Author Topic: Apparent bug: Bullet (Sega, arcade)  (Read 265 times)

Offline PrincessMonaco

  • Jr. Member
  • **
  • Posts: 81
  • Karma: +0/-0
Apparent bug: Bullet (Sega, arcade)
« on: September 02, 2025, 01:15:06 PM »
Unless I'm missing something embarrassingly obvious, there's no way to set up any firing controls in this obscure twin-stick shooter reminiscent of Total Carnage.

Offline fprietog

  • Member
  • ***
  • Posts: 136
  • Karma: +27/-0
  • El cerebro de la bestia
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #1 on: September 02, 2025, 02:52:05 PM »
I agree with you that it's misnamed in "Map Game Inputs". But you can map fire buttons this way:

P1 Up 2    -> FIRE UP
P1 Down 2  -> FIRE DOWN
P1 Left 2  -> FIRE LEFT
P1 Right 2 -> FIRE RIGHT


You can press two fire buttons at same time for diagonals. Arcade cabinet has an additional lever to fire.
« Last Edit: September 02, 2025, 03:10:18 PM by fprietog »

Offline barbudreadmon

  • Administrator
  • *****
  • Posts: 1221
  • Karma: +72/-2
  • Helper
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #2 on: September 03, 2025, 05:36:09 AM »
It seems to work as expected on my side.

Offline PrincessMonaco

  • Jr. Member
  • **
  • Posts: 81
  • Karma: +0/-0
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #3 on: September 03, 2025, 11:38:29 AM »
In what way? I get nothing from the second stick no matter what configurations I try. What should they be?

Offline fprietog

  • Member
  • ***
  • Posts: 136
  • Karma: +27/-0
  • El cerebro de la bestia
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #4 on: September 03, 2025, 11:48:33 AM »
This is my Input Map. The keys 'S' 'X' 'Z' and 'C' are the directional fire (acts like a second lever). Map yours in a similar way.

Offline dink

  • Administrator
  • *****
  • Posts: 5403
  • Karma: +536/-1
  • pie? I nearly bought one!
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #5 on: September 03, 2025, 01:52:04 PM »
This is how I have mine, in the pic below :)

Notes:
I use Joy2Key to map both my d-pad and left thumbstick to: 7698
This way I can switch between the d-pad and left thumbstick when I want to..
For example: in a shoot-em-up, I'd use the thumbstick mostly, but on a really
intricate scene, I'll switch to d-pad :)

Though, for Bullet - both thumbsticks are awesome.  good luck!

best regards,
- dink

Offline PrincessMonaco

  • Jr. Member
  • **
  • Posts: 81
  • Karma: +0/-0
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #6 on: September 03, 2025, 02:29:50 PM »
I'm using a double arcade joystick so that's no use to me.

Offline barbudreadmon

  • Administrator
  • *****
  • Posts: 1221
  • Karma: +72/-2
  • Helper
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #7 on: Today at 04:27:40 AM »
In what way? I get nothing from the second stick no matter what configurations I try. What should they be?

Hmmm, i used the libretro core where the right stick was mapped to my controller's right stick out-of-the-box, meaning emulation-wise it works and it's a setup issue on your side. I'm not entirely sure what your problem is ? Maybe if you posted a screenshot of your input config we might figure out something ?

Offline PrincessMonaco

  • Jr. Member
  • **
  • Posts: 81
  • Karma: +0/-0
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #8 on: Today at 09:21:27 AM »
It defaults to the first two pics - both sticks set to "Up 1", "Down 1" etc. There's no option for "Up 2" etc. The only alternatives are "Right Stick" and "Fake Left Stick", neither of which do anything if you set Port 2 to them.


Offline barbudreadmon

  • Administrator
  • *****
  • Posts: 1221
  • Karma: +72/-2
  • Helper
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #9 on: Today at 10:25:21 AM »
Oh, you are using retroarch.
The 2 sticks belong to the same player.
You'll need a more recent version of retroarch with the "mapped port" setting if you want to use 2 different controllers for the same player, it used to be impossible with ultra old versions like yours.

edit: Specifically you'll need to set it to 1 (= 1st player) for "port 2 controls" (= your 2nd controller), then remap things so that the stick of your second controller controls the right analog in that same "port 2 controls". For any other question i'd recommend asking the libretro community since how retroarch handles remapping has nothing to do with us.
« Last Edit: Today at 10:37:40 AM by barbudreadmon »

Offline PrincessMonaco

  • Jr. Member
  • **
  • Posts: 81
  • Karma: +0/-0
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #10 on: Today at 10:59:56 AM »
Ah, thanks. I'll just stick with MAME 2016, in that case - I'm not updating Retroarch, my blood runs cold thinking about the utter chaos that could cause.

Offline dink

  • Administrator
  • *****
  • Posts: 5403
  • Karma: +536/-1
  • pie? I nearly bought one!
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #11 on: Today at 08:27:29 PM »
Does Robotron 2048 work fine for you?  I'll try to use the same key namings that is uses and see if that helps

Offline dink

  • Administrator
  • *****
  • Posts: 5403
  • Karma: +536/-1
  • pie? I nearly bought one!
Re: Apparent bug: Bullet (Sega, arcade)
« Reply #12 on: Today at 08:45:05 PM »
barbudreadmon, any ideas how we should handle this for lr?
Having 3 players kinda complicates things, doing it like Splat or Robotron 2084 (pre90s/d_williams.cpp) seemed like a good idea at first, but the p1/p3, p2/p4 stuff on the right side of the structure doesn't translate well to 3 players.  What do you think?

best regards,
- dink