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Light gun games - specifically Lost World crosshair issues

Posted: Fri Jan 26, 2024 5:25 am
by dmark468
Hi there!

Just got a new version of this emulator, downloading the top-most item on the downloads page. I assume that's the latest.

In the old version, when using the "gun" (as opposed to "analog_gun") input type, reloading is impossible in the Lost World game (lostwsga). Can't do it with keys or mouse clicks (wherever on the screen) or gamepad buttons.

So in this new version, that seems to hold true, so switched it back to the "analog_gun" type (default out of the box, despite the comments in Supermodel.ini, see below). That works, at least for one light gun player (and the other can use the 2P gamepad). But the first player can't switch between the 1P gamepad and the mouse.

In addition, the crosshairs do not show up automatically (am in full screen mode). And when I turn them on, they are not lining up with the "dots" that the game shows natively (or the gunshot effects). It shoots to the right and below the emulator's crosshair. I went in the system menu and ran through the (very confusing) calibration, but that just made it worse, so scrapped the NVRAM and now it is back to almost accurate. IIRC, the aim was perfect WRT to the crosshairs when using the "gun" input type, just couldn't reload. :(

I also tried Ocean Hunter and that one has its own crosshairs and seems to work okay, though my test machine doesn't seem quite up to the task (seems slow overall). Tried LA Machine Guns as well and I think it was working properly as well. Those are the three that share that "analog_gun" input type.

Edit: My test machine (with integrated Intel graphics) is not up to the new 3D engine. Turned that off in the INI and games run much better. So now I can see better that: Ocean Hunter works perfectly; LA Machine Guns has a blue sight looking thing that always stays in the center of the screen. Can't seem to aim at all (of perhaps I'm misunderstanding how the game works?) Lost World is great too, for one light gun and the 2P gamepad. Just that the emulator's cross hair is off by enough to be irritating (to the left and above the actual target).

Anyway, it seems to be working okay overall, despite the dinosaur game malfunctions (if that's what they are). Thanks for making this! :)

Edits:

Any way to put hardware IDs for each mouse (or light gun) in the INI? I thought I once saw a PowerShell script to do just that, but it may have been for an older version. I don't see an input-system entry in this new one (e.g. xinput, rawinput, dinput). It seems to try to support all at once. (?)

Any way to make it so the crosshairs come up for one game and not another? I figured out how to them come up with an INI entry for all, but some games have their own crosshairs.

And maybe I have the wrong ROM version for this game? What version is recommended for this emulator?

One other thing that I've never seen before: Esc closes it when I run it from the command line, but not when run from HyperSpin. No HyperLaunch getting in the way. It just runs it, as it does lots of other well-behaved emulators that support the Esc key to close the window. I believe it works with Esc when launched from CORE as well. Really odd, but I tested it several times. Esc does nothing; have to hit Alt+F4 to get back to HyperSpin. So had to resort to the miserable HyperLaunch AHK thing to launch and close it.

Edit to add answer:

Had windowstate set to HIDDEN in HS. That apparently prevents the Esc from getting through. Not a problem with the emulator.

From HyperSpin log:

Launching Game
12:42:31 AM | Not using HyperLaunch
12:42:31 AM | Running in normal rom mode
12:42:31 AM | Excecutable is Supermodel.exe
12:42:31 AM | Command Line is: "D:\Type R\emulators\Supermodel\Supermodel.exe" "D:\Type R\collections\Sega Model 3\roms\lostwsga.zip" -fullscreen -res=1920,1080

Not sure why I needed the "fullscreen" switch; can that be specified in the INI? And added the "-res" switch, as it prevents it from a jarring change of resolution, which fouls up the second monitor (marquee). Any way to prevent changing the resolution and just going full screen? I played around with various options in the INI (e.g. stretch, wide background, etc.) without any "luck". Perhaps I need to re-read the documentation for this new version. :)

From Supermodel.ini:

; Light guns (Lost World)
InputGunLeft = "KEY_LEFT" ; digital, move gun left
InputGunRight = "KEY_RIGHT" ; digital, move gun right
InputGunUp = "KEY_UP" ; digital, move gun up
InputGunDown = "KEY_DOWN" ; digital, move gun down
InputGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputTrigger = "KEY_QUOTE,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputOffscreen = "KEY_H,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON" ; point off-screen
InputAutoTrigger = 0 ; automatic reload when off-screen
InputGunLeft2 = "KEY_D"
InputGunRight2 = "KEY_G"
InputGunUp2 = "KEY_R"
InputGunDown2 = "KEY_F"
InputGunX2 = "JOY2_XAXIS"
InputGunY2 = "JOY2_YAXIS"
InputTrigger2 = "KEY_A,JOY2_BUTTON1"
InputOffscreen2 = "KEY_S,JOY2_BUTTON2"
InputAutoTrigger2 = 0

; Analog guns (Ocean Hunter, LA Machineguns)
InputAnalogGunLeft = "KEY_LEFT" ; digital, move gun left
InputAnalogGunRight = "KEY_RIGHT" ; digital, move gun right
InputAnalogGunUp = "KEY_UP" ; digital, move gun up
InputAnalogGunDown = "KEY_DOWN" ; digital, move gun down
InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputAnalogTriggerLeft = "KEY_QUOTE,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogTriggerRight = "KEY_H,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogGunLeft2 = "KEY_D"
InputAnalogGunRight2 = "KEY_G"
InputAnalogGunUp2 = "KEY_R"
InputAnalogGunDown2 = "KEY_F"
InputAnalogGunX2 = "JOY2_XAXIS"
InputAnalogGunY2 = "JOY2_YAXIS"
InputAnalogTriggerLeft2 = "KEY_A,JOY2_BUTTON1"
InputAnalogTriggerRight2 = "KEY_S,JOY2_BUTTON2"

Re: Light gun games - specifically Lost World crosshair issues

Posted: Fri Jan 26, 2024 1:39 pm
by dmark468
So I figured everything out, except for how to make the Lost World crosshairs accurate (suspect I just don't know how to use the confusing in-game calibration). One other thing with the crosshairs is that there is no way to know in advance how many crosshairs to show (e.g. Lost World has 2 players, but if only one is playing, the second crosshair hovers in the center of the screen). Not sure if there's anything that can be done about that.

Strategy for me is XInput for everything by default and switch to DInput for a single light gun. Appears a fairly complicated script would be required to set up dual gamepads (or DInput gamepads), due to the use of indices.

Speaking of that, I did find the mentioned PowerShell script. By a bizarre coincidence, I recently tried to do something similar with MAME verbose output, but it turned out that MAME's idea of order is not the same as seen in the Windows game controller setup dialog. Need the indices to set up RetroArch, as it uses a similar index-only scheme for gamepads (so will use "half-gamepads", as found in some light guns) and that dialog always tells the tale. I wonder if the output of inputs by your program will yield the correct order...

https://forums.launchbox-app.com/topic/ ... nfig-file/

Re: Light gun games - specifically Lost World crosshair issues

Posted: Sat Jan 27, 2024 1:26 am
by dmark468
Solved for player 1 anyway. Found a Launchbox YT video that showed somebody performing the calibration in Lost World. Not too hard, once you know what it wants.

Aim is perfect. Still not sure what that LA Machine Guns (or whatever it was called) was doing, as it didn't aim at all, but will see if I can find a FAQ for that.

Most of the games seem to be working as expected. Not sure about Sega Bass Whatever, as it was logging some ugly exceptions.

I'll take it. Thanks!

Re: Light gun games - specifically Lost World crosshair issues

Posted: Mon Jan 29, 2024 8:50 pm
by Bart
Sorry, didn't see this till now. Glad it's working for you. What's going on with bass?

Re: LA Machineguns, it's quite easy to calibrate. You basically just want to move the mouse horizontally and vertically across the entire range. If I recall correctly, a button has to be pressed to start calibration.

Re: Light gun games - specifically Lost World crosshair issues

Posted: Mon Jan 29, 2024 9:14 pm
by k_rollo
dmark468 wrote: Sat Jan 27, 2024 1:26 am Solved for player 1 anyway. Found a Launchbox YT video that showed somebody performing the calibration in Lost World. Not too hard, once you know what it wants.

Aim is perfect.
That's probably my video. :D

Re: Light gun games - specifically Lost World crosshair issues

Posted: Fri Mar 28, 2025 3:14 am
by dmark468
Bart wrote: Mon Jan 29, 2024 8:50 pm Sorry, didn't see this till now. Glad it's working for you. What's going on with bass?

Re: LA Machineguns, it's quite easy to calibrate. You basically just want to move the mouse horizontally and vertically across the entire range. If I recall correctly, a button has to be pressed to start calibration.
Thanks for the reply. Not sure about Bass game. Will try again soon on that one.

As for LA Machine Guns. I did indeed go through the calibration with my mouse and it recorded 0-255 values for each axis. I exited the service (test?) menu and it still doesn't seem to do anything with the crosshair. It's always centered.

Shouldn't it move with the mouse? I assume so, as I need to select a stage by aiming. It fires fine with the mouse button.

[ lamachin ]
InputSystem = dinput

[ lostwsga ]
InputSystem = dinput
Crosshairs = 3

[ oceanhun ]
InputSystem = dinput

(no idea why I have 3 crosshairs set to Lost World).

PS. I ran into a problem today on a Windows 11 box where Esc would "close" the game, but leave two Supermodel windows open (minimized it seems). Never seen that behavior before. I tried numerous times from the command line (to eliminate front end variables) and it did that every time. As a result, I'm going to start forcing it out in the script. Hate to have to do that. Anyone else seen this?

PPS. Sorry, but no idea what version. Had the same length as the latest one I have here (from early last year), but no version info in these EXEs it seems. (?)

Re: Light gun games - specifically Lost World crosshair issues

Posted: Fri Mar 28, 2025 4:10 am
by Bart
Not sure what you're doing wrong with LA Machineguns. It's pretty straight forward, in "Aim Set", press the trigger (left mouse button) and then move the mouse left, right, up, down such that the ranges are "255-0" on both axes. Then exit by pressing the test button (6). This definitely works.

You should also be using Supermodel builds from the official Download page. These should have the version number when you run it on the command line.

For example, here is what the latest build shows:

Code: Select all

(tablenet) C:\projects\Supermodel>supermodel
Supermodel: A Sega Model 3 Arcade Emulator (Version 0.3a-git-90b5bfc)
Copyright 2003-2025 by The Supermodel Team
Usage: Supermodel <romset> [options]
ROM set must be a valid ZIP file containing a single game.

...

Re: Light gun games - specifically Lost World crosshair issues

Posted: Fri Mar 28, 2025 4:30 am
by dmark468
Bart wrote: Fri Mar 28, 2025 4:10 am Not sure what you're doing wrong with LA Machineguns. It's pretty straight forward, in "Aim Set", press the trigger (left mouse button) and then move the mouse left, right, up, down such that the ranges are "255-0" on both axes. Then exit by pressing the test button (6). This definitely works.

You should also be using Supermodel builds from the official Download page. These should have the version number when you run it on the command line.

For example, here is what the latest build shows:

Code: Select all

(tablenet) C:\projects\Supermodel>supermodel
Supermodel: A Sega Model 3 Arcade Emulator (Version 0.3a-git-90b5bfc)
Copyright 2003-2025 by The Supermodel Team
Usage: Supermodel <romset> [options]
ROM set must be a valid ZIP file containing a single game.

...
Thanks Bart! I was referring to the Windows property sheet meta data. I do see this on command line:

Supermodel: A Sega Model 3 Arcade Emulator (Version 0.3a-git-620a581)
Copyright 2003-2023 by The Supermodel Team
GPU info: 4.6.0 - Build 31.0.101.2111 (compatability profile)

So not the very latest. Will try that calibration on the LA Machine Guns game again and let you know...

Thanks again for the quick help!

EDIT:

Yes! Got the LA Machine Guns game working. So I neglected to hit the fire button (left click) to "start" as the screen described.

As for the Bass hunting game, I think it was working, but perhaps I didn't know how to play it. Will try again and let you know if all is well. Jurassic Park working well with one light gun and one gamepad and I know it can be configured for both guns fairly easily.

Nice job to the team! Seems to work great, other than that glitch with Esc (which I've only ever seen on one machine that was having trouble with the Game Bar PoS at the time, which I've since uninstalled). Or perhaps I should just grab the latest EXE? Was that an issue in previous builds?

Thanks again!

EDIT:

The other game gun game I was referring to was "Ocean Hunter" and confirmed it works fine. No calibration needed (or I already did it and forgot).

One other quick question. The assets folder has some crosshair bitmaps, but they don't seem to be used by Jurassic Park. I see the same BMPs in the latest build and was wondering if updating would allow them to be used. Perhaps I'm missing something again.

EDIT:

And will re-check Sega Bass, perhaps after updating to latest EXE. Thanks again!

EDIT:

Sega Bass DX does this

Supermodel: A Sega Model 3 Arcade Emulator (Version 0.3a-git-620a581)
Copyright 2003-2023 by The Supermodel Team
GPU info: 4.6.0 - Build 31.0.101.2111 (compatability profile)

Title: Sega Bass Fishing (USA, Deluxe)
ROM Set: bassdx
Developer: Sega
Year: 1997
Stepping: 1.0

Error: Write to invalid 53C810 register (80).
Error: Write to invalid 53C810 register (81).
Error: Write to invalid 53C810 register (82).
Error: Write to invalid 53C810 register (83).

I did replace supermodel.exe briefly with latest build and it was flashing the whole screen white on that game and Ocean Hunter. I put back the old one and all is well again. Perhaps there's some setting I need to change to use this new version? Test PC has integrated Intel graphics, but has always worked well enough with previous builds. No screen flashing for sure. Perhaps not the best FPS (haven't checked), but perfectly playable.

Though I have noticed that Ocean Hunter seems to be missing something at top and bottom during the introduction screen. Looks like two black bars where something should be and goes away when the gameplay starts. But other games I tried had no apparent graphical glitches.

Supermodel INI follows.

Thanks again!

Code: Select all

;;
;; Supermodel Configuration File
;; Default settings.
;;


;
; Quick Overview
; --------------
;
; All settings are case sensitive.  Numbers must be integers.  Check your
; spelling carefully because invalid settings are silently ignored.  To verify
; that your settings are being parsed correctly, check the contents of
; Supermodel.log.
;
; Global options apply to all games.  To create configuration profiles for
; individual games, place settings under sections with the same name as the
; corresponding MAME ROM set, like so:
;
;       ; Scud Race
;       [ scud ]
;
;       SoundVolume = 50
;       MusicVolume = 200
;       ; ... etc. ...
;
; For a list of all valid settings, please consult README.txt.  Only default
; inputs are assigned here.
;


[ Global ]

; Graphics
New3DEngine = false
QuadRendering = false
WideScreen = true
Stretch = false
WideBackground = false
FullScreen = true

InputSystem = xinput

ForceFeedback = 1

; Refresh rate (milliHertz accuracy). Actual Model 3 refresh rate is 57.524 Hz
; but this can cause judder so we use 60 Hz by default.
RefreshRate = 60.000

; Legacy SCSP DSP implementation for games that do not play well with the newer
; one (e.g., Fighting Vipers 2)
LegacySoundDSP = false

; Network board
Network = false
SimulateNet = true
PortIn = 1970
PortOut = 1971
AddressOut = "127.0.0.1"

; Common
InputStart1 = "KEY_1,JOY1_BUTTON8"
InputStart2 = "KEY_2,JOY2_BUTTON8"
InputCoin1 = "KEY_5,JOY1_BUTTON7"
InputCoin2 = "KEY_6,JOY2_BUTTON7"
InputServiceA = "KEY_3"
InputServiceB = "KEY_7"
InputTestA = "KEY_4"
InputTestB = "KEY_8"

; 4-way digital joysticks
InputJoyUp = "KEY_UP,JOY1_UP"
InputJoyDown = "KEY_DOWN,JOY1_DOWN"
InputJoyLeft = "KEY_LEFT,JOY1_LEFT"
InputJoyRight = "KEY_RIGHT,JOY1_RIGHT"
InputJoyUp2 = "KEY_R,JOY2_UP"
InputJoyDown2 = "KEY_F,JOY2_DOWN"
InputJoyLeft2 = "KEY_D,JOY2_LEFT"
InputJoyRight2 = "KEY_G,JOY2_RIGHT"

; Fighting game buttons
InputPunch = "KEY_QUOTE,JOY1_BUTTON1"
InputKick = "KEY_H,JOY1_BUTTON2"
InputGuard = "KEY_COLON,JOY1_BUTTON3"
InputEscape = "KEY_OPENBRACE,JOY1_BUTTON4"
InputPunch2 = "KEY_A,JOY2_BUTTON1"
InputKick2 = "KEY_S,JOY2_BUTTON2"
InputGuard2 = "KEY_Q,JOY2_BUTTON3"
InputEscape2 = "KEY_W,JOY2_BUTTON4"

; Spikeout buttons
InputShift = "KEY_QUOTE,JOY1_BUTTON1"
InputBeat = "KEY_H,JOY1_BUTTON2"
InputCharge = "KEY_COLON,JOY1_BUTTON3"
InputJump = "KEY_OPENBRACE,JOY1_BUTTON4"

; Virtua Striker buttons
InputShortPass = "KEY_QUOTE,JOY1_BUTTON1"
InputLongPass = "KEY_H,JOY1_BUTTON2"
InputShoot = "KEY_COLON,JOY1_BUTTON3"
InputShortPass2 = "KEY_A,JOY2_BUTTON1"
InputLongPass2 = "KEY_S,JOY2_BUTTON2"
InputShoot2 = "KEY_Q,JOY2_BUTTON3"

; Steering wheel
InputSteeringLeft = "KEY_LEFT,JOY1_LEFT"      ; digital, turn wheel left
InputSteeringRight = "KEY_RIGHT,JOY1_RIGHT"    ; digital, turn wheel right
InputSteering = "JOY1_XAXIS,MOUSE_XAXIS"        ; analog, full steering range

; Pedals
InputAccelerator = "KEY_QUOTE,JOY1_RZAXIS_POS,MOUSE_LEFT_BUTTON"
InputBrake = "KEY_H,JOY1_ZAXIS_POS,MOUSE_RIGHT_BUTTON"

; Up/down shifter manual transmission (all racers)
InputGearShiftUp = "KEY_UP,JOY1_BUTTON6"           ; sequential shift up
InputGearShiftDown = "KEY_DOWN,JOY1_BUTTON5"         ; sequential shift down

; 4-Speed manual transmission (Daytona 2, Sega Rally 2, Scud Race)
InputGearShift1 = "KEY_R,JOY1_RYAXIS_POS"
InputGearShift2 = "KEY_F,JOY1_RYAXIS_NEG"
InputGearShift3 = "KEY_D,JOY1_RXAXIS_NEG"
InputGearShift4 = "KEY_G,JOY1_RXAXIS_POS"
InputGearShiftN = "KEY_V,JOY1_BUTTON10"

; VR4 view change buttons (Daytona 2, Le Mans 24, Scud Race)
InputVR1 = "KEY_COLON,JOY1_BUTTON1"
InputVR2 = "KEY_OPENBRACE,JOY1_BUTTON2"
InputVR3 = "KEY_C,JOY1_BUTTON3"
InputVR4 = "KEY_V,JOY1_BUTTON4"

; Single view change button (Dirt Devils, ECA, Harley-Davidson, Sega Rally 2)
InputViewChange = "JOY1_BUTTON9"

; Handbrake (Sega Rally 2)
InputHandBrake = "KEY_C,JOY1_BUTTON9"

; Harley-Davidson controls
InputRearBrake = "KEY_C,JOY1_BUTTON9"
InputMusicSelect = "KEY_1,JOY1_BUTTON8"

; Virtual On macros
InputTwinJoyTurnLeft = "KEY_D,JOY1_RXAXIS_NEG"
InputTwinJoyTurnRight = "KEY_G,JOY1_RXAXIS_POS"
InputTwinJoyForward = "KEY_UP,JOY1_YAXIS_NEG"
InputTwinJoyReverse = "KEY_DOWN,JOY1_YAXIS_POS"
InputTwinJoyStrafeLeft = "KEY_LEFT,JOY1_XAXIS_NEG"
InputTwinJoyStrafeRight = "KEY_RIGHT,JOY1_XAXIS_POS"
InputTwinJoyJump = "KEY_QUOTE,JOY1_BUTTON1"
InputTwinJoyCrouch = "KEY_H,JOY1_BUTTON2"

; Virtual On individual joystick mapping
InputTwinJoyLeft1 = "NONE"
InputTwinJoyLeft2 = "NONE"
InputTwinJoyRight1 = "NONE"
InputTwinJoyRight2 = "NONE"
InputTwinJoyUp1 = "NONE"
InputTwinJoyUp2 = "NONE"
InputTwinJoyDown1 = "NONE"
InputTwinJoyDown2 = "NONE"

; Virtual On buttons
InputTwinJoyShot1 = "KEY_Z,JOY1_BUTTON5"
InputTwinJoyShot2 = "KEY_X,JOY1_BUTTON6"
InputTwinJoyTurbo1 = "KEY_C,JOY1_BUTTON9"
InputTwinJoyTurbo2 = "KEY_V,JOY1_BUTTON10"

; Analog joystick (Star Wars Trilogy)
InputAnalogJoyLeft = "KEY_LEFT"             ; digital, move left
InputAnalogJoyRight = "KEY_RIGHT"           ; digital, move right
InputAnalogJoyUp = "KEY_UP"                 ; digital, move up
InputAnalogJoyDown = "KEY_DOWN"             ; digital, move down
InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS"   ; analog, full X axis
InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS"   ; analog, full Y axis
InputAnalogJoyTrigger = "KEY_QUOTE,JOY_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogJoyEvent = "KEY_H,JOY_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogJoyTrigger2 = "KEY_COLON,JOY_BUTTON3"
InputAnalogJoyEvent2 = "NONE"

; Light guns (Lost World)
InputGunLeft = "KEY_LEFT"               ; digital, move gun left
InputGunRight = "KEY_RIGHT"             ; digital, move gun right
InputGunUp = "KEY_UP"                   ; digital, move gun up
InputGunDown = "KEY_DOWN"               ; digital, move gun down
InputGunX = "MOUSE_XAXIS,JOY1_XAXIS"    ; analog, full X axis
InputGunY = "MOUSE_YAXIS,JOY1_YAXIS"    ; analog, full Y axis
InputTrigger = "KEY_QUOTE,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputOffscreen = "KEY_H,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"    ; point off-screen
InputAutoTrigger = 0                    ; automatic reload when off-screen
InputGunLeft2 = "KEY_D"
InputGunRight2 = "KEY_G"
InputGunUp2 = "KEY_R"
InputGunDown2 = "KEY_F"
InputGunX2 = "JOY2_XAXIS"
InputGunY2 = "JOY2_YAXIS"
InputTrigger2 = "KEY_A,JOY2_BUTTON1"
InputOffscreen2 = "KEY_S,JOY2_BUTTON2"
InputAutoTrigger2 = 0

; Analog guns (Ocean Hunter, LA Machineguns)
InputAnalogGunLeft = "KEY_LEFT"               ; digital, move gun left
InputAnalogGunRight = "KEY_RIGHT"             ; digital, move gun right
InputAnalogGunUp = "KEY_UP"                   ; digital, move gun up
InputAnalogGunDown = "KEY_DOWN"               ; digital, move gun down
InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS"    ; analog, full X axis
InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS"    ; analog, full Y axis
InputAnalogTriggerLeft = "KEY_QUOTE,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogTriggerRight = "KEY_H,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogGunLeft2 = "KEY_D"
InputAnalogGunRight2 = "KEY_G"
InputAnalogGunUp2 = "KEY_R"
InputAnalogGunDown2 = "KEY_F"
InputAnalogGunX2 = "JOY2_XAXIS"
InputAnalogGunY2 = "JOY2_YAXIS"
InputAnalogTriggerLeft2 = "KEY_A,JOY2_BUTTON1"
InputAnalogTriggerRight2 = "KEY_S,JOY2_BUTTON2"

; Ski Champ controls
InputSkiLeft = "KEY_LEFT"
InputSkiRight = "KEY_RIGHT"
InputSkiUp = "KEY_UP"
InputSkiDown = "KEY_DOWN"
InputSkiX = "JOY1_XAXIS"
InputSkiY = "JOY1_YAXIS"
InputSkiPollLeft = "KEY_Z,JOY1_BUTTON5"
InputSkiPollRight = "KEY_X,JOY1_BUTTON6"
InputSkiSelect1 = "KEY_QUOTE,JOY1_BUTTON1"
InputSkiSelect2 = "KEY_H,JOY1_BUTTON2"
InputSkiSelect3 = "KEY_COLON,JOY1_BUTTON3"

; Magical Truck Adventure controls
InputMagicalLeverUp1 = "KEY_UP"
InputMagicalLeverDown1 = "KEY_DOWN"
InputMagicalLeverUp2 = "KEY_R"
InputMagicalLeverDown2 = "KEY_F"
InputMagicalLever1 = "JOY1_YAXIS"
InputMagicalLever2 = "JOY2_YAXIS"
InputMagicalPedal1 = "KEY_QUOTE,JOY1_BUTTON1"
InputMagicalPedal2 = "KEY_A,JOY2_BUTTON1"

; Sega Bass Fishing / Get Bass controls
InputFishingRodLeft = "KEY_LEFT"
InputFishingRodRight = "KEY_RIGHT"
InputFishingRodUp = "KEY_UP"
InputFishingRodDown = "KEY_DOWN"
InputFishingStickLeft = "KEY_D"
InputFishingStickRight = "KEY_G"
InputFishingStickUp = "KEY_R"
InputFishingStickDown = "KEY_F"
InputFishingRodX = "JOY1_XAXIS"
InputFishingRodY = "JOY1_YAXIS"
InputFishingStickX = "JOY1_RXAXIS"
InputFishingStickY = "JOY1_RYAXIS"
InputFishingReel = "KEY_QUOTE,JOY1_ZAXIS_POS"
InputFishingCast = "KEY_COLON,JOY1_BUTTON1"
InputFishingSelect = "KEY_OPENBRACE,JOY1_BUTTON2"
InputFishingTension = "KEY_H,JOY1_ZAXIS_NEG"

[ lamachin ]
InputSystem = dinput

[ lostwsga ]
InputSystem = dinput
Crosshairs = 3

[ oceanhun ]
InputSystem = dinput

Re: Light gun games - specifically Lost World crosshair issues

Posted: Fri Mar 28, 2025 5:55 am
by Bart
Crosshairs are rendered by Supermodel when you enable them but only in games that use a light gun. So basically, only The Lost World. And even then, I think only if it is configured to use a light gun rather than the "analog gun" option. Lost World had two different light gun mechanisms, which can be changed in the game's Games.xml definition. The "analog gun" mechanism is continuously tracking whereas what we call "light gun" is the old-fashioned screen-flashing based approach.

Press Alt-I a few times to cycle through cursor options. There is also a setting you can configure in Supermodel.ini (see README.txt, the Crosshairs option is old enough to be documented there).

Re: Light gun games - specifically Lost World crosshair issues

Posted: Fri Mar 28, 2025 6:05 am
by dmark468
Bart wrote: Fri Mar 28, 2025 5:55 am Crosshairs are rendered by Supermodel when you enable them but only in games that use a light gun. So basically, only The Lost World. And even then, I think only if it is configured to use a light gun rather than the "analog gun" option. Lost World had two different light gun mechanisms, which can be changed in the game's Games.xml definition. The "analog gun" mechanism is continuously tracking whereas what we call "light gun" is the old-fashioned screen-flashing based approach.

Press Alt-I a few times to cycle through cursor options. There is also a setting you can configure in Supermodel.ini (see README.txt, the Crosshairs option is old enough to be documented there).
Yeah, I have always seen two crosshairs (red and green) on Lost World. And right, the Alt+I changes the option in the INI file. I had it at 3 for that game (both).

But they don't seem to be related to the two BMPs in the Assets folder. p1crosshair and p2crosshair IIRC. I figured I'd change them out to make them different colors, but had no effect. Then I noticed that they are simply different images (4 triangles vs. circle and cross). I'm certainly confused about these at this point.

Thanks for all of your help!

EDIT:

Just remembered, I have two other light gun games working: LA Machine and Ocean Hunter, though I suppose those aren't true light gun games (more like T2?). Don't remember the details, but all three work the same with a single light gun and one day I suppose I'll get around to scripting the indexes for two; but, like you said, there's really just Lost World to see here. Your console output did indeed do the trick for me with RetroArch. Unlike MAME, yours knows what order controls are in. :)