and 1 Wiimote. Although it can theoretically work by mixing guns, it is not recommended because each model works in a different way. Each gun must be flashed with the corresponding player (both GUN4IR, SINDEN and AIMTRAK admit this). The wiimote when going through Dolphinbar is the only one that is always player 1. The only guns that could be mixed without interfering with each other would be 1 Wiimote as Player 1 and an Aimtrak as Player 2, since they use the same system of 2 LEDs above or below the screen.

v2.5.3​
The novelties of this module with respect to the previous version are:
- Fixed bug where if we activated the auto-configuration option for guns without having any (Aimtrak, Sinden. Gun4IR or Wiimote) connected, the mouse stopped working inside the emulator. Now the module, if it does not detect any guns, it will not make any changes to the emulator configuration file.
- Possibility of using games in .CHD format in all Cores that support them, including those of the NEC PC Engine-CD, NEC Turbografx-CD and Sega CD systems.
- Now for the SNK Neo Geo CD system the default core will be NeoCD.
- Now for Sony PlayStation system the default core will be Swanstation.
- New systems and new clone systems added:
Commodore 64
Commodore 128
Commodore CD32
Gun Games, Lightgun Games, Shooting Games (three alternate names to choose from)
Microsoft MSX2+
Microsoft MSX Turbo-R
Nintendo 3DS
Sammy Atomiswave
Sega Genesis MSU-MD, Sega Mega Drive MSU-MD, Sega Magadrive MSU-MD (three alternate names to choose from)
Sega Naomi
sony playstation 2
Super Nintendo CD (MSU-1)

v2.5.4
- Fixed the error in which in the Cores of the Commodore Amiga, Master System, Megadrive, Nintendo Entertainment System and Super Nintendo systems the pistol of player 1 was not assigned to the correct port and it remained inactive. In these Cores, just like in the original systems, the port of the second controller is used for firing. Now the module will assign, for the Cores of said systems, ports 2 and 3 instead of 1 and 2 as it does with the rest of the Cores.
- New systems and new clone systems added:
3DO
Arcade
CHIP-8
Commodore C64
Commodore C128
Commodore CBM-II 5x0
Commodore CBM-II 6x0
Commodore CBM-II 7x0
Commodore PET
Commodore PLUS/4
Commodore VIC-20
DOS
Handheld Electronic
MS-DOS
MSX
NEC PC-8000
NEC PC-8800
NEC PC-98
NEC PC-FX
Nintendo 3DS
Nintendo GameCube
Nintendo Wii
Author
Pegafun
Downloads
258
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13,939
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