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  • #102952
    dragonjab
    Participant

    just add this to
    cd /opt/retropie/configs/all/retroarch-joypads/

    create a file on notepad with this info and name it
    Sony-PlayStation4-DualShock4-Controller.cfg
    input_device = “Sony Computer Entertainment Wireless Controller”
    input_driver = “udev”
    input_vendor_id = 1356
    input_product_id = 1476
    input_b_btn = “1”
    input_y_btn = “0”
    input_select_btn = “8”
    input_start_btn = “9”
    input_up_btn = “h0up”
    input_down_btn = “h0down”
    input_left_btn = “h0left”
    input_right_btn = “h0right”
    input_a_btn = “2”
    input_x_btn = “3”
    input_l_btn = “4”
    input_r_btn = “5”
    input_l2_btn = “6”
    input_r2_btn = “7”
    input_l3_btn = “10”
    input_r3_btn = “11”
    input_l_x_plus_axis = “+0”
    input_l_x_minus_axis = “-0”
    input_l_y_plus_axis = “+1”
    input_l_y_minus_axis = “-1”
    input_r_x_plus_axis = “+2”
    input_r_x_minus_axis = “-2”
    input_r_y_plus_axis = “+5”
    input_r_y_minus_axis = “-5”
    input_menu_toggle_btn = “3”

    input_b_btn_label = “Cross”
    input_y_btn_label = “Square”
    input_select_btn_label = “Options”
    input_start_btn_label = “Share”
    input_up_btn_label = “D-Pad Up”
    input_down_btn_label = “D-Pad Down”
    input_left_btn_label = “D-Pad Left”
    input_right_btn_label = “D-Pad Right”
    input_a_btn_label = “Circle”
    input_x_btn_label = “Triangle”
    input_l_btn_label = “L1”
    input_r_btn_label = “R1”
    input_l2_btn_label = “L2”
    input_r2_btn_label = “R2”
    input_l3_btn_label = “L3”
    input_r3_btn_label = “R3”
    input_l_x_plus_axis_label = “Left Analog Right”
    input_l_x_minus_axis_label = “Left Analog Left”
    input_l_y_plus_axis_label = “Left Analog Down”
    input_l_y_minus_axis_label = “Left Analog Up”
    input_r_x_plus_axis_label = “Right Analog Right”
    input_r_x_minus_axis_label = “Right Analog Left”
    input_r_y_plus_axis_label = “Right Analog Down”
    input_r_y_minus_axis_label = “Right Analog Up”
    input_menu_toggle_btn_label = “PS”
    input_enable_hotkey_btn = “8”
    input_exit_emulator_btn = “9”
    input_load_state_btn = “6”
    input_save_state_btn = “7”
    input_reset_btn = “1”
    input_state_slot_increase_btn = “h0right”
    input_state_slot_decrease_btn = “h0left”
    # input_shader_next_btn = “5”
    # input_shader_prev_btn = “4”

    This drivers come included with the Retropie RC1

    dragonjab
    Participant

    Hi, I’m using the Playstation dual shock 4, everything works perfect on every emulator even mame. The only problem I’m having is with FBA, final burn alpha. I’m using the lr-fba. All my controls work except for the start and insert coin button. What could be the problem? I even put the controls directly into the fba retroarch file and without any luck. Is also weird because my hotkey works. My hotkey is select and when I hit start and select I exit out the menu. I went tot he rgui and it says coin select and start is the start button in my case button 9.
    select = 8
    start =9

    dragonjab
    Participant

    ok so after finally having time to work on this all day, since school is out. I figure it out. Thanks to all the good posts and people that help out. Thanks Patrickm, Floob, and patl. I’m going to post what I did.

    I first follow floobs video.

    and I also added patrickM scanlines both the regular and 5x. I generated a cfg file for both and then I put them in the folder 16-9 found in floobs guide.
    http://smartretro.co.uk/forums/viewtopic.php?f=3&t=85

    I then use this thread to find the correct scaling I found out that for the snes 1280×1120 is perfect 5×5 scaling. I didn’t want to go through the whole RGUI setup because I could never find how to save it. So in the idividual retroarch file for everysytem I put this created by patl

    This one is for the snes, but you can easily adjusted for other systems just change the width and height. I also added video_scale_interger = “true” to the list of commands. Without this on my retroarch file I was getting a crop image from the bottom. Below is the edited code.
    video_shader_enable = false
    # We dont need them
    video_fullscreen_x = 1920
    # Horizontal Monitor resolution
    video_fullscreen_y = 1080
    # Vertical Monitor resolution
    custom_viewport_width = 1194
    # Horizontal emulator resolution
    custom_viewport_height = 896
    # Vertical emulator resolution
    custom_viewport_x = 363
    # The first X pixel of the emulator image
    custom_viewport_y = 92
    # The first Y pixel of the emulator image
    aspect_ratio_index = 22
    # Aspect Ratio set to custom
    video_scale_interger = “true”
    # This is to what I added to the instructions
    input_overlay = /opt/retropie/emulators/retroarch/overlays/16-9/TV_16-9_SNES-MD.cfg
    # Overlayimage
    input_overlay_enable = true
    # Overlay Image enable
    input_overlay_opacity = 1.000000
    # opacity of the overlayimage
    input_overlay_scale = “1.000000”
    # Scalesize of the overlay image
    video_smooth = true
    # Smoth the emulated image, not the overlay, If you set it to false, it will remain sharp but blocky.

    #102838
    retrofan
    Participant

    Yes, I check this and config (same as psx) folder has drwxr-xr-x permission and user pi.
    I also checked all folders and subfolders created by emulator itself and all of them have drwxr-x— premission.

    Interestingly, even the emulator refuses to save global pcsx.cfg file, he can save individual game cfg file.
    Unfortunately, for some reason emulator cant retreive this saved game config, when starts and it brings us back to the beginning…

    deoite
    Participant

    Hi
    Im a new user of retropie and I have hard time getting xbox one controler to work in PSX emulator it works fine in fba. Im using @smithers dual-boot that combines kodi and retropie, this build has some bugs that either Ive fixed or found a way around them .
    If theres any user that has an xbox one pad and have 10min to walk me thru setup i would be more then happy, or even send me the config files of xbox one controler for psx emulator i would just switch them using ftp.

    #102671

    In reply to: Plex Home Theatre

    maccabbi
    Participant

    I’d love to have plex too, but for now plexbmc is an acceptable solution. https://github.com/hippojay/plugin.video.plexbmc/releases

    Themes like Amber, Nova and Black Glass Nova have a go plex setting that swaps the kodi main menu items for your plex main menu items. Set Amber to have a vertical home screen and it ends up looking a lot like plex. It isn’t as stable, but not bad, probably better than dual booting or card swapping.

    petrockblog
    Keymaster

    Because by design the other configs should override the main config – and the video smooth setting is set for all that have shader configs. It was a bug before that the individual ones did not override the main config due to the ordering in the files.

    just remove the setting from each config, and you are done.

    lilbud
    Participant

    Hello, yesterday i got a bluetooth adapter in hopes that i could get a Dualshock 3 working with retropie, it connects, but when i press a button, like left for example, it will say already taken and it will say that for every other button in the menu. help.

    dankcushions
    Participant

    [quote]And I’m trying to get you to appreciate the wide variance with which CRTs were calibrated, which you don’t seem to understand. The 224 line thing is truly pulled from nowhere with no source to back it up (this is a criticism of the wiki you linked to, not you). You need to understand that CRTs were analogue- controlling the paths of individual electrons with magnets. It wasn’t an exact science. As such, even individual TVs of the same manufacturer and model number could vary widely in the amount of overscan they displayed.[/quote]this is why nes/snes/md game developers always ensured they render 224 lines, as that catered for the average TV (that’s a mean average, not mode average, which is what you seem to be arguing against), and restricted gameplay-critical information to the centre 216, where they could make a reasonable assumption that this would ALWAYS be shown.

    this 224 number is important – almost every pre-HD consume console renders this amount of lines visible (their actual output resolution may differ, eg 240 lines for the snes), in most games. even PSX, saturn, etc. they’re not just putting borders beyond 216 lines, they’re outputting graphics. a great example is the PSX – some games let you adjust the video output position, but it’s normally a 224 line high image.

    what you seem to be arguing for is only showing 216 lines, which is almost a ‘worst case’ scenario for a CRT. i don’t see why you have a problem with me choosing to view all 224 lines of graphics! if you want to show just 216, ok!

    [quote]Nope, I’m afraid you are mistaken. The output seen in the screenshot is 240 lines with crop overscan off. That’s how many lines are being put out by the emulator in the screenshot I provided. 24 of these lines get cropped off by stretching the picture with 5x scaling so that the edge of the picture extends beyond the edge of the screen. So I’m displaying 216 lines but the output is the full 240.[/quote]crikey. you’re displaying 216 lines on your TV – 216 divides into 1080, and you have one scanline per pixel line, so your scanlines cannot be stretched, so your point about nearest-neighbour filtering is not illustrated. if you do it correctly you get the effect i’ve shown – that’s how nearest neighbour works! it cannot work any other way!

    [quote]And it will result in artifacts. Sorry, but there’s no method other than the one I described that won’t result in artifacts. Bilinear filter results in artifacts by definition, that’s just a function of how it works. It takes the average of four adjacent texels and determines the color based on that.[/quote]i’ve never said that it doesn’t – obviously it does. i just feel that for me (and I would guess others), the artifacts with a properly linear scaled 1080p scanline overlay, and a native 1080p retroarch output, are not severe, or worth letterboxing your output to avoid. i’ve got screenshots to illustrate this. it’s not perfect, but it works for me. if it doesn’t for you, that’s fine. other threads are available.

    can this please be all! :)

    patrickm
    Participant

    [quote=102341]what I’m doing is giving the settings for a CRT TV that would display 224 lines, whereas[/quote]

    And I’m trying to get you to appreciate the wide variance with which CRTs were calibrated, which you don’t seem to understand. The 224 line thing is truly pulled from nowhere with no source to back it up (this is a criticism of the wiki you linked to, not you). You need to understand that CRTs were analogue- controlling the paths of individual electrons with magnets. It wasn’t an exact science. As such, even individual TVs of the same manufacturer and model number could vary widely in the amount of overscan they displayed. CRTs were calibrated by hand after they were put together. It wasn’t like there was a whole batch that displayed 224 or something like that. You couldn’t even generalize about a particular model. Each CRT is unique, like a fingerprint or something. I encourage you to actually look at a few different CRTs and measure the overscan they display- you will most likely find that no two measurement are exactly the same even when looking at TVs of the same model. Literally the only generalization one can make here is that “the important game graphics were displayed within the safe area.”

    [quote]u’re not understanding what’s going on here. your screenshot is displaying 216 lines (you can tell by the amount of ‘ground’ is displaying – compare to my screenshots above of a 224 line in 1080p scaled version). your scanlines are displaying 1:1. you won’t see any scaling of the overlay unless you turn off integer scaling – ie attempt to stretch 224 or 240 lines on a 1080p[/quote]

    Nope, I’m afraid you are mistaken. The output seen in the screenshot is 240 lines with crop overscan off. That’s how many lines are being put out by the emulator in the screenshot I provided. 24 of these lines get cropped off by stretching the picture with 5x scaling so that the edge of the picture extends beyond the edge of the screen. So I’m displaying 216 lines but the output is the full 240.

    The scaling artifacts are resulting from something you’re doing in gimp most likely. Below is a screenshot taken with the internal resolution set to 224 and scaled up by 6×5. 224 makes no difference in the appearance of the overlay vs 240.

    http://s1309.photobucket.com/user/Patrick_McCleery/media/image.jpg1_zpsnt9eagkf.jpg.html

    [quote]…or you use my method. you’re welcome[/quote]

    And it will result in artifacts. Sorry, but there’s no method other than the one I described that won’t result in artifacts. Bilinear filter results in artifacts by definition, that’s just a function of how it works. It takes the average of four adjacent texels and determines the color based on that.

    dankcushions
    Participant

    [quote=102338] All opacity does is adjust the darkness of the overlay. The artifacts are most likely there even at lower opacity; you’re just not able to notice them at that opacity.[/quote]exactly!

    [quote]Furthermore, the number of lines displayed by the TV has no bearing on what the internal resolution of the system is, or what it should be set to. NES for example put out 240 horizontal lines, no exceptions. The TV would display anywhere from 90-100% of these lines so anywhere from 216-240 lines would wind up being displayed. There is no “more accurate,” here, since the amount that got displayed varied widely by manufacturer, model, and individual set. [/quote]
    what I’m doing is giving the settings for a CRT TV that would display 224 lines, whereas you prefer the settings for a one that would display 216. like you say, neither is “more accurate” so it’s personal preference/experience.

    [quote]

    clearly you haven’t tried it. here’s what nearest neighbour scaled (224 lines in 1080) scanlines look like close up:

    Clearly I haven’t tried it?

    It looks like you’re scaling up from the wrong resolution and/or using bilinear filter on the overlay in Gimp. Here’s what nearest neighbor looks like with the 5x scanline overlay I’ve provided at 5x scale, using 240 as the native resolution. It’s fine. It seems like you’re doing something strange on your end that is causing the issues you’re describing.

    http://s1309.photobucket.com/user/Patrick_McCleery/media/image.jpg1_zpswuxdykgm.jpg.html[/quote]

    you’re not understanding what’s going on here. your screenshot is displaying 216 lines (you can tell by the amount of ‘ground’ is displaying – compare to my screenshots above of a 224 line in 1080p scaled version). your scanlines are displaying 1:1. you won’t see any scaling of the overlay unless you turn off integer scaling – ie attempt to stretch 224 or 240 lines on a 1080p.

    a nearest neighbour filter always produces the results i showed – that’s the definition of a nearest neighbour filter.

    [quote]It’s a fact that the safe area is defined as 90% of the screen- see the link I provided above. This is the area that console developers used when designing graphics. Of course, arcade games are going to be different because they were designed to run on arcade monitors which were better made and didn’t have overscan. In other words, most arcade games probably don’t use padding, which is why important stuff gets cropped off at the edges when you use 5x scale on an emulator. Another factor complicating this is that arcade monitors often used different resolutions than standard CRT TVs.

    If it really is 224 with no overscan (I think this is true for CPS) then the best you can do on a 1080p display if you want *perfect* scaling is scale up to 896, and have letterboxing equal to 184 lines, which is more than 17% of the total display area dedicated to letterboxing.[/quote]
    …or you use my method. you’re welcome!

    patrickm
    Participant

    [quote=102160]

    yes, but as i said (4 times, now), I a similar effect because of my TV, even when using no scnaline. I do NOT get this effect when using lower opacity on the scanlines, scaling or not. Apparently you are unable to take my word for it, so here’s some screenshots (ignore the vertical white ‘ovals’ as they are just an effect of my phone camera):[/quote]

    All opacity does is adjust the darkness of the overlay. The artifacts are most likely there even at lower opacity; you’re just not able to notice them at that opacity.

    [quote]
    i say again, most TVs displayed the centre 224 lines. http://wiki.nesdev.com/w/index.php/Overscan: “Actual TVs show about 224 lines of the signal, hence the commonly reported 256×224 resolution. But the vertical position may be slightly off center.” – this is why almost all games will render the playing field for the full 224 lines, knowing that most users would see it, rather than show borders because some users wouldn’t. “In fact, even some CRT SDTVs made in the 2000s show more of the bottom than the top; this may be so that tickers on cable news channels aren’t cut off.” – this might account for your TV, but for those of us who want to emulate TVs from the era, showing the full 224 lines is accurate (and shows more of the game).[/quote]

    the statement “most TVs displayed the center 224 lines” is misleading. The wiki page provides no source for the claim, and the claim does not account for the very wide variance in how CRT TVs were calibrated. There was no single standard, only a correct range. The safe area is 90% of the picture, and is where game developers placed important graphics. That’s all that really matters for the purpose of displaying games. The developers didn’t plan for a hypothetical average, they planned for the maximum amount that a TV would crop so that the games would look right on anyone’s TV.

    (http://www.nab.org/xert/scitech/pdfs/tv031510.pdf)

    One problem is that it looks like you are not taking into account how crop overscan behavior alters the internal resolution of the game. For example with SNES9x, turning it on alters the reported internal resolution, so when you scale up, more gets cropped off than when you leave it off.

    Furthermore, the number of lines displayed by the TV has no bearing on what the internal resolution of the system is, or what it should be set to. NES for example put out 240 horizontal lines, no exceptions. The TV would display anywhere from 90-100% of these lines so anywhere from 216-240 lines would wind up being displayed. There is no “more accurate,” here, since the amount that got displayed varied widely by manufacturer, model, and individual set.

    [quote]clearly you haven’t tried it. here’s what nearest neighbour scaled (224 lines in 1080) scanlines look like close up:[/quote]

    Clearly I haven’t tried it?

    It looks like you’re scaling up from the wrong resolution and/or using bilinear filter on the overlay in Gimp. Here’s what nearest neighbor looks like with the 5x scanline overlay I’ve provided at 5x scale, using 240 as the native resolution. It’s fine. It seems like you’re doing something strange on your end that is causing the issues you’re describing.

    http://s1309.photobucket.com/user/Patrick_McCleery/media/image.jpg1_zpswuxdykgm.jpg.html

    [quote]For people who want to play neogeo or (many) arcade games, at full screen, without cropping information – this is the only solution. The rest comes down to personal opinion about what parts of the screen are important/not important, and what CRTs you are used to.[/quote]

    It’s a fact that the safe area is defined as 90% of the screen- see the link I provided above. This is the area that console developers used when designing graphics. Of course, arcade games are going to be different because they were designed to run on arcade monitors which were better made and didn’t have overscan. In other words, most arcade games probably don’t use padding, which is why important stuff gets cropped off at the edges when you use 5x scale on an emulator. Another factor complicating this is that arcade monitors often used different resolutions than standard CRT TVs.

    If it really is 224 with no overscan (I think this is true for CPS) then the best you can do on a 1080p display if you want *perfect* scaling is scale up to 896, and have letterboxing equal to 184 lines, which is more than 17% of the total display area dedicated to letterboxing.

    I’m not familiar with the neo geo emulator (or the neo geo for that matter) but it’s also very possible that it’s doing something weird with crop overscan.

    However, these are unique cases- 5x scaling shouldn’t result in anything important being cropped on any other console system if the right settings are used.

    #102334
    thatguyinfl
    Participant

    I’ll definitely take the new image. Will be easier for others. It looks like your rom names matched the mame file names (from dat files) and console ones matched no-intro so it all worked perfectly. I took your rom list, put them in a batch file, then copied out all the roms you had as my baseline.

    I then added my own roms and used emumovies downloader to get new images and appended -image to each picture and created a new gamelist based on a script i saw on your image.

    It all just works. I been diving into your image, very creative with the dualboot, noobs, and scripts to switch and mount back and forth.

    Love the transition in the theme, bigger posters and now it finally makes sense while you killed the menus. No one can screw it up and looks so clean. Another thing i like is how you cant scroll left or right within a system and you have to back out to scroll.

    The little things you did make it my favorite so far.

    Thank you.

    I only had 1 issue, when creating my own navigation for emulationstation, the keys would be in es_input_temporary) something like that, but not in es_config so i just copied them over and bam!! worked.

    Luis

    Great job!!!!

    #102320

    In reply to: Plex Home Theatre

    sublim3
    Participant

    +1

    I use Plex as my Media Server and would love the ability to run RasPlex from EmulationStation. I too tried berryboot to dual boot my Pi2 but ran into tons of errors. if anyone has made any progress with this I’d love to know.

    #102287

    In reply to: Autofire on the axis

    vellebelle
    Participant

    Hi Vulga,

    Thank you for the xsls file. I am using the xin-mo dual controller as well, and I want to ask you which one of the wiring drawings I should use. Should I just ignore the drawing that comes with the Xin-Mo (The one at the bottom in your xsls file) and set it up as you suggest? And then configure it in the retroarch.cfg?

    Also – do you know if it matters if I use pin 9 or 18 as the ground?

    Thanks in advance..

    Anonymous
    Inactive

    I am new to retropie. I just installed it and got it up and running on a RP2 a couple of weeks ago. I wish i would have discovered this forum sooner, i was trying to get my DualShock 4 controller working with retropie last week ago. I finally after many trial and errors managed to get it paired using the “jessie” build of BlueZ (5.23 i believe). After getting that up it works perfectly in games, i am having an issue though with the accelerometer. If you launch a game it seems to always get caught up in the runcommand.sh launch script asking you if you want to modify any settings, it does this because the axises detect the slighted movement and it triggers it somehow. Also if you are in the retropie-setup.sh script any movement of the DS4 will knock you out of the script. My question is, is there anyway to disable the accelerometer, or to tell retropie to ignore that axises? or as a nuclear option just disable the runcommand.sh so i do not end up in it every time i launch a game.

    #102190
    dankcushions
    Participant

    you need to go to option 5 in the setup menu (install individual emulators) and then choose lr-imame4all, then rebuild from binaries :)

    #102170
    smithers
    Participant

    Right then. To answer a few questions – firstly, this is Raspberry Pi 2 only, I imagine it wont work at all on a Pi 1, however you could probably replace the various files needed for a Pi1 if needed? I would recommend buying a Pi2 instead though – its much better!

    OK so a couple of notes on my build. I have disabled all boot text and all command line text etc. This gives a lovely clean look however it does mean that you cannot see the command prompt if you need to work on anything via terminal (command line). This means it is strictly SSH only unless you revert the cmdline.txt back to original settings. Another side-effect of this is that if you go into a menu (e.g. when you press ‘X’ whilst loading a game), when you make your changes and exit out you will notice that a static screen of the menu screen will appear every time you load / exit a game (instead of fading to black). This is resolved by a reboot. There is probably a way to enter a ‘clear’ command or something into the script to get around this, but I haven’t got that far and you shouldn’t need to really tweak too much in there anyways. Another point to note is that this also makes some of the RetroPie Setup items defunct as they need the command line visible. I normally remove the ‘Settings’ tab on my build as I don’t need them, but I kept it in for this build.

    Over clocking – If you check my ‘Config.txt’ file you will see I have commented out my over clock settings. Those settings work great for me, however I do not want to be responsible for corrupting your SD card so please test your own over clock settings. I have not applied ‘Turbo’ mode though so will not invalidate your warranty (if that’s still a thing these days?).

    Screen resolutions – I have a Samsung Smart TV and it can handle pretty much any resolution I throw at it. Your TV may be different, so if you get no image when stating a game you may want to use a different resolution via the RetroPie launch script.

    So as to what I have actually done in my build – nothing revolutionary, more of a time-saver for you really, but here is a list off the top of my head of ‘non-standard’ things I have done to this setup:

    Created dual boot between OpenELEC and RetroPie, with a script in RetroPie to launch KODI and an Add-on in KODI to launch RetroPie.
    Created a boot video which transitions smoothly into the ES logo
    Hidden all boot text, Pi splash screen, Pi logo
    Hidden all RetroPie text so when selecting or exiting a game no text is displayed
    Merged AdvMAME and MAME4ALL / lr-MAME4ALL under 1 system menu and assigned the best emulator for each rom (this means no static noise in Donkey Kong, better sound quality in System 16 games [aside from Altered Beast which doesn’t work properly in AdvMame], and the MK2 / 3 roms play in Lr-MAME and I have set the config to boost the volume to normal levels)
    Assigned the correct emulator for every FBA rom, so every one works properly in the best emulator (PiFBA or lr-FBA)
    Created KODI system / theme
    Tweaked video resolutions and ratios on all systems (and individual games where needed), to get maximum screen size possible. *some people may not like this, but I prefer to have a full screen stretched image when running on my 16:9 TV, rather than huge black borders
    Installed various extra systems, through the RetroPie setup script and otherwise (e.g. OpenBOR)
    Amended all themes to add in frontend sounds and also so only a (large) screenshot is shown per game. Also added screenshots for every rom (in my collection), and re-sized all to 640×480 or less so no lag when scrolling through games
    Created new system backgrounds for every system and hidden the Emulation Station help text for a cleaner look
    Removed /etc/network/interfaces file due to it creating a start-up lag (in my experience)

    That’s all I can think of from the top of my head. Like I say, nothing revolutionary, but all in all it has taken me around 7 months to get to the point where I can say I am happy with the full setup. It is more time consuming than anything. An understanding of Linux helps too (which I now have, but am no-where near skilled in it yet!).

    Any questions or feedback just let me know.

    Cheers.
    Steve

    Anonymous
    Inactive

    By default none of these controller’s dpad worked in SNES, Genesis, or MAME however it worked fine for retropie menu. Which means the hardware is working but I’m guessing the control mapping is screwed up somewhere.

    I edited: /opt/retropie/configs/all/retroarch-joypads/MicrosoftX-BoxOnepad.cfg
    because the “_btn” suffix is missing on the dpad parts of the config file as another user had pointed out. After that the dpad worked in gensis but not MAME. However the analog was working in MAME.

    I tried deleting config files and re-running retropie setup control config but it didn’t help. Am I supposed to set up a config file for each system I want to use? If so, how do I make a config file for an individual game system?

    I read several guides but I guess they’re for previous versions (I’m new to retropie).

    What I’m using:
    Raspberry Pi 2 Model B w/2.5A power supply
    RetroPie 3.0 beta 4
    Xbox one controller (connected w/usb cable)
    PS4 (connected w/usb cable)
    Xbox 360 (wireless connected using included xbox 360 dongle and installed retropie driver)
    Using Powered USB

    Thanks!

    #102096
    pieguy123
    Participant

    wow, this would be GREAT to have. Im new to the RP2, and all I plan on using it for is to be able to dualboot retropie and openelec.

    if you could help me out too with an img, that would be awesome. Good vid too btw. Thanks in advance!

    dankcushions
    Participant

    [quote=101987]With these settings, the overlay is being scaled with bilinear filter, which is blurring some of the scanlines and causing the moire effect you were describing. IMO this can be very distracting, particularly with vertically scrolling games.[/quote]
    nope, it’s not being scaled. my overlays are 1080p, so if you set your retroarch video output to 1080p, no scaling takes place. i have scaled the scanlines ahead of time in gimp, but it seems to be a subtler effect, and not noticeable (to me) – see my screenshots.

    the moire effect i’m describing is a feature of my TV (and others?) – i get it even when I’m using perfectly scaled 216 visible line games and 216 scanlines (5 x 216 = 1080 – I used a 1080p overlay of un-scaled 216 line scanlines, intiially), when the overlay opacity is too high. i think my panel doesn’t like concentric horizontal black lines and the brightness of them seems to waver (I have it set to ‘game mode’/post-processing off, of course).

    i recommend folk fiddle with the setting to see what they like.

    There are a couple incorrect assumptions you’re making, one of which is that most systems put out 224 horizontal lines of resolution, which is not the case.

    …hence i’ve got the breakout section detailing the resolution of each system, as I check :) nes/snes, neogeo and megadrive are 224, which represents ‘most’ to me, but that’s my era I suppose.

    [quote]If you’re losing important score/credit info, as you said you were at 5x scale, it’s likely because you are using 224 as the internal resolution instead of 240.[/quote]
    nope, I was using 216 instead of 224, in the scenario I was talking about (this is the visible area you end up with when trying to 5x integer scale on a 224 line system). you can’t show 224 lines on a 1080p screen in a 5x integer scale (5*224=1120)

    [quote]Also, regarding opacity, IMO you’re better off setting your display’s “backlight” setting higher to compensate for the loss of brightness. (This is not the same as the “brightness” setting). For example, with 4x scanlines at 100%, you would lose 50% light output, so you compensate for this by increasing the backlight by the same amount (eg., if your backlight is at 50%, you would turn it up to 100%).[/quote]My TV doesn’t have this setting :(

    [quote]Also, regarding the dotmask shader, it will cause a drop in frame rate and input lag, but it is slight. I’m sensitive to these things, so it ruins it for me, personally.[/quote]Do you have a way of measuring this? None of the retroarch emulators seem to be able to display framerate for me.

    [quote]With this said, could you please correct the misinformation contained in your post regarding the horizontal resolution of console systems? This kind of information can quickly and easily spread once posted, leading to more confusion and problems, and it works against the efforts of those who are working to preserve authenticity and accuracy. Thank you. :)

    The correct horizontal resolution is 240 for NES, SNES, Genesis, PS1, N64, PC Engine. This can be readily corroborated by using Google and searching “internal resolution (system name)”

    However, there are individual core differences and bugs where the internal resolution isn’t right, Picodrive being a notable example. So the correct resolution for a system may not be the “correct” resolution for an emulator.[/quote]sure, I’ve added a note on what I mean by ‘resolution’ in this guide

    patrickm
    Participant

    With these settings, the overlay is being scaled with bilinear filter, which is blurring some of the scanlines and causing the moire effect you were describing. IMO this can be very distracting, particularly with vertically scrolling games.

    I’ve detailed a way to get pixel perfect scaling at 1080p while cropping both the letterboxing (the black bars) and the overscan, so that the picture fills the vertical area of the screen and the scanlines line up perfectly without scaling artifacts, cf., “how to get perfect video scaling” and “how to get scanlines.”

    There are a couple incorrect assumptions you’re making, one of which is that most systems put out 224 horizontal lines of resolution, which is not the case. If you’re losing important score/credit info, as you said you were at 5x scale, it’s likely because you are using 224 as the internal resolution instead of 240. What gets cropped at 5x scale corresponds exactly to the overscan area on an NTSC CRT TV. The remaining area is referred to as the “safe zone,” and game developers would always make sure that important game graphics were displayed within this zone (with a few rare exceptions), and they frequently made use of the overscan area to store information that the player wasn’t supposed to see (usually, to compensate for the variability in how CRTs were calibrated).

    Also, regarding opacity, IMO you’re better off setting your display’s “backlight” setting higher to compensate for the loss of brightness. (This is not the same as the “brightness” setting). For example, with 4x scanlines at 100%, you would lose 50% light output, so you compensate for this by increasing the backlight by the same amount (eg., if your backlight is at 50%, you would turn it up to 100%).

    Also, regarding the dotmask shader, it will cause a drop in frame rate and input lag, but it is slight. I’m sensitive to these things, so it ruins it for me, personally.

    With this said, could you please correct the misinformation contained in your post regarding the horizontal resolution of console systems? This kind of information can quickly and easily spread once posted, leading to more confusion and problems, and it works against the efforts of those who are working to preserve authenticity and accuracy. Thank you. :)

    The correct horizontal resolution is 240 for NES, SNES, Genesis, PS1, N64, PC Engine. This can be readily corroborated by using Google and searching “internal resolution (system name)”

    However, there are individual core differences and bugs where the internal resolution isn’t right, Picodrive being a notable example. So the correct resolution for a system may not be the “correct” resolution for an emulator. I’ve saved you the work by providing a list of resolutions to use in “how to get perfect scaling.”

    I haven’t tested Neo Geo, but I think it varied, with the most common being 264 with overscan (240 without)

    Anonymous
    Inactive

    Hi.

    I installed a fresh RetroPie 2.6 vRPI2 image on my SD-card today, and did the usual raspi-config things such as expanding the filesystem, splitting memory, and so forth… and the retroarch joyconfig to get my gamepad working in the emulators per se.

    All good.

    However when I checked the RetroPie-Setup menu, and performed “UPDATE RetroPie Setup Script“, I saw there were new emulators to pick from “5. Install individual emulators from binary or source” – most of them beginning with “lr..”

    For example I downloaded the binary installation “lr-pcsx-rearmed” (Description: “Playstation emulator – PCSX (arm optimised) port for libretro” – but I can’t get it to work!

    The original PSX emulator that came with the default 2.6 image looked like this in /etc/emulationstation/es_systems.cfg

    es_systems.cfg

    <system>
        <fullname>Sony Playstation 1</fullname>
        <name>psx</name>
        <path>~/RetroPie/roms/psx</path>
        <extension>.bin .BIN .cue .CUE .cbn .CBN .img .IMG .mdf .MDF .pbp .PBP .toc .TOC .z .Z .znx .ZNX</extension>
        <command>/opt/retropie/supplementary/runcommand/runcommand.sh 2 "/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/psxlibretro/libretro.so --config /opt/retropie/configs$
        <platform>psx</platform>
        <theme>psx</theme>
      </system>

    After installing the lr-pcsx-rearmed emulator, it looked like this:

     <system>
        <fullname>PlayStation</fullname>
        <name>psx</name>
        <path>~/RetroPie/roms/psx</path>
        <extension>.bin .cue .cbn .img .iso .m3u .mdf .pbp .toc .z .znx .BIN .CUE .CBN .IMG .ISO .M3U .MDF .PBP .TOC .Z .ZNX</extension>
        <command>/opt/retropie/supplementary/runcommand/runcommand.sh 0 _SYS_ psx %ROM%</command>
        <platform>psx</platform>
        <theme>psx</theme>
      </system>

    Something that caught my attention was that “Sony Playstation 1” – became, just – “Playstation” in the description (es_systems.cfg)

    The whole runcommand.sh 2 “/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/psxlibretro/libretro.so (and so forth)…. became, just – ” _SYS_ “…. no referance to any emulator, nothing.

    I downloaded other “optimised/enhanced” emulators as well such as lr-nestopia (nes), lr-fceu and so forth.

    Anyway:

    The newly installed emulators don’t work, the roms won’t start and message
    /opt/retropie/supplementary/runcommand/runcommand.sh line 203 SYS command not found
    – is showed just before I get bounced right back to Emulationstation. :(

    What is this?
    How do I correct the es_systems.cfg file to point out where the new emulators are?
    (I.e, how do I switch between the different emulators?)

    Help!

    This is the 4th, or 5th time… or 6th(?)… I’m installing RetroPie, configuring my controls and transfering the roms.

    All the tiiiime and frustration it takes for me is turning my ass inside out, turning my head boogie woogie and turning my hair white… they’re gonna need ushers to carry me to bed soon because my knees are shaking so bad, I’m already feeling the skin on the back of my balls crawling tighter each time I click “Write image to SD-card” for the fiftyeleventh time jeez!

    Many thanks in advance.

    /Alucard the Swede, hence my poor English grammatics.

    kommissar
    Participant

    Hi everyone,

    After digging the net for weeks, i didn’t find the answer to my issue.
    I can’t set the hotkeys for switching the shaders ingame (previous/next shaders) in Retropie v.3b4 (rpi2).
    I successfully set these hotkeys in the Retropie v.3 (rpi1) and v.2.6 (rpi1).
    I just bought a Raspberry Pi 2, so i wanted to put the correct system version on my new Pi.

    This is my current config for my controller (iBuffalo Snes controller) :

    
    # ======================================================================
    # Config : iBuffalo SNES Classic Gamepad : Par défaut
    # ======================================================================
    input_a_btn = "0"
    input_b_btn = "1"
    input_x_btn = "2"
    input_y_btn = "3"
    input_start_btn = "7"
    input_select_btn = "6"
    input_l_btn = "4"
    input_r_btn = "5"
    input_up_axis = "-1"
    input_down_axis = "+1"
    input_left_axis = "-0"
    input_right_axis = "+0"
    
    # ======================================================================
    # Config : iBuffalo SNES Classic Gamepad : Hotkeys
    # [Select] + [Start]      : Leave the game
    # [Select] + [R]          : Save state
    # [Select] + [L]          : Load state
    # [Select] + [B]          : Reset
    # [Select] + [DPad-LEFT]  : Previous shader
    # [Select] + [DPad-RIGHT] : Next shader
    # [Select] + [DPad-DOWN]  : Decrease state slot
    # [Select] + [DPad-UP]    : Increase state slot
    # ======================================================================
    input_enable_hotkey_btn = "6"
    input_exit_emulator_btn = "7"
    input_save_state_btn = "5"
    input_load_state_btn = "4"
    input_reset_btn = "1"
    input_shader_prev_axis = "-0"
    input_shader_next_axis = "+0"
    input_state_slot_increase_axis = "-1"
    input_state_slot_decrease_axis = "+1"
    

    This config works for the rpi1 version, but not the rpi2.
    I also tried with the “btn” version of the hotkey on Y and X (input_shader_prev_btn). Same result. :/
    Did i miss something ?

    PS : Sorry for my english. It’s not my native language. ^^

    EDIT : 2015-07-14

    Solution : Update RetroArch
    In emulationstation : go to Retropie > RETROPIE-SETUP
    Then : choose “5 Install individual emulators from binaries or source”
    Find retroarch > binary
    Reboot
    And it works :D

    Big thanks to buzz for the solution !!!

    flexbt
    Participant

    Awesome, you guys rule. So if that’s the way to change emulators for libraries or individual ROMs why are there still separate folders for some systems (Mame4all, advmame, fba)?

    Is there an email list or anything that is published when a new version comes out or do I need to keep checking the DL page?

    herbfargus
    Member

    I usually just ssh and copy them over on winscp the only benefit to the USB stick may be if you don’t have a network connection or sometimes it will copy over faster than the network depending on your hardware of course. One thing that you’ll need to take note of are which ROMs are parents and which are clones. If you get clones without parents (like pacman is really a clone of Puckman) they’ll give you a missing ROM error. You can see the compatibility lists on aforementioned managing ROMs wiki page and they list which ROMs need which parents. Usually I’ll just build the whole romset and copy the whole thing over or I’ll build a merged set which puts all the clones in the parent folder (its not the most efficient on space though.) Sometimes rebuilding won’t work regardless (like in my case donkey Kong) and I just had to find an older romset for some of those or at least individual ROMs.

    vretro
    Participant

    Does anyone know how to save controller configurations in PCSX-Rearmed (Stand alone, not lib retro version)?

    I am able to set controls for each player by pressing Esc, then configuring each controller and play, but it won’t save and write the global configuration file.

    It seems possible to save and write a config file for individual games, but these don’t seem to be used when you return to play the game.

    Stumped

    car22
    Participant

    Hi, can someone help me to configure the keyboard controls for retropie.

    Currently I have setup an IPAC with my desired button configurations, but I want to know how to change the button assignments on the individual emulators in retropie.

    I have found numerous guides for controllers, but I want it for just a keyboard.

    Can someone please help with what I need to type to access the emulator .cfg’s and how alter them to change the button assignments. Eg, when I play super marioworld on snes, the game gets stuck at the homescreen, even when ive pressed every button on the keyboard.

    smithers
    Participant

    Hi.

    I have my 32gb sd card set up as a dual boot for Retropie / KODI. I’ve got it all set up perfect – very happy with everything and all is working perfect…… Apart from an issue I have suddenly developed when booting into Retropie?

    I have a boot video that fades perfectly into the Emulation Station logo and all was working great until I started fiddling with WiFi. Now it will play my video, go to a black screen for a while then display the ES logo and boot up. Its trying to do something in the background that I don’t want it to and it happens with or without a WiFi dongle plugged in.

    I have tried purge-removing Wicd-Curses, I have edited the /etc/network/interfaces file to have no mention of Wifi0 (forced Ethernet), but nothing helps with this delay. It only appeared since I fiddled with WiFi in the Retropie menu, and now I wish I hadn’t as I don’t even need it in retropie, only KODI (which handles the WiFi setup perfectly by itself).

    It is really getting on my nerves and its spoiling an otherwise perfect setup. Anyone have any ideas how I can resolve this issue?

    I should add that it can be intermittent, and sometimes performance appears to be affected too. :(

    #101329

    In reply to: RetroArch 1.2 released

    Floob
    Member

    Some interesting points

    – Built-in input mapping –
    It is now possible to bind your gamepad from within the program without having to go through the chores of previous versions. Go to Settings -> Input Settings and select ‘Bind All’ to bind each and every button one at a time, or bind the actions individually. If you are using a gamepad which is supported by us, it will be autodetected and autoconfigured to align with our gamepad abstraction, the RetroPad.

    – Ability to remap controls –
    An often-heard complaint of before was the inability to change the controls. We have made this possible now. Once a game is loaded, go to the ‘Quick Menu’ and select ‘Core Input Remapping Options’. From there you can change the controls per core, and you can also save these changes to a config fil

    #101220

    In reply to: icade pi 2 project

    ptitneo
    Participant

    I had the same goal. I ended up ordering this controller board and built a power cable for it that plugs into an USB socket.

    The good news is, it works. The 5V are plenty enough when plugged directly to a 2A USB power supply. The bad news is that it doesn’t work so well when plugged to the Raspberry (+controlblock, which would’ve allowed me to power everything up and down using the controlblock’s power switch). The backlight flickers. I’ve read somewhere that reducing the brightness might help but I don’t want to do that, so right now I’m using 2 separate USB cables, one for the raspberry and one for the lcd, both plugged the same dual-output USB charger.

    #101204

    In reply to: Autofire on the axis

    temecal
    Participant

    Hi all-
    I’m at a complete loss trying to get my joysticks/buttons to work. I have a Xin-Mo Dual controller, two joysticks and 20 buttons. I had joystick 1 and all 20 buttons working initially. Joystick 2 was never showing up in dmesg, nor was /dev/input/js1 present.

    I installed feederchain’s kernel update, and voila, joystick 2 shows up now! Unfortunately, only the following work now:

    Joystick 1 left/right/up/down
    Player 1 A and B buttons
    Joystick 2 left/right/up/down
    Player 2 A and B buttons

    No other buttons work now. Start, Select, Exit, hot-key, C, X, Y, etc… do NOT work now.

    My /opt/retropie/configs/all/retoarch.cfg file shows the proper directory for my joypad config:
    joypad_autoconfig_dir = /opt/retropie/configs/all/retroarch-joypads/

    I’ve tried everything possible, from using my original working config…to removing “player1/player2” from the variable names…to changing axis numbers and joypad index numbers. I’ve removed quotes, added quotes. Nothing seems to matter. Here’s my latest config:

    input_player1_joypad_index = “0”
    input_player1_up_axis = “-1”
    input_player1_down_axis = “+1”
    input_player1_left_axis = “-0”
    input_player1_right_axis = “+0”
    input_player1_a_btn = “0”
    input_player1_b_btn = “1”
    input_player1_x_btn = “3”
    input_player1_y_btn = “2”
    input_player1_select_btn = “6”
    input_player1_start_btn = “7”

    input_player2_joypad_index = “1”
    input_player2_up_axis = “-1”
    input_player2_down_axis = “+1”
    input_player2_left_axis = “-0”
    input_player2_right_axis = “+0”
    input_player2_a_btn = “0”
    input_player2_b_btn = “1”
    input_player2_x_btn = “3”
    input_player2_y_btn = “2”
    input_player2_select_btn = “7”
    input_player2_start_btn = “6”

    No matter what I do, I only have control of the joysticks and the A & B buttons. Nothing more. It’s almost as if some other config file is being used. I ran jstest against js0 and js1, and they both show all the buttons and axis’ working as expected.

    Is there a way to see what config file is being loaded? What should permissions be on all the retroarch config files?

    Thanks!

    reprotie
    Participant

    Hi! I just started using retropie now (the V3.0 beta 4), and I’m having kinda the same problem. I’m using a generic controller, and can’t save the config of the analogics.

    I’ll leave the topic that me and another users where trying to find a solution, as reference:

    Dualshock 4 SNES problems

    Falcon found a solution for his dualshock 4, but he is using it for playing snes and gba. So, I dunno if his analogs have the same problem as mine:

    [quote=100876]I also am using a Dualshock 4 (PS4) controller, and had the same issue, but I finally found out a solution!

    After looking through some of the setup options, one of the options was Install Retroarch autoconfigs (or something like that, it was very similar). I decided to just give it a whirl and install this, and it ended up working! I rebooted my Pi, went into Super Mario World for SNES and it worked perfectly.

    Also tested on The Legend of Zelda Minish Cap for GBA. Works fine! I hope this helps!

    I did not have to go back in and configure the controller manually after this. I just rebooted my Pi and it was already configured correctly.

    [/quote]

    #100894
    reprotie
    Participant

    [quote=100876]I also am using a Dualshock 4 (PS4) controller, and had the same issue, but I finally found out a solution!

    After looking through some of the setup options, one of the options was Install Retroarch autoconfigs (or something like that, it was very similar). I decided to just give it a whirl and install this, and it ended up working! I rebooted my Pi, went into Super Mario World for SNES and it worked perfectly.

    Also tested on The Legend of Zelda Minish Cap for GBA. Works fine! I hope this helps!

    I did not have to go back in and configure the controller manually after this. I just rebooted my Pi and it was already configured correctly.

    [/quote]

    Thanks for the help, Falcon! :D
    For anyone that couldn’t find the option, it’s located at:

    Retropie menu, retropie-setup
    "setup/config (to be used post install)"
    [Option 318] "Install Retroarch joypad config"

    Now the joypad almost works!

    What I find peculiar is that now I have 3 dragonrise cfgs:

    DragonRise_Inc.___Generic___USB__Joystick__.cfg
    DragonRise_Inc.___Generic___USB__Joystick__.bak

    (these ones where created “manually” while trying to setup before)

    DragonRise_Inc._Gamepad.cfg
    and
    DragonRiseInc.GenericUSBJoystick.cfg
    (these where download automatically, and are almost empty. The GenericUSB one only have “input_driver = “udev”)

    And Retroarch is reading… That one the I created before! Very weird.
    I’m sure of that, because I placed the code to go back to the ES menu pressing select+start, reset emulator, etc, inside this one, and he can understand that.

    But I still can’t make my analogs work. Here is the analog part of the code (auto-generated by the retroarch joy config before):

    [...]
    input_l3_btn = "10"
    input_r3_btn = "11"
    input_l_x_plus_axis = "+0"
    input_l_x_minus_axis = "-0"
    input_l_y_plus_axis = "+1"
    input_l_y_minus_axis = "-1"
    input_r_x_plus_axis = "+3"
    input_r_x_minus_axis = "-3"
    input_r_y_plus_axis = "+4"
    input_r_y_minus_axis = "-4"

    Again, I tried to place it inside each of dragon’s cfgs, placing it inside “\\RETROPIE\configs\all\retroarch.cfg”, “\\RETROPIE\configs\psx\retroarch.cfg”, etc

    I’m starting to think that this code have something wrong, but I can’t really understand what :o Maybe the axis notation?

    I’ll keep trying to figure out what is the problem, but any help is appreciated :)

    [EDIT]
    I discovered how! :D Thanks to this video from TechTipsta:

    His video is more indepth, configuring the .cfgs using a usb keyboard, directly on the Raspy. But you can do all using a wifi dongle, and sharing your config files via samba (already comes preconfigurated, at least in this version of retropie [v.3.0, beta 4])

    First, you need o configure 2 Retroarch specific buttons: one to toggle the hotkeys, another one to bring the retroarch config menu.
    On the video, he used select + f1 (the f1 is already on the “\\RETROPIE\configs\all\retroarch.cfg”, but it’s commented by default; you just need to open it, and uncomment the line, deleting the “#” in front of it), but you can use any button from your controller. can use any button you wish.

    In my case, I used the select + the equivalent of the triangle button on my generic controller. This code goes inside your gamepad cfg, located in

    \\RETROPIE\configs\all\retroarch-joypads\[yourjoypadname].cfg

    I’m my case, the code is:

    input_enable_hotkey_btn = "8"
    input_menu_toggle_btn = "0"

    After that, you just start the psx emulator, push your enable_hotkey button, the input_menu button, and voilá, you should bring up the retroarch menu.

    Now, you should be able to use your keyboard or your joypad to navigate thru the menus. But when I tried to use the joypad, the menus goes ballistic, and I can’t select anything. So, keep your keyboard with you, just in case! You are looking to go to:

    options> core options> pad1 type

    Change the pads type from STANDARD to ANALOG

    Now just go back 1 menu, select “resume content”, and you are done! :D
    I still have to test if this config “sticks” after shutting down the PI, and this menu have many more options to mess. I’ll edit this post in the case that I find something important! :D

    Ops, it doesn’t stick. That’s what I get for skipping the video :/

    After changing from standard to analog inside the core options, go back to settings > Input settings, and change “User1 Devicetype” from Retropad to Retropad w/ analog

    Go back to the “root” menu, and choose “Save New Config”
    It will change the “configuration files” above from retroarch.cfg to libretro.cfg. Everytime you save it again, it creates a new file (libretro-1.cfg, 2, 3, etc).

    After that, exit the emulator, press f4 on your keyboar to reset the Retropie. On the command line, we will append the libretro config file to the retroarch one, so it (theoretically) load the settings everytime.

    (Via samba, you can just open the 2 files, and ctrl+c, ctrl+v the settings from inside the libretro file to the retroarch one, but let’s do it the “clean” way)

    Type in the command line

    cd /opt/retropie/configs/psx
    (in the video, the path is …/configs/all; i think it changed since them, because retroarch saved everything inside the psx folder)

    Now type ls; You’ll see all the files on this directory, including the newly created libretro.cfg. To append it to the retroarch.cfg, just type

    cat libretro.cfg >> /opt/retropie/configs/psx/retroarch.cfg

    Theoretically, Retroarch should read this, and autoset the analog everytime. But isn’t working yet, I still need to manually change to analog everytime I restart the emulator :/

    I’ll keep messing with it, but as I said before, any help or hint is appreciated :D

    #100876
    falcon7370
    Participant

    I also am using a Dualshock 4 (PS4) controller, and had the same issue, but I finally found out a solution!

    After looking through some of the setup options, one of the options was Install Retroarch autoconfigs (or something like that, it was very similar). I decided to just give it a whirl and install this, and it ended up working! I rebooted my Pi, went into Super Mario World for SNES and it worked perfectly.

    Also tested on The Legend of Zelda Minish Cap for GBA. Works fine! I hope this helps!

    I did not have to go back in and configure the controller manually after this. I just rebooted my Pi and it was already configured correctly.

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