The buttons will affect the latest screen you shot, for each hand. Each hand holds all auxiliary buttons for that light gun, which means you can use them independently on each screen. Some games need auxiliary buttons on your light gun, such as pressing Select to add a coin, or Start to begin the game, D-Pad to use menus in some Dreamcast games, or a button to take cover and reload in Time Crisis. With your keyboard / mouse / controller "nose" gun, you can reload in the same way too, but there's also a shortcut button for easier off-screen shooting (also easier on your neck). Just be careful to not shoot another screen which is also running another light gun game while trying to reload, or else you'll switch to it instead of registering an off-screen shot to your currently controlled game. There are games where you "reload" by shooting off screen, and that's exactly how do it in EmuVR as well: shoot off screen.
Non light gun screens will be ignored when shooting their TVs. You can shoot a single screen with both hands, or any screen with any hand. If you have multiple TVs running light gun games, you can seamlessly shoot and switch between all of them, if you're currently controlling any light gun game. You can also enable Dual Wielding mode in the settings menu to use two guns simultaneously. While using the default One-Handed mode, you can always change which hand is holding your gun at will by just pressing the trigger on the other hand while still controlling the game. You'll automatically switch between "nose" and hand modes by pressing any respective controller button, even while already attached to a game. If you're playing with keyboard / mouse or controllers, your "nose" will be your gun and you'll see a crosshair when gazing into a screen running a light gun enabled game. Just press the trigger to shoot! When detaching from the game, you'll see your hands again. When you focus input into a game with light gun input enabled, your hands will turn into light guns. try playing House of the Dead 2 on Dreamcast (Flycast) instead of arcade (MAME). Usually your best course of action is to use a home console port of your arcade game instead, for better compatibility.Į.g. More often than not, 3D games can be glitchy in the MAME core. "Snes9x", or "Snes9x (Current)" no numbers. If any core is NOT listed here, it will most likely NOT have light gun support. This is a list for which cores you need to choose for the systems you want to play with light guns.
#Time crisis pc mouse code#
TL DR: If you see your light guns but can't shoot, try another device code from the drop-down. You can choose it from the "Device code" drop-down in Game Scanner, or manually type a new unknown ID in the field if needed. some PS1 games, like Time Crisis, will work only with the "Guncon" model, while others, like Area 51, will work only with the "Justifier" model. Some cores have multiple different light guns models to choose from. When you click to enable "Light Gun" input, it will automatically select the default light gun device code for you. Game Scanner has an internal database with proper values for each core. Each core can have their own different ID numbers to define which is which. That number defines the ID for which virtual controller the core will see, such as a gamepad, a mouse, or light guns. You'll notice there's a "Device code" drop-down below your "Light Gun" option, with a number. Enabling light gun input for common controller games will disable their input.
"Games\PS1 (Light Guns)", since enabling this option will affect all games under that folder to receive input as light gun games, and they won't work with normal controls if they're common gamepad games.
When adding your games, you should move your light gun games into a new separate folder for that system, e.g. Simply click the little ☰ button to the right in Game Scanner to bring the Core Options window and enable the "Light Gun" option.