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[Feature Request] Famicom clone second lightgun support #469

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StormedBubbles opened this issue Nov 10, 2021 · 3 comments
Open

[Feature Request] Famicom clone second lightgun support #469

StormedBubbles opened this issue Nov 10, 2021 · 3 comments

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@StormedBubbles
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Hello,

The following two games support dual lightguns on Famicom clone systems:

  • Fantasy of Gun (from "Super 4 in 1")
  • Hit Marmot

The simultaneous two-player modes of the above two games appear to be unsupported in lr-fceumm currently. Only one gun will work, and player 2 remains inactive regardless of settings. Note that dual lightgun support in the emulator is currently possible with Zappers in ports 1 and 2 for

  • Chiller
  • Zap Ruder

so I am guessing that dual guns for the Famiclone games would require a separate device category for port 5 maybe?

@Tovarichtch
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Old bump, but I would love to see this too. Actually testing lightguns for a frontend and this feature would be amazing.

@StormedBubbles
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Hey, thanks for the bump. I haven't ever seen footage of either of these games being played fully with 2 players, but some brief research after opening this issue indicates that the second gun was limited to special Famiclone systems that either:

  • Had a second expansion port (a "port 6" if we're following FCEUMM's scheme) for a second Famicom gun
  • Used a proprietary set of lightguns with a daisy-chain mechanism

Chiller and Zap Ruder function great already, so dual lightguns is certainly possible. It might just be a bit too much work for 2 or 3 games 😃 (the single-player "City Patrolman" also appears to use a proprietary lightgun input).

@Tovarichtch
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Thanks a lot for the update !

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