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  • #98153

    In reply to: Autofire on the axis

    chillimonster
    Participant

    Just done the patch on a machine a friend has built,

    Without the patch it sees the Xin-Mo Dual as two inputs, but with the autofire bug. After the patch the autofire is sorted, but only one set of controls works.

    Any ideas?

    #98130
    patrickm
    Participant

    [quote=98036]There is no upscaling if display and render resolutions are equal. Be aware your display resolution could be some pixels smaller if overscan (config.txt) is enabled. So if render resolution is 1920×1080 and your display resolution is 1910×1070 (overscan) there could be scaling artifacts.

    If performance is ok i would recommend render = display resolution. If performance is to low (shaders, emulation speed) a mix of hardware upscaling and lower render resolutions should be used. Hardware upscaling is for free and needs no processing power.

    I have not seen any input lag with hardware upscaling. Thought threaded video causes a small input lag.

    [/quote]

    I’ve noticed additional input lag setting the render resolution to 960×720 on my 1080p monitor, although it is slight. I’m playing a lot of fast-twitch games, though, so it might not be noticeable in most situations.

    Logically, there is going to be an extra delay due to the additional processing that the gpu has to do. Whether or not this is noticeable depends largely on the individual and the game being played.

    I wasn’t aware of the performance limitations of the raspberry pi 1, I can see now that the default video settings make sense.

    I thought it might make sense to add something like “video profiles” to the launch menu, sort of like preconfigured video modes, but then I realized that each system would need its own custom resolution, and the idea started to seem too complicated.

    #98100
    digital-void
    Participant

    The Vision:
    In the old days there have been tons of dual-player games out there – we have met at home played as long as possible (until mom’s stopped us and we’re forced to go to some place else to continue playing)
    So wouldn’t it be awesome if we could play the games of our youth together with our childhood-friends?

    The Idea:
    A Dual-Player Top-Level connection via a custom remote desktop like Server – Client protocol.
    So – instead of trying to write for each emulator a custom program – the connection is established via raspbian at low-level hardware access.
    So Player 1 starts the game-server and afterwards an emulator on the host raspi.
    Player 2 starts a special client “emulator” which is pretty much nothing else but a remote desktop client sending the local input while seeing the servers screen content.
    The server streams the hosted game via ffmpeg to the connected client and listens to the client user input.
    The client plays the ffmpeg stream and sends the local input.

    The Trouble:
    I know this is quite an ambitious project – probably big enough to get it’s own top-nav button ;)
    I suppose that the server raspi wouldn’t be able to send full hd quality over ffmpeg – but – most of games don’t need such a high resolution anyway.
    And- dual player against each other will never be very fair – as only the client would suffer from all the delay (receiving – sending).
    It might also be quite tricky to guarantee a similar screen setup so that just writing to the framebuffer is possible.
    A client input mapping needs to be developed…

    The Possibilities
    Imagine to play with two pi-boys via a twisted pair cable or wifi?
    Or have the client running on an debian desktop machine and save the stream to file to record gaming sessions?
    A way to establish the ip connection user friendly – maybe via a php script on a internetserver… This all needs to be sorted out.

    Here are some links I stumbled upon doing some research.
    ffmpeg.org

    Low-level (Linux framebuffer) graphics programming tutorial

    High-performance RDP on the Raspberry Pi

    So – what do you think –
    Can it be done at all?
    Have I forgotten something important?
    Anyone on this board who’s working on something similar or related?

    I’d be grateful for any suggestion or hints…

    paquito
    Participant

    Hi, I’m using RetroPie 3 (over OSMC with RetroPie Script).

    I have a dual-shock like (not dual-shock) controller and after first boot (and splash screen with controller configuration for ES) lot of systems goes OK. All fine! Until I test PSX.

    First of all, the analog doesn’t works. Ok, reading the forum I added to:
    /opt/retropie/configs/all/retroarch-core-options.cfg the line pcsx_rearmed_pad1type = “analog”
    Check that the path is “/all/” not “/psx/” because this doesn’t work.

    Ok, now I have analog detection! But not all fine. I detected that left analog “up” is not correctly calibrated (so is like half up) and, worst, the right analog is misconfigured (checked in Ape Scape).

    I executed “RetroPie (menu) -> configure retroarch controller” and it generates the file:
    /opt/retropie/emulators/retroarch/configs/MicrontekUSBJoystick.cfg
    It doesn’t work, I try executing again the configurator but modifiying other keys (swap up and down, left and right, etc.) and nothing changed, up is still up in a game (tested in SNES games, for example).

    The script says that my “MicrontekUSBJoystick.cfg” will be used when my controller is detected, but is fake, this file isn’t readed (or is readed and overwrited)

    How can I configure my controls?

    Anonymous
    Inactive

    Ok I know this may sound crazy, but I have a Retropie running on a Raspberry Pi 2 in my office. It is hooked up to a no audio 3rd monitor I use for housing my communications workflow when I am not using it for other uses.
    I don’t want to run a sound cable between my Pi and my computer’s Line-In port when I have a perfectly good 100 mbps hard wire network already going into both through a 10 gbps switch.
    I think you see where I am going here…
    I Would like to find some way to get my RetroPie 3.0 bassed Pi exporting audio in the form of a low-latency stream over the network connection to my Windows work computer that is in turn connected to a wireless headset I have on all day. I can tolerate some Latency, that’s not the problem, I am more worried about the load on the Pi.
    I think it will go well with the tucked away DualShock 4 I use for controlling the Pi’s emulation and Kodi. ^.~

    #97452
    patrickm
    Participant

    [quote=97434]Excuse me if I wrote something that was not meant that way. I’m german and don’t always know the right wording. I did not want to upset you. ?

    You’re right , on the hill , you can see very few emulated pixels that are a little less wide.
    But you have really search for it and you notice it only if you know what to look .

    Also in SNES Zelda the first dungeon.
    But with smooth and my overlay, it falls on even less.

    For you it’s necessary that every pixel look absolutely identical.
    For me it’s necessary that the overall image simply looks good.
    But that’s a matter of opinion, any way he likes.
    Similarly the darkness of the scanlines, to me it looks to darken, no matter how I adjust the brightness.
    With the sharpness of your image there looks to me to blocky.

    You might also right about the high end TV, but i never played any console on a high end TV. Did you?
    99,99% of all people only played on a consumer grade CRT with this “softness”.
    All this is the reason why the overall image of a console like SNES, Genesis… looks more uniform and better on a CRT than on a LCD without filter or shaders ….to me ?
    Sure, there exists better CRT shader as an overlay image, but the pi can’t handle these.

    Actually it was originally indeed about why the whole picture is very dark with your overlay images, it’s because of your resolution settings and the resolution of your overlay image. ?

    Sorry but neither with the sharp-bilinear shader nor with the pixelate shader
    I see any difference, no matter what settings…?
    Maybe you can post a picture on you see the differences?

    I now have my original SNES connected and then I realized that I had totally forgotten about the PAL borders. ?
    Thus, the aspect ratio at all is no longer correct (1.63) and the individual pixels are also wider to see it there.

    More example pictures:
    Example Images Dropbox

    [/quote]

    Don’t worry, you didn’t offend me, it’s just that this whole topic is very contentious and people have a tendency to argue about it for pages and pages :) don’t worry about your English, either- it’s certainly better than my German! This post is going to be long, so I apologize in advance :)

    You say you have to really look for the warped pixels. This might be true if you are sitting far enough from the display/have a small display. The warped pixels look especially bad when objects are scrolling, but you might not notice this on a crappy LCD with a lot of motion blur (as most LCDs have). I have a tendency to really scrutinize images because I’m obsessed with picture quality. Once I see these things, I can’t unsee them, and they become a real distraction.

    Most image purists/ videophiles will agree that scaling artifacts are the cardinal sin, to be avoided at all costs. This is because, aesthetically, it is worse to warp sections of an image by different amounts than it is to warp the entire image by one amount. But you’re right that this is not 100% objective.

    As far as the image appearing too dark, it is probably a problem with your display if it hasn’t been properly calibrated. EDIT If you aren’t used to viewing a calibrated image, than it might appear too dark. Also, you might be forgetting how dim CRTs were. An LCD is more than bright enough to have 100% black scanlines (reducing the effective backlight by 50%) and still be brighter than a CRT was.

    The way scanlines work is that the higher the contrast between the scanline and the “drawn” lines, the greater their effect. Scanlines work like a pointillist painting: at the right distance, the human visual system blends the image and it results in a smoother image than actually exists. This effect is achieved more easily when the “gaps” are more easily recognized as such. I’m fairly certain that this could be confirmed via psychological experiment, if it hasn’t been already.

    Another thing to consider is that each improvement to CRT technology brought images that were sharper, brighter, and had darker scanlines. First you had regular shadow mask CRTs. Then dotmasks came which allowed more light to pass through and had a less noticeable mask. Then you had aperture grills, which allowed even more light to pass through and were even sharper, with an even less noticeable mask. Then you had the king of CRTs, the Sony BVM, which had an almost invisible aperture grill, 900 lines of horizontal resolution (close to today’s 1080p displays), and was even brighter and sharper. The result is those perfect scanlines that die-hards covet.

    The overall point is that CRT quality has always varied very widely, so the graphic artists didn’t have a single use case that they could base their designs on. Sure, most people didn’t have BVMs, but a lot of people had Trinitrons, which were significantly brighter and sharper than standard shadow mask CRTs.

    Another point is that trying to replicate the eccentricities of a CRT on an LCD is just hard to pull off without looking fake. The CRT shaders are computationally demanding and won’t run on the raspberry pi, and they require a lot of tweaking to look right IMO. Even then, they are going to add an amount of input lag dependent on your processor speed.

    I guess I only like scanlines because they filter the image while still looking authentic to me. All the other effects look like an LCD trying to be a CRT and it feels inauthentic. The worst offender in this regard IMO is the screen curvature effect. I played on all kinds of TVs with curved tubes, and I never recall any curvature like what I’ve seen shaders do. This is because a curved CRT was calibrated so that the image looked square/flat when viewed from a normal angle. A lot of the CRT effects look like an artist’s interpretation of a CRT to me.

    Now, back to the original topic (!) :)

    You said the darkening problem with the overlay was due to the size, that’s also what I suspected, so thanks for confirming that.

    I’m sorry, I neglected to mention that when you choose sharp-bilinear you need to set shader filter to “linear” for it to work. Pixellate won’t run on the pi because it is too demanding.

    Yup, PAL games all had those black borders on all systems. This is because PAL TVs were better, having 576 horizontal lines of resolution vs. NTSC’s 480 lines (a 20% higher resolution). The console only puts out 240 lines so everything over 480 winds up as a black border.

    #97434
    patl
    Participant

    Excuse me if I wrote something that was not meant that way. I’m german and don’t always know the right wording. I did not want to upset you. ;-)

    You’re right , on the hill , you can see very few emulated pixels that are a little less wide.
    But you have really search for it and you notice it only if you know what to look .

    Also in SNES Zelda the first dungeon.
    But with smooth and my overlay, it falls on even less.

    For you it’s necessary that every pixel look absolutely identical.
    For me it’s necessary that the overall image simply looks good.
    But that’s a matter of opinion, any way he likes.
    Similarly the darkness of the scanlines, to me it looks to darken, no matter how I adjust the brightness.
    With the sharpness of your image there looks to me to blocky.

    You might also right about the high end TV, but i never played any console on a high end TV. Did you?
    99,99% of all people only played on a consumer grade CRT with this “softness”.
    All this is the reason why the overall image of a console like SNES, Genesis… looks more uniform and better on a CRT than on a LCD without filter or shaders ….to me ;-)
    Sure, there exists better CRT shader as an overlay image, but the pi can’t handle these.

    Actually it was originally indeed about why the whole picture is very dark with your overlay images, it’s because of your resolution settings and the resolution of your overlay image. ;-)

    Sorry but neither with the sharp-bilinear shader nor with the pixelate shader
    I see any difference, no matter what settings…?
    Maybe you can post a picture on you see the differences?

    I now have my original SNES connected and then I realized that I had totally forgotten about the PAL borders. ;-)
    Thus, the aspect ratio at all is no longer correct (1.63) and the individual pixels are also wider to see it there.

    More example pictures:
    Example Images Dropbox

    #97407
    patrickm
    Participant

    [quote=97390]You should not set up a Y resolution higher then the screen resolution.
    I use 1080p because then i have 4 pixels for each scanline and additional enough pixel for the TV border itself.
    I still don’t know what you mean with warped pixels on the X axis.
    I can’t see any difference between 1194×896 and 960×720
    You’re right the exact aspect ratio is 1194.66666 in the X axis but with 1194 every emulated pixel is 4,6640625 pixels on screen, not 1, in practice i can’t see the difference, especially with the scanlines[/quote]

    Having spent a LOT of time with this, and talking with various RA devs, I thought I should share what I’ve learned.

    Why should you not set a y resolution higher than the screen resolution? As I said, what gets cropped off is so minimal on SNES or Genesis that it would have been cropped off by a CRT anyway. With NES, it may seem like you’re losing a lot, but actually, the “safe zone” for CRTs was 90% of the total picture. With going to 1200 on the y axis, you lose 120 pixels, which at a scale of 5x translates to 24 NES pixels. The NES put out a total of 240 lines. 240 – 24 = 216, or 90%.

    You might not notice the artifacts on the x axis because they are small at the resolution you’ve chosen, but they are there. Look at the mini map in the upper right of the screen on Super Metroid. You will notice some individual pixels are wider than others. You probably didn’t notice because most of the warping occurs at the edges as you get closer to integer scale. Scaling artifacts completely ruin the image for me, so getting rid of them is my top priority. Or check out the first hill in super Mario bros at the title screen, at the diagonal edge line. You will see inconsistently-sized pixels.

    Would you mind providing a screenshot?

    [quote]Also most shader have either more or less recognizable effects on the emulator speed. For example SNES Yoshis Island first level, first cave.
    The sharp-bilinear.glsl do nothing at least on my tests.
    Instead i use the video_smooth option in the retroarch.cfg.
    The same with the pixellate filter.[/quote]

    The very purpose of the pixelate shader is to allow you to keep your 4:3 aspect ratio while eliminating scaling artifacts. Sharp-bilinear adds a very slight horizontal blur to deal with artifacts on the x axis. You wouldn’t notice them doing anything if you already are not noticing the artifacts in your picture.

    Video smooth should be avoided as it just adds bilinear filter, which causes blurring and a loss of detail. You would need a broken CRT for it to look like the picture with bilinear filter. Most videophile retro gamers will advise you to avoid using it.

    [quote]In my opinion the pixel edges and the scaliness itself in your example looks too sharp and too dark for me, it looks not really realistic.[/quote]

    I don’t want to get into a battle over opinions, if you have found a look that makes you happy, great.

    I don’t really see what you mean by too dark, are you sure your display is properly calibrated? I put the scanlines at 50% for an effective 25% reduction in brightness, so you need to turn the backlight up to 100% on your display for an effective 75% backlight.

    Realistic isn’t really possible without CRT shaders, but even those just wind up looking fake to me most of the time, and most don’t work on the raspberry pi. For the pi, I just go for a clean emulated look with scanlines to soften the edges a bit. Actually, this picture is almost indistinguishable from a high end Sony BVM :) It’s also very similar to using an upscaler with original hardware. The “softness” of a consumer grade CRT was due to flaws in its manufacture. An ideal “perfect” CRT with no manufacturing flaws would indeed look like the above shot, but brighter, and the scanlines would be 100% black and sharp.

    Most of the time when people go for “authentic” it just looks fake and distracting to me. I’m going for overall picture quality over authenticity. I never really understood why people went for authenticity over quality. If you want authentic, why not just play on an old CRT? Can’t get any more authentic than that, and you can get one for free these days. Trying to replicate all the flaws of a CRT on an LCD is silly to me.

    [quote]My TV border isn’t 100% finished yet, it’s a bit too much curved, so in some games too much of important image details are lost, but i like it ?

    Here you can download some fullscreen scanline overlays and another with a TV Border
    https://www.dropbox.com/sh/sicv3m5yp7ztg7u/AAAoJH6AxlKmvWKyAAMGSu8ja?lst

    And here is the Youtube Video:
    https://www.youtube.com/watch?v=Xu5lLfJmJVY

    [/quote]

    Thanks! I’ll check those out, as I’m still having trouble getting my overlay the right size. I figured out how to do transparency, at least.

    Floob
    Member

    There are some examples here:
    https://github.com/ymartel06/GnGeo-Pi/wiki/Controllers

    So it looks like:
    UP=J0B0,DOWN=J0B1,LEFT=J0B2,RIGHT=J0B3

    Some more details:

    # some sample joystick configuration
    # Xbox360
    # p1control A=J0B0,B=J0B1,C=J0B2,D=J0B3,START=J0B6,COIN=J0B10,UP=J0a1,DOWN=J0a1,LEFT=J0A0,RIGHT=J0A0,MENU=J0B7
    # Dualshock2
    # p1control A=J0B2,B=J0B1,C=J0B3,D=J0B0,START=J0B9,COIN=J0B8,UP=J0a1,DOWN=J0a1,LEFT=J0A0,RIGHT=J0A0
    
    # Meaning of the code:
    # Kxxx : keyboad key number xxx
    # JxByy : Joystick number x Button 
    # JxAyy : Joystick number x Axe yy (use a lowercase 'a' if you need to invert the axis)
    # JxHyy : Joystick number x Hat yy
    # 
    # by the way, you can define a button multiple time, for example A=J0B0,A=K123,etc..
    darkblaster77
    Participant

    Hi,

    I intend to dual boot Kodi and RetroPie (Raspbian) on Rpi2.
    If I am not mistaken, the latest RetroPie setup script is for version 3.0 Beta 2.
    How or what should I do if I wish to install version 2.6 on Raspbian?

    Thank you

    InsecureSpike
    Participant

    i’m wondering if these enhancements could help our community…
    these are just a few ideas coming from my days as part of the Senior Team at Mobile Phone Modding Site,

    1: a thanks button, for individual posts, and if possible a “thanks count” in the thread title info?

    2: addition to the RetroPie Wiki, maybe the posts/answers/solution etc with a sensible number of “thanks”, could get added to the/a general section of the wiki pages. (herb, this is by no means a criticism of all you’ve done for the wiki!)

    3: a spam button (don’t think that needs clarifying)

    4: the possibility of creating a nice little community for RetroPie and the OwncloudPie script.

    below is a link to the site i was involved in,

    MobileModding

    of course that site is quite big and wide spread, maybe a few more sub-forums could be added, so as posts could be set into categories, for all to find/ share things easier?

    g0nz0uk
    Participant

    Hello,

    I am using a pi 2 on Retropie 3.0 beta 2 and have most emulators setup but have yet to configure a gamepad. I have an old usb Logitech Dual Action (G-UD8), USB Xbox360 controller or a wireless Xbox360 controller with the PC wireless receiver.

    I’m not sure where to start on how to install one of these, maybe one is easier than the other? Does Retropie include any drivers?

    Thanks

    #96913

    In reply to: Can you do this?

    wezzledezzle
    Participant

    I fear my idea is far more complicated.

    I’m not thinking one theme that is only one genre oriented.

    I’m asking about one theme where instead of you seeing individual systems shown, you see the different franchises shown.

    And to make it more difficult, each franchise would have many games from many systems being playable….

    Hopefully I am making since.

    Its just a thought I had.

    #96645
    irmanezirevic
    Participant

    Hi Dpicc

    Thanks for your reply. I dont see any “hats” :-) Which one of these are we talking about:

    # Keyboard input, Joypad and Joyaxis will all obey the “nul” bind, which disables the bind completely,
    # rather than relying on a default.
    input_player1_a = x
    input_player1_b = z
    input_player1_y = a
    input_player1_x = s
    input_player1_start = enter
    input_player1_select = rshift
    input_player1_l = q
    input_player1_r = w
    input_player1_left = left
    input_player1_right = right
    input_player1_up = up
    input_player1_down = down
    # input_player1_l2 =
    # input_player1_r2 =
    # input_player1_l3 =
    # input_player1_r3 =

    # Two analog sticks (DualShock-esque).
    # Bound as usual, however, if a real analog axis is bound,
    # it can be read as a true analog.
    # Positive X axis is right, Positive Y axis is down.
    # input_player1_l_x_plus =
    # input_player1_l_x_minus =
    # input_player1_l_y_plus =
    # input_player1_l_y_minus =
    # input_player1_r_x_plus =
    # input_player1_r_x_minus =
    # input_player1_r_y_plus =
    # input_player1_r_y_minus =

    # If desired, it is possible to override which joypads are being used for user 1 through 8.
    # First joypad available is 0.
    # input_player1_joypad_index = 0
    # input_player2_joypad_index = 1
    # input_player3_joypad_index = 2
    # input_player4_joypad_index = 3
    # input_player5_joypad_index = 4
    # input_player6_joypad_index = 5
    # input_player7_joypad_index = 6
    # input_player8_joypad_index = 7

    # Joypad buttons.
    # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
    # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction.
    # E.g. “h0up”
    # input_player1_a_btn =
    # input_player1_b_btn =
    # input_player1_y_btn =
    # input_player1_x_btn =
    # input_player1_start_btn =
    # input_player1_select_btn =
    # input_player1_l_btn =
    # input_player1_r_btn =
    # input_player1_left_btn =
    # input_player1_right_btn =
    # input_player1_up_btn =
    # input_player1_down_btn =
    # input_player1_l2_btn =
    # input_player1_r2_btn =
    # input_player1_l3_btn =
    # input_player1_r3_btn =

    #96637
    mhkievit
    Participant

    That’s great, thank you! I figured it had to exist somewhere in SkyNet, but I’ll be danged if I could find it (need to use the right terminology).

    Here’s what I ultimately envision… I have the TankStick, which is nice, and I love the trackball, but some console games, say the NES and SNES can be more fun (and easier) to play with the original controller than ‘arcade’ controls.

    So, I added a dual-USB port to the front of my cabinet where I can plug them (generic Buffalo SNES controllers in this case) into, and without unplugging my TankStick, they become J0 and J1 (if two are installed). Then, as part of the runcommand.sh script, I determine which controllers are on J0 and J1 and use specific configuration files merged together. This would allow 1 player with SNES controller, or 2 player with 1 SNES controller (and p2 on tankstick) or 2 player with 2 SNES controllers.

    Having said that, inputstation sounds like it could cover a lot of what I’m working towards – I’d just have to switch between several config files.

    Thanks, again!

    irmanezirevic
    Participant

    Hi guys

    I have now been trying for two days, but just can’t seem to get my Xin-Mio usb controller configured with retropie. Not even player 1 works in games.

    The joystick works ok, can go op and down, but the six buttones does not work :-(

    There are seven buttons:
    The first row three have numbers 1, 0, 9
    The second row three have numbers 2,3,4
    And then there is the One Player button on the side, that has the number 8

    My retroarch files input is this:
    input_player1_joypad_index = “0”
    input_player1_b_btn = “1”
    input_player1_y_btn = “0”
    input_player1_select_btn = “9”
    input_player1_start_btn = “4”
    input_player1_a_btn = “8”
    input_player1_x_btn = “7”
    input_player1_l_btn = “3”
    input_player1_r_btn = “2”
    input_player1_up_axis = “-1”
    input_player1_down_axis = “+1”
    input_player1_left_axis = “-0”
    input_player1_right_axis = “+0”

    input_player2_joypad_index = “0”
    input_player2_b_btn = “11”
    input_player2_y_btn = “14”
    input_player2_select_btn = “7”
    input_player2_start_btn = “16”
    input_player2_a_btn = “10”
    input_player2_x_btn = “13”
    input_player2_l_btn = “12”
    input_player2_r_btn = “15”
    input_player2_up_axis = “-3”

    input_player2_down_axis = “+3”
    input_player2_left_axis = “-2”
    input_player2_right_axis = “+2”

    input_enable_hotkey_btn = “6”
    input_exit_emulator_btn = “7”
    input_save_state_btn = “#”
    input_load_state_btn = “#”

    I also have a file in the folder /opt/retropie/emulators/retroarch/configs called Xin-MoXin-MoDualArcade.cfg with the following input:

    input_device = “Xin-Mo Xin-Mo Dual Arcade”
    input_driver = “udev”

    What am I doing wrong?? Is there a step by step guide somewhere for all this? I have read lots of blogs and other articles but just can’t seem to find out what to do.

    PS. When I for example try to play sonic game then i can use the joystick and button 0 which pauses the game. Anything else is not possible, all the other buttons have no effect when used

    paquito
    Participant

    Hi, I’m configuring my controller and I found in the forum that to get analog support I need to add:
    pcsx_rearmed_pad1type = “analog” to /opt/retropie/configs/all/retroarch-core-options.cfg

    But I see that every emulator has his “retroarch-core-options.cfg”, so I suposed that everyone has his individual configuration.

    I opened psx/retroarch-core-options.cfg and I found the lines:
    pcsx_rearmed_pad1type = “standard”

    So I changed to “analog”…. but nothing changed! Analog is not working!

    Finally I try to add the line to all/retroarch-core-options.cfg… and magic! It works!

    So I supose that is a bug (or please, correct me and indicate where I can put this option to have a clean config) because the concret configuration is not readed (or is ignoring this option)

    kirin
    Participant

    Hello everyone!

    I’m quite new to RPi, and recently bought myself an RPi 2. So, I decided to use it as old-school gaming station together with my Dualshock-PS3 controller (official sony, no 3rd party).
    I followed the guide on the github exactly ( https://github.com/retropie/RetroPie-Setup/wiki/Setting-up-a-PS3-controller ), but my problem is, that the Pi doesn’t recognize the controller even if it is connected via USB. Aka, the js0 file is not written in /dev/input.

    Any idea what I could do?
    Could something be wrong with my setup/sd-card? Because, when I close Kodi (have it installed through the retroPi-Script), sometimes the Pi just freezes, and after hard resetting (power off/on) I get an “bad read/write IO error” or something like that, which keeps the pi in a bootloop, until I power if off & on again.

    Thanks & Greetings
    Kirin

    EDIT: I just checked lsusb – there it is connected & in the dmesg it is also found & initialized.

    depress
    Participant

    Hi all, I’m pretty noob to Linux, RetroPie, and basically all things encompassing an arcade machine made from a Raspberry Pi so I hope that you will bare this in mind when responding (please don’t take steps or information for granted.)

    I have a board setup with two PS3 controllers worth of buttons (16 in total for each.) They’re both individually recognized in Emulation Station and work just great, I can get in and out of any menu’s and games as needed.

    The problem I have is that when I enter any emulator / game, the only controls that are recognized are the attached keyboard. I have no idea how to enter any menu’s to config anything, I don’t seem to be able to exit and games via keyboard either and I’m just really not sure what’s going on. I’d just love to find a “Configure Controller” page but I just cannot find one for the life of me or find anything that helps me.

    Thanks for any and all help!

    davejaca
    Participant

    Hey Guys,

    I set up TGB Dual in RetroPie 3.0 which allows 2 player Game Boy games to be played, it’s pretty cool so I thought I’d show you how to set it up. Check out the video at the bottom to see how it runs, and an easy install script, or, follow the instructions below:

    Instructions below are for 3.0 only! The emulator does work on 2.6 but install will be a little different.

    Go to terminal and type the following:

    Make our directories:
    sudo mkdir /home/pi/tgbdual
    sudo mkdir /opt/retropie/libretrocores/lr-tgbdual/

    Enter Directory and download required files:
    cd /home/pi/tgbdual
    sudo git clone https://github.com/libretro/tgbdual-libretro

    Build:
    cd tgbdual-libretro
    sudo make

    Copy binary to our emulator folder:
    sudo cp tgbdual_libretro.so /opt/retropie/libretrocores/lr-tgbdual/

    Edit our emulators.cfg file to show the new emulator:
    sudo sed -i -e 's|default="lr-gambatte"|lr-tgbdual="/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-tgbdual/tgbdual_libretro.so --config /opt/retropie/configs/gb/retroarch.cfg %ROM%"\ndefault="lr-gambatte"|g' /opt/retropie/configs/gb/emulators.cfg

    Add option to enable 2 player by default to retroarch-core-options:
    echo 'tgbdual_gblink_enable = enabled' | sudo tee --append /opt/retropie/configs/all/retroarch-core-options.cfg > /dev/null

    Remove the install folder if you like:
    sudo rm -rf /home/pi/tgbdual

    Now, if you press X when loading a rom, you will have a new emulator option available. Choose this if you want 2 player goodness!

    bwolf17666
    Participant

    I’m working on a design for a cocktail cabinet using Retro Pie. I want to but track balls on the two controls panels across from each other. Primarily for Centipede/Millipede.

    I have gotten screen rotations to work and flips. However I dont understand how I would set up trackballs for Player one and Player 2.

    I currently have a USB Happ 2 1/4 inch ball on hand that I have been playing with.

    Has Anyone set up a dual trackball system before?

    #96101
    zrontron
    Participant

    Coretx,

    Yep, doing that definitely made the left stick work in all emulators. I’m still not getting any luck past the Dual Shock detection screen in Ape Escape.

    The only way I can get past it is by adding [pcsx_rearmed_pad#type = “analog”] to my retroarch-core-options.cfg file, but when that value is in there my controllers stop working in the rest of my PSx games.

    Totally ready to chalk it up to the game itself, not too worried about it, but was using that game since it sounded like that was the one to use to test out analog stick functionality.

    #96076
    zrontron
    Participant

    By adding the following lines to my retroarch_core_options.cfg (/opt/retropie/configs/all) I was able to bypass the Dual Shock warning:

    pcsx_rearmed_pad1type = “analog”
    pcsx_rearmed_pad2type = “analog”

    Mind you the game I’m using this as a test for is Ape Escape. It seemed to work, with the exception of being up to get the character to react by moving the right stick forward. Also, when I now try any other games, none of the control works.

    zrontron
    Participant

    All,

    I have configured 2 Logitech f310 controllers. Everything works great as far as I can tell, but when playing PSone games that require the Dual Shock controller I cannot get the game to start due to the warning saying I don’t have a Dual Shock controller plugged in.

    Odd thing is, I have configured the analog sticks, they (or I should say the left one) works in every game I have tried so far.

    Am I missing something here?

    Thanks!

    #95964
    pinion
    Participant

    Mansome, back up. There is an easier way.

    Download and install Noobs and use the whole SD card.
    https://www.raspberrypi.org/downloads/

    When installing an OS, choose OpenELEC and Raspian. That way you can dual boot the system, have KODI on openELEC and build RetroPie on Raspian from binary.

    You don’t need to compile anything yourself, I have that exact setup and it works great. Post here with any questions.

    g0nz0uk
    Participant

    Hello,

    Just an idea why not have separate forums for each emulator (most popular), allows individuals to focus better then on a particular system then that they are interested in?

    #95815
    phrazelle
    Participant

    An image can only be displayed at the resolution the display showing it has capability of doing so. Err…yes. So if you are on a high-def 1080p tv, that tv can display up to 1920x1080px. If you throw a 720p (1280×720) image at it, it will stretch the image to fill the screen and you will get pixelation, whether it is totally noticeable or not.

    If you throw a 1080p image at a 720p screen, it will crunch that image and you will only see a fraction of the original pixels. (Better explanation is that it averages pixels next to each other and decides what color to make each individual pixel.) That being said, it will look better going down than pulling up, resolution-wise.

    If you want the best damn quality you can get out of it (and you should!) then you should be designing your 16:9 splash screens at 1920×1080 @ appropriate ppi. That image can be used on any 16:9 screen with excellent results.

    Screen pixel density is defined by resolution and screen size. Here is a post I pulled from a different place on the interwebs around calculating your specific screen’s pixel density (ppi):

    Assuming that pixels are as wide as high, you can get the ratio of width (w) and height (h) of screen. It will be 1920/1080 = 16/9.

    Let w be 16x and h be 9x.

    So diagonal will be (16x *16x) +(9x *9x) = 337*x*x.

    40 Inch screen size means length of diagonal is 40 inch.
    So 337*x*x = 40*40
    x = 2.17893
    w = 16*x = 34.863
    h = 9*x = 19.61
    Area = w*h = 883.663

    Now total number of pixels = 1920 * 1080 = 2073600.

    Now what we want is ppi. Ppi stands for pixels per inch.

    Now we have area as 883.77 square inch

    Number of pixels 2073600

    pixels per inch square will be pixels divided by area in squares

    Ppi = 2073600/883.77 = 3033

    Pixels per inch is the square root of pixels per square inch so ppi = square root of 3033 = 55

    Moral of the story here is that if you are designing for a 16:9 display that is 40″ or under, 1920×1080 @ 55ppi would be perfect resolution. Don’t want to do the math? Make your ppi higher (I usually design at print resolution (300ppi) and dowsample after.) As long as you have the pixel dimensions correct, you can shoot high on the ppi and have a scalable splash screen.

    phrazelle
    Participant

    Just a note on cleaner code, you can group similar elements into the same style definitions.

    I.e. instead of this:

    <text name="md_lbl_genre">
        <pos>0.05 0.15</pos>
        <size>0.01 0.01</size>
    </text>
    		
    <text name="md_lbl_players">
        <pos>0.05 0.15</pos>
        <size>0.01 0.01</size>
    </text>
    
    <text name="md_lbl_lastplayed">
        <pos>0.05 0.15</pos>
        <size>0.01 0.01</size>
    </text>
    
    <text name="md_lbl_playcount">
        <pos>0.05 0.15</pos>
        <size>0.01 0.01</size>
    </text>

    This instead:

    <text name="md_lbl_genre, md_lbl_playcount, md_lbl_lastplayed, md_lbl_players">
        <pos>0.05 0.15</pos>
        <size>0.01 0.01</size>
    </text>

    That way you have similar modifications for multiple elements in one place.

    A further note on this – you can make System, Detailed and Basic view global modifications in the main theme’s XML file. For the Simple theme, you would add your code into the simple.xml file and it would affect every sub-page that is related to the theme. Modifications to individual system’s xml files would override these global parameters. The thought here is that you did the same coding on all of your system’s xml files when you only needed to define the properties once in the global xml file.

    #95739

    In reply to: Multi tap support

    Anonymous
    Inactive

    (Sorry for my bad english^^)

    On SNES (RetroPie 3.0 Beta 2), I got it to work!

    First, I switched to “lr-snes9x-next” (/home/pi/RetroPie-Setup/retropie_setup.sh, “Install individual emulators…”, “lr-snes9x-next”).

    Then, I opened /opt/retropie/configs/snes/retroarch.cfg and added the following line:
    input_libretro_device_p2 = “257”

    If you have configured your controllers in “/opt/retropie/emulators/retroarch/configs”, then you need nothing more to do – just connect your gamepad and run your Game. Successfully tested with Bomberman…

    #95737

    In reply to: 3 or more players?

    Anonymous
    Inactive

    (Sorry for my bad english^^)

    On RetroPie 3.0 Beta 2 on SNES, I got it to work!

    First, I switched to “lr-snes9x-next” (/home/pi/RetroPie-Setup/retropie_setup.sh, “Install individual emulators…”, “lr-snes9x-next”).

    Then, I opened /opt/retropie/configs/snes/retroarch.cfg and added the following line:
    input_libretro_device_p2 = “257”

    If you have configured your controllers in “/opt/retropie/emulators/retroarch/configs”, then you need nothing more to do – just connect your gamepad and run your Game. Successfully tested with Bomberman…

    #95691

    In reply to: what did i do wrong?

    herbfargus
    Member

    Theres the autoconfig file in opt/retropie/emulators/retroarch/configs/yourgamepad.cfg that is created when you do the retroarch joyconfig. Then there is the retroarch.cfg in opt/retropie/configs/all that is set up for all retroarch emulators and then there is also a retroarch.cfg file for each individual retroarch based emulator in each respective folder in opt/retropie/configs/<systemname>
    See this wiki page on controller configurations

    https://github.com/retropie/RetroPie-Setup/wiki/RetroArch-Configuration

    heavycow
    Participant

    Hi, I am having trouble with the 3.0 beta 2. I was using 2.6, and I had no issues.
    before I detail my problem, here is what I am using:

    Pi Model: B
    RetroPie Version Used: 3.0 beta 2
    Built From: SD Image
    USB Devices connected: Dualshock 3 controller, usb keyboard/mouse wireless combo, usb flash drive
    Controller used: Dualshock 3
    Error messages received: none
    Guide used: TechTipsta’s guide on youtube https://www.youtube.com/watch?v=ySoTQhQqZdI
    File:
    Attachment of config files:
    How to replicate the problem: When I plug a usb flash drive into my Pi, it never populates the folders for the roms like it did with 2.6. I installed 2.6, put my usb drive in, populated the folders, reinstalled 3.0 beta 2 using the SD image method, and tried to add games and a bios for psx using the old folders. The flash drive is recognized when I hit f4 and navigate to it, and I can see all the old folders. The contents of the folders are not being recognized and I can not see anything in them when I navigate into the individual rom subfolders. For now, I will reinstall 2.6 since it seems to work fine, but I would like to get 3.0 at some point.

    Thanks.

    kettlehelm
    Participant

    Hi all,

    I had great success in running RetroPie on my old Pi 1 using Xin-Mo dual arcade controllers, and decided to upgrade to Pi 2. The problem is that the 2nd player joystick can’t distinguish itself from the 1st player’s and both are reporting axis +/- 0 and 1 (X & Y). Buttons for both players are working fine.

    Here’s my retroarch.cfg copied from my Pi1 to the new Pi2

    input_player1_joypad_index = "0"
    input_player1_b_btn = "4"
    input_player1_y_btn = "1"
    input_player1_select_btn = "8"
    input_player1_start_btn = "9"
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"
    input_player1_up_axis = "-1"
    input_player1_down_axis = "+1"
    input_player1_left_axis = "-0"
    input_player1_right_axis = "+0"
    input_player1_a_btn = "3"
    input_player1_x_btn = "0"
    input_player1_l_btn = "2"
    input_player1_r_btn = "5"
    input_player1_l_x_plus_axis = "+0"
    input_player1_l_x_minus_axis = "-0"
    input_player1_l_y_plus_axis = "+1"
    input_player1_l_y_minus_axis = "-1"
    
    input_player2_joypad_index = "0"
    input_player2_b_btn = "14"
    input_player2_y_btn = "11"
    input_player2_up_axis = "-3"
    input_player2_down_axis = "+3"
    input_player2_left_axis = "-2"
    input_player2_right_axis = "+2"
    input_player2_a_btn = "13"
    input_player2_x_btn = "10"
    input_player2_l_btn = "12"
    input_player2_r_btn = "15"
    input_player2_l_x_plus_axis = "+2"
    input_player2_l_x_minus_axis = "-2"
    input_player2_l_y_plus_axis = "+3"
    input_player2_l_y_minus_axis = "-3"

    I’m running RetroPie 3.0Beta 2, kernel version 3.18.11-v7, including updated firmware. I’ve double checked for the patch described here and rebuilt it eliminate the rapid joystick movement bug in the new kernel. https://github.com/retropie/RetroPie-Setup/wiki/Troubles-with-the-Xin-Mo-Controller

    jstest /dev/input/js0 reports only 2 axis on Pi 2

    Driver version is 2.1.0.
    Joystick (Xin-Mo Xin-Mo Dual Arcade) has 2 axes (X, Y)
    and 22 buttons (Trigger, ThumbBtn, ThumbBtn2, TopBtn, TopBtn2, PinkieBtn, BaseBtn, BaseBtn2, BaseBtn3, BaseBtn4, BaseBtn5, BaseBtn6, BtnDead, BtnA, BtnB, BtnC, BtnX, BtnY, BtnZ, BtnTL, BtnTR, BtnTL2).

    The jstest on Pi 1 reports 4 axis (X, Y, Z, Rx)

    Anyone have any suggestions on how to fix this problem and distinguish the two joysticks?

    Thanks!

    ps. My Pi 1 is running RetroPie 2.6.0 and kernel v 3.6.11

    Anonymous
    Inactive

    Ok, i suppose you encountered the same issue i had months ago with other dual mayflash adapter on linux. To make sure, check if you have only js0 under /dev/input or if you also have js1

    If you have only js0, then you have another adapter that uses the wrong kernel driver (it recognize both controllers as a unique controller with buttons x 2). You could solve this by modifying kernel sources then rebuild it, if it can help and if you some basic understanding of linux, patches and programming, here is a patch i wrote to fix this issue with my SS adapter and my PS adapter :

    diff -git a/drivers/hid/hid-ids.h b/drivers/hid/hid-ids.h
    --- a/drivers/hid/hid-ids.h
    +++ b/drivers/hid/hid-ids.h
    @@ -362,6 +362,8 @@
     
     #define USB_VENDOR_ID_GREENASIA		0x0e8f
     #define USB_DEVICE_ID_GREENASIA_DUAL_USB_JOYPAD	0x3013
    +#define USB_DEVICE_ID_GREENASIA_DUAL_SS_JOYPAD 0x1006
    +#define USB_DEVICE_ID_GREENASIA_DUAL_PS_JOYPAD 0x3010
     
     #define USB_VENDOR_ID_GRETAGMACBETH	0x0971
     #define USB_DEVICE_ID_GRETAGMACBETH_HUEY	0x2005
    diff -git a/drivers/hid/usbhid/hid-quirks.c b/drivers/hid/usbhid/hid-quirks.c
    --- a/drivers/hid/usbhid/hid-quirks.c
    +++ b/drivers/hid/usbhid/hid-quirks.c
    @@ -50,6 +50,8 @@ static const struct hid_blacklist {
     	{ USB_VENDOR_ID_EMS, USB_DEVICE_ID_EMS_TRIO_LINKER_PLUS_II, HID_QUIRK_MULTI_INPUT },
     	{ USB_VENDOR_ID_ETURBOTOUCH, USB_DEVICE_ID_ETURBOTOUCH, HID_QUIRK_MULTI_INPUT },
     	{ USB_VENDOR_ID_GREENASIA, USB_DEVICE_ID_GREENASIA_DUAL_USB_JOYPAD, HID_QUIRK_MULTI_INPUT },
    +	{ USB_VENDOR_ID_GREENASIA, USB_DEVICE_ID_GREENASIA_DUAL_SS_JOYPAD, HID_QUIRK_MULTI_INPUT },
    +	{ USB_VENDOR_ID_GREENASIA, USB_DEVICE_ID_GREENASIA_DUAL_PS_JOYPAD, HID_QUIRK_MULTI_INPUT },
     	{ USB_VENDOR_ID_PANTHERLORD, USB_DEVICE_ID_PANTHERLORD_TWIN_USB_JOYSTICK, HID_QUIRK_MULTI_INPUT | HID_QUIRK_SKIP_OUTPUT_REPORTS },
     	{ USB_VENDOR_ID_PLAYDOTCOM, USB_DEVICE_ID_PLAYDOTCOM_EMS_USBII, HID_QUIRK_MULTI_INPUT },
     	{ USB_VENDOR_ID_TOUCHPACK, USB_DEVICE_ID_TOUCHPACK_RTS, HID_QUIRK_MULTI_INPUT },

    The 1006/3010 part is the id_product lsusb is returning.

    The other (easier) solution is to not use autoconfig.

    killefer762
    Participant

    I started out with the raspbian desktop and then installed retropie and updated by sources. Everything seems to run fine except there is no sound playing n64 using mupen64plus. Using retroarch n64 is the sound is fine. Any ideas why? I just didnt use the retropie image as I am dual booting with noobs with openelec.

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