Wow. Doesn't look as good as ACT LABS' guns, but the thing comes with a
FREAKING RELOAD PEDAL. I want one.

> Here is another interesting light gun if anyone wants to check it out:
>
> http://www.lik-sang.com/info.php?category=0&products_id=1429&;
>
>
> On Sunday, October 19, 2003, at 01:48  PM, Ben Collins wrote:
>
> > So I got my ACT LABS PC TV Lightguns in finally. Started working on
> > getting them working with xmame, and discovered a few things.
> >
> > First, these things do in fact work like mice. Just like the docs say.
> > Problem is that when Linux exports a mouse, it exports things as a
> > mouse. Mice, by definition are relative pointing devices. IOW, the
> > values read are delta's from the previous position, denoting motion.
> >
> > The Linux mouse driver does in fact read the lightguns as absolute
> > pointing devices, but then converts that to relative motion deltas for
> > the mouse interface, which makes sense.
> >
> > Problem is, this is useless for what we want to do with the lightguns.
> > We want absolute positions.
> >
> > So I chose to implement an event reader from /dev/input/event* devices.
> > It will make use of any device that outputs absolute X and Y axis
> > values. This is primarily USB devices, but in actuality, any device can
> > export an event/input device. The only requirement is that it exports
> > EV_ABS events for X and Y axis. Heck, this could even be a tablet or
> > touchpad.
> >
> > Also, by doing this, we exclude dependence on a certain UI target (e.g.
> > SDL, SVGA, X11). It can be used by any interface.
> >
> > There's one thing that I am unsure of, and that is whether other
> > lightguns export the buttons the same way. For the ACT LABS guns,
> > shooting offscreen, or pressing the side button, causes a BTN_SIDE
> > event
> > code. Shooting directly at the screen produces an X and Y axis event,
> > aswell as a BTN_MIDDLE event. For b2 (BTS_SIDE), I set the abs values
> > to
> > -128,-128 and produce a normal b1 event. I made the shots correspond to
> > joy-button1 codes. This seems to make the most sense.
> >
> > One quirk I am experiencing right now is that shooting offscreen does
> > not get the cursor to the top-left position quick enough before the
> > shot
> > is registered. So sometimes I have to shoot offscreen twice to get the
> > "reload" affect.
> >
> > After applying this patch, editing makefile.unix to enable the support,
> > you then add lines like this to xmamerc:
> >
> > evabs-lightgun1         /dev/input/event1
> > evabs-lightgun2 /dev/input/event2
> >
> > The actual event* device you use will vary. May take awhile to figure
> > out which one it is, since some devices export several event devs. I am
> > planning on making "auto" an option for the device, and let it scan
> > available ones for usage.
> >
> > All-in-all, it's really nice to be able to play Area 51 with a real
> > gun.
> > Some games don't seem to work well with lightgun support, but I don't
> > think that's the fault of the gun or my code, since it does the right
> > thing.
> >
> > --
> > Debian     - http://www.debian.org/
> > Linux 1394 - http://www.linux1394.org/
> > Subversion - http://subversion.tigris.org/
> > WatchGuard - http://www.watchguard.com/
> > <abs-event-lightgun.diff>
>
>
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