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| 0 users reading Keyboard/Mouse incompatibility with more than one emulator | 1 bot |
| Main - Compatibility / Testing - Keyboard/Mouse incompatibility with more than one emulator | Hide post layouts | New reply |
| LEGO_Vince |
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Member Normal user Level: 12
Posts: 13/40 EXP: 7673 Next: 248 Since: 12-01-23 From: Ohio Last post: 476 days ago Last view: 144 days ago |
I was testing out Mario Party DS about an hour ago, and I realized an issue that's unique to DS emulation...
Even if you have two functioning Mice (programs like MouseMux make this possible) on the same computer, I came to the realization that stylus controls will act alternatingly between the players. That's going to be a problem for Stylus-heavy multiplayer games. So for instance, if I'm clicking or drawing on P1's touchscreen, it will get interrupted by P2's clicks, and vice versa. This also applies to the keyboard, but is much less so of an issue if you have USB controllers like me. So my question is: is there a way for MelonDS to use stylus controls simultaneously on one computer? I tried looking around in the settings, but I didn't really see anything. ____________________ THE LEGO MAN |
| CasualPokePlayer |
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Member Normal user Level: 13 Posts: 20/39 EXP: 9539 Next: 728 Since: 03-27-22 Last post: 23 hours ago Last view: 22 hours ago |
I don't think this is really possible per se (at least not without a ton of work). Windows will merge all mice together for standard win32 message mice handling (which Qt uses), and other OSes do the same thing for standard message loops (which Qt again uses), that's not something you can exactly change (and even so, how would the program know *which* mouse it came from?). The only ways you normally can have multiple mice at the same time (on Windows) is by either using DirectInput or Raw Input (and for other OSes would probably require some other platform specific API for more low level input support). This effectively requires platform specific code for each OS to be written for handling input (an annoying task but certainly possible with effort).
Ditto for keyboards (they all get merged into one normally, no way around that outside of using lower level platform specific APIs). |
| LEGO_Vince |
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Member Normal user Level: 12
Posts: 14/40 EXP: 7673 Next: 248 Since: 12-01-23 From: Ohio Last post: 476 days ago Last view: 144 days ago |
So it is a limitation within the computer then, eh? I'll try to see about your suggestion about Directinput and Rawinput then. Otherwise, I guess I gotta wait for LAN gameplay. ____________________ THE LEGO MAN |
| CasualPokePlayer |
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Member Normal user Level: 13 Posts: 21/39 EXP: 9539 Next: 728 Since: 03-27-22 Last post: 23 hours ago Last view: 22 hours ago |
The suggestion is for developers of melonDS, that's not something the user can control. |
| Blockboy |
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Mario Party Netplay Enthusiast Level: 7
Posts: 8/9 EXP: 1321 Next: 127 Since: 11-16-19 Last post: 313 days ago Last view: 243 days ago |
I also ran into this problem and found something that I think technically works but doesn't seem to be worth it with the current state of netplay. I didn't know you could use directinput for mice in windows, but my impression is that windows isn't built to support multiple mice with independent simultaneous inputs anyways, so I switched to and started learning linux for this.
Linux can do the multiple mice stuff, relatively easily actually. The way I was able to do it was basically just adding a second cursor and linking another mouse to it. There were some graphical issues with the second cursor, but they were minor and probably fixable as well but I didn't bother. However since I was doing all this with the intention of playing online with a friend through parsec or something similar, and that didn't really work well with the state of netplay at the time (this was in like 2023, but I don't think things have changed too much?), I haven't touched the programs in a while. |
| Main - Compatibility / Testing - Keyboard/Mouse incompatibility with more than one emulator | Hide post layouts | New reply |
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