Homepage Forums Search Search Results for 'dual'

Viewing 35 results - 526 through 560 (of 888 total)
  • Author
    Search Results
  • #94958

    In reply to: USB No longer Syncing

    herbfargus
    Member

    The wiki is a very useful resource for figuring out individual emulators and the file types needed.

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

    #94885
    dannysmith43
    Participant

    [quote=94473]You could help test the updated PS3 controller driver module. Update RetroPie-Setup and select “PS3 driver install”.

    After installation you can plug in your controller every time. Pairing will be done automatically. No manual six pair and so on.

    In emulationstation press F4 at least two times to reach command line.
    type:
    cd RetroPie-Setup
    sudo git pull
    sudo ./retropie_packages.sh ps3controller

    Ok. As written above your controller will be paired if there is a bluetooth dongle and a ps3 controller connected. It is necessary “atm” to run retroarchinput for every ps3 controller because sixad adds the mac address of every ps3 controller to the device name. Retroarch does not know these device names and VID/PID detection seems to be not broken. Had no time to evaluate why retroarch does not use given VID/PIDs.

    sudo ./retropie_packages.sh retroarchinput

    After reboot your controller should always connect.
    [/quote]

    I managed to give this a try today, it seems to work better in terms of it pairs after each boot of the Pi, which is great. Unfortunately I still get the problem with the controller not registering correctly. This seems to happen in Retroarch, Emulationstation and using jstest. I think it’s the analogue that goes crazy, it randomly registers phantom movements before I can set my own key. I’m using a standard dual shock ps3 controller (CECHZC2J), barely customised version of Retropie and the “standard” bluetooth dongle (CSR 8510 A10). I can’t believe that I’m the only person having this problem with a ps3 pad?!

    #94736
    herbfargus
    Member

    From the terminal:

    cd RetroPie
    sudo ./retropie-setup.sh
    update setup script
    Exit the setup script
    
    sudo ./retropie-setup.sh
    Full binary installation
    sudo reboot
    

    Alternatively starting with retropie 3.0 there is a retropie menu in emulation station that has the setup script option so you don’t have to go into the terminal.

    You can also do individual binary installs for individual emulators.

    See these videos:

    Full binary install:

    Individual emulator update:

    Updating to 3.0 from 2.6:

    I find it easiest just to start with a fresh SD image but that’s just me.

    linton149
    Participant

    Hi All,

    I’m having an issue with registering my controller with emulationstation in RetroPie on my Raspberry Pi2

    When I start the process the Up button seems to be already pressed down. I can define every other key but can never complete the process, I assume because up is constantly on.

    I have tried Lakka and Recalbox which also uses Emulation Station and they work great.

    I’m using a Dualshock 2 controller with a USB adaptor, both of which worked on older versions on RetroPie.

    I’m experiencing the same issue on 2.6 and 3 Beta.

    Thanks in advance!
    Mark

    chris-p81
    Participant

    I’m using a RPi Model B with a Mayflash USB dual SNES adapter with 2 original SNES controllers. I successfully configured one controller (player 1) but can’t configure the second one. The controller on the player 2 port does not detect an input (time out) when running the controller configuration script. The RPi knows it’s there because I can use both controllers to select an emulator in the retropie startup menu.
    To make sure the USB SNES adapter works correct I connected it to my Win 7 PC. There both controllers worked fine the way they should.
    Has anybody configured such a Mayflash adapter with 2 SNES controllers successfully in retropie?

    pattaboy
    Participant

    Hey Guys,

    I’m having an issue on the psx emulator.
    when playing a two player game the second controller automatic inputs the down button.

    this is very disturbing and I can’t play any two player game.

    Its not that a retroarch controller isn’t properly configured but it has something to do with the emulator. I have noticed this when entering a 2 player screen for example tony hawks pro skater 2/3

    Does anybody how to resolve this issue?

    Both controllers are dualshock3
    running on retropie 3.0 (updated yesterday)
    Raspberry pi 2 model b
    Overlcock rpi2

    PeriodicLogic
    Participant

    I have had significant problems configuring emulator-specific input controls in Retropie 3.0 beta. Specifically, I have been unable to make input configurations in my emulator-specific retroarch.cfg’s override input configurations in my configs/all/retroarch.cfg.

    Other emulater-specific settings (such as shader-related configurations) were working, so I don’t think it was an emulation-station setup issue, or anything wrong with either my configs/all/retroarch.cfg or my emulator-specific retroarch.cfg (in this case, configs/atari2600/retroarch.cfg).

    However, when I deleted all of the input configurations in configs/all/retroarch.cfg, and put them exclusively in the emulator-specific retroarch.cfg, it worked.

    While this is great (and not too hard to replicate from emulator to emulator), I don’t believe this is consistent with either the Wiki or the intent. I believe emulator specific input controls are supposed to override those contained in configs/all/retroarch.cfg.

    For those experiencing similar problems (and I’ve seen what could be similar issues in this and other forums), I offer this approach as a possible solution/work-around.

    My configuration is for 2 wireless Xbox360 controllers.

    Any and all suggested improvements are also welcome.

    Here is my current configs/atari2600/retroarch.cfg:

    #include "/opt/retropie/configs/all/retroarch.cfg"
    input_remapping_directory = "/opt/retropie/configs/atari2600/"
    
    video_shader = "/opt/retropie/emulators/retroarch/shader/scanline.glsl"
    video_shader_enable = "true"
    
    input_player1_joypad_index = "0"
    input_player1_b_btn = "0"
    input_player1_y_btn = "3"
    input_player1_select_btn = "8"
    input_player1_start_btn = "9"
    #input_player1_up_btn = "h0up"
    #input_player1_down_btn = "h0down"
    #input_player1_left_btn = "h0left"
    #input_player1_right_btn = "h0right"
    input_player1_up_axis = "-1"
    input_player1_down_axis = "+1"
    input_player1_left_axis = "-0"
    input_player1_right_axis = "+0"
    input_player1_a_btn = "1"
    input_player1_x_btn = "2"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "11"
    input_player1_r3_btn = "12"
    
    input_player2_joypad_index = "1"
    input_player2_b_btn = "0"
    input_player2_y_btn = "3"
    input_player2_select_btn = "8"
    input_player2_start_btn = "9"
    #input_player2_up_btn = "h0up"
    #input_player2_down_btn = "h0down"
    #input_player2_left_btn = "h0left"
    #input_player2_right_btn = "h0right"
    input_player2_up_axis = "-1"
    input_player2_down_axis = "+1"
    input_player2_left_axis = "-0"
    input_player2_right_axis = "+0"
    input_player2_a_btn = "1"
    input_player2_x_btn = "2"
    input_player2_l_btn = "4"
    input_player2_r_btn = "5"
    input_player2_l2_btn = "6"
    input_player2_r2_btn = "7"
    input_player2_l3_btn = "11"
    input_player2_r3_btn = "12"

    And here is my current configs/all/retroarch.cfg:

    
    ## Skeleton config file for RetroArch
    
    # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ...
    # This will be overridden by explicit command line options.
    # savefile_directory =
    
    # Save all save states (*.state) to this directory.
    # This will be overridden by explicit command line options.
    # savestate_directory =
    
    # If set to a directory, Content which is temporarily extracted
    # will be extracted to this directory.
    # extraction_directory =
    
    # Save all input remapping files to this directory.
    # input_remapping_directory =
    
    # Save all playlist files to this directory.
    # playlist_directory =
    
    # If set to a directory, the content history playlist will be saved
    # to this directory.
    # content_history_dir =
    
    # Automatically saves a savestate at the end of RetroArch's lifetime.
    # The path is $SRAM_PATH.auto.
    # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
    # savestate_auto_save = false
    # savestate_auto_load = true
    
    # Load libretro from a dynamic location for dynamically built RetroArch.
    # This option is mandatory.
    
    # Path to a libretro implementation.
    # libretro_path = "/path/to/libretro.so"
    
    # A directory for where to search for libretro core implementations.
    # libretro_directory =
    
    # A directory for where to search for libretro core information.
    # libretro_info_path =
    
    # Sets mode for archived files in file browser.
    # 0 = Ask, 1 = Load Archive, 2 = Open Archive
    # archive_mode = 0
    
    # Sets log level for libretro cores (GET_LOG_INTERFACE).
    # If a log level issued by a libretro core is below libretro_log_level, it is ignored.
    # DEBUG logs are always ignored unless verbose mode is activated (--verbose).
    # DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3.
    # libretro_log_level = 0
    
    # Enable or disable verbosity level of frontend.
    # log_verbosity = false
    
    # If this option is enabled, every content file loaded in RetroArch will be
    # automatically added to a history list.
    # history_list_enable = true
    
    # Enable or disable RetroArch performance counters
    # perfcnt_enable = false
    
    # Path to core options config file.
    # This config file is used to expose core-specific options.
    # It will be written to by RetroArch.
    # A default path will be assigned if not set.
    core_options_path = /opt/retropie/configs/all/retroarch-core-options.cfg
    
    # Path to content load history file.
    # RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading.
    # A default path will be assigned if not set.
    # game_history_path =
    
    # Number of entries that will be kept in content history file.
    # game_history_size = 100
    
    # Sets the "system" directory.
    # Implementations can query for this directory to load BIOSes, system-specific configs, etc.
    system_directory = /home/pi/RetroPie/BIOS
    
    # Sets start directory for menu content browser.
    # rgui_browser_directory =
    
    # Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY.
    # Usually set by developers who bundle libretro/RetroArch apps to point to assets.
    # content_directory =
    
    # Assets directory. This location is queried by default when menu interfaces try to look for
    # loadable assets, etc.
    assets_directory = /opt/retropie/emulators/retroarch/assets
    
    # Sets start directory for menu config browser.
    # rgui_config_directory =
    
    # Show startup screen in menu.
    # Is automatically set to false when seen for the first time.
    # This is only updated in config if config_save_on_exit is set to true, however.
    rgui_show_start_screen = false
    
    # Flushes config to disk on exit. Useful for menu as settings can be modified.
    # Overwrites the config. #include's and comments are not preserved.
    config_save_on_exit = false
    
    # Load up a specific config file based on the core being used.
    core_specific_config = true
    
    #### Video
    
    # Video driver to use. "gl", "xvideo", "sdl"
    # video_driver = "gl"
    
    # Which OpenGL context implementation to use.
    # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
    # By default, tries to use first suitable driver.
    # video_context_driver =
    
    # Windowed x resolution scale and y resolution scale
    # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
    # video_scale = 3.0
    
    # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
    # video_fullscreen_x = 0
    # video_fullscreen_y = 0
    
    # Start in fullscreen. Can be changed at runtime.
    # video_fullscreen = false
    
    # If fullscreen, prefer using a windowed fullscreen mode.
    # video_windowed_fullscreen = true
    
    # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
    # suggests RetroArch to use that particular monitor.
    # video_monitor_index = 0
    
    # Forcibly disable composition. Only works in Windows Vista/7 for now.
    # video_disable_composition = false
    
    # Video vsync.
    # video_vsync = true
    
    # Forcibly disable sRGB FBO support. Some Intel OpenGL drivers on Windows
    # have video problems with sRGB FBO support enabled.
    # video_force_srgb_disable = false
    
    # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance.
    # video_hard_sync = false
    
    # Sets how many frames CPU can run ahead of GPU when using video_hard_sync.
    # Maximum is 3.
    # video_hard_sync_frames = 0
    
    # Sets how many milliseconds to delay after VSync before running the core.
    # Can reduce latency at cost of higher risk of stuttering.
    # Maximum is 15.
    # video_frame_delay = 0
    
    # Inserts a black frame inbetween frames.
    # Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting.
    # video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2).
    # video_black_frame_insertion = false
    
    # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
    video_threaded = true
    
    # Use a shared context for HW rendered libretro cores.
    # Avoids having to assume HW state changes inbetween frames.
    # video_shared_context = false
    
    # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
    video_smooth = false
    
    # Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio.
    # video_force_aspect = true
    
    # Only scales video in integer steps.
    # The base size depends on system-reported geometry and aspect ratio.
    # If video_force_aspect is not set, X/Y will be integer scaled independently.
    # video_scale_integer = false
    
    # A floating point value for video aspect ratio (width / height).
    # If this is not set, aspect ratio is assumed to be automatic.
    # Behavior then is defined by video_aspect_ratio_auto.
    # video_aspect_ratio = 
    
    # If this is true and video_aspect_ratio is not set,
    # aspect ratio is decided by libretro implementation.
    # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
    video_aspect_ratio_auto = true
    
    # Forces cropping of overscanned frames.
    # Exact behavior of this option is implementation specific.
    # video_crop_overscan = true 
    
    # Path to shader. Shader can be either Cg, CGP (Cg preset) or GLSL, GLSLP (GLSL preset)
    # video_shader = "/path/to/shader.{cg,cgp,glsl,glslp}"
    
    # Load video_shader on startup.
    # Other shaders can still be loaded later in runtime.
    # video_shader_enable = false
    
    # Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access.
    video_shader_dir = /opt/retropie/emulators/retroarch/shader/
    
    # CPU-based video filter. Path to a dynamic library.
    # video_filter =
    
    # Defines a directory where CPU-based video filters are kept.
    # video_filter_dir =
    
    # Path to a font used for rendering messages. This path must be defined to enable fonts.
    # Do note that the _full_ path of the font is necessary!
    # video_font_path = 
    
    # Size of the font rendered.
    video_font_size = 12
    
    # Enable usage of OSD messages.
    # video_font_enable = true
    
    # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. 
    # [0.0, 0.0] maps to the lower left corner of the screen.
    # video_message_pos_x = 0.05
    # video_message_pos_y = 0.05
    
    # Color for message. The value is treated as a hexadecimal value.
    # It is a regular RGB hex number, i.e. red is "ff0000".
    # video_message_color = ffffff
    
    # Video refresh rate of your monitor.
    # Used to calculate a suitable audio input rate.
    # video_refresh_rate = 59.95
    
    # Allows libretro cores to set rotation modes.
    # Setting this to false will honor, but ignore this request.
    # This is useful for vertically oriented content where one manually rotates the monitor.
    # video_allow_rotate = true
    
    # Forces a certain rotation of the screen.
    # The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
    # The angle is <value> * 90 degrees counter-clockwise.
    # video_rotation = 0
    
    #### Audio
    
    # Enable audio.
    # audio_enable = true
    
    # Mutes audio.
    # audio_mute_enable = false
    
    # Audio output samplerate.
    # audio_out_rate = 48000
    
    # Audio resampler backend. Which audio resampler to use.
    # Default will use "sinc".
    # audio_resampler =
    
    # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
    # audio_driver =
    
    # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ...
    # audio_device =
    
    # Audio DSP plugin that processes audio before it's sent to the driver. Path to a dynamic library.
    # audio_dsp_plugin =
    
    # Directory where DSP plugins are kept.
    # audio_filter_dir =
    
    # Will sync (block) on audio. Recommended.
    # audio_sync = true
    
    # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
    # audio_latency = 64
    
    # Enable audio rate control.
    # audio_rate_control = true
    
    # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
    # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
    # audio_rate_control_delta = 0.005
    
    # Controls maximum audio timing skew. Defines the maximum change in input rate.
    # Input rate = in_rate * (1.0 +/- max_timing_skew)
    # audio_max_timing_skew = 0.05
    
    # Audio volume. Volume is expressed in dB.
    # 0 dB is normal volume. No gain will be applied.
    # Gain can be controlled in runtime with input_volume_up/input_volume_down.
    # audio_volume = 0.0
    
    #### Overlay
    
    # Defines a directory where overlays are kept for easy access.
    overlay_directory = /opt/retropie/emulators/retroarch/overlays
    
    # Enable or disable the current overlay.
    # input_overlay_enable = true
    
    # Path to input overlay
    # input_overlay =
    
    # Overlay opacity
    # input_overlay_opacity = 1.0
    
    # Overlay scale
    # input_overlay_scale = 1.0
    
    #### OSK (Onscreen Keyboard) Overlay
    
    # Defines a directory where overlays are kept for easy access.
    # osk_overlay_directory =
    
    # Enable OSK overlay.
    # input_osk_overlay_enable = true
    
    # Path to OSK overlay
    # input_osk_overlay =
    
    # OSK Overlay opacity
    # input_osk_overlay_opacity = 1.0
    
    # OSK Overlay scale
    # input_osk_overlay_scale = 1.0
    
    #### Input
    
    # Input driver. Depending on video driver, it might force a different input driver.
    # input_driver = sdl
    
    # Joypad driver. (Valid: linuxraw, sdl, dinput)
    # input_joypad_driver =
    
    # Path to input remapping file.
    # input_remapping_path =
    
    # If enabled, overrides the input binds with the remapped binds set for the current core.
    input_remap_binds_enable = true
    
    # Maximum amount of users supported by RetroArch.
    input_max_users = 4
    
    # Keyboard layout for input driver if applicable (udev/evdev for now).
    # Syntax is either just layout (e.g. "no"), or a layout and variant separated with colon ("no:nodeadkeys").
    # input_keyboard_layout =
    
    # Defines axis threshold. Possible values are [0.0, 1.0]
    # input_axis_threshold = 0.5
    
    # Enable input auto-detection. Will attempt to autoconfigure
    # joypads, Plug-and-Play style.
    input_autodetect_enable = false
    
    # Show the input descriptors set by the core instead of the
    # default ones.
    # input_descriptor_label_show = true
    
    # Hide input descriptors that were not set by the core.
    # input_descriptor_hide_unbound = false
    
    # Directory for joypad autoconfigs.
    # If a joypad is plugged in, that joypad will be autoconfigured if a config file
    # corresponding to that joypad is present in joypad_autoconfig_dir.
    # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
    # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
    # Requires input_autodetect_enable to be enabled.
    joypad_autoconfig_dir = /opt/retropie/emulators/retroarch/configs/
    
    #Set Hotkeys
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"
    input_menu_toggle_btn = "7"
    input_save_state_btn = "4"
    input_load_state_btn = "5"
    
    # Sets which libretro device is used for a user.
    # Devices are indentified with a number.
    # This is normally saved by the menu.
    # Device IDs are found in libretro.h.
    # These settings are overridden by explicit command-line arguments which refer to input devices.
    # None: 0
    # Joypad (RetroPad): 1
    # Mouse: 2
    # Keyboard: 3
    # Generic Lightgun: 4
    # Joypad w/ Analog (RetroPad + Analog sticks): 5
    # Multitap (SNES specific): 257
    # Super Scope (SNES specific): 260
    # Justifier (SNES specific): 516
    # Justifiers (SNES specific): 772
    
    # input_libretro_device_p1 =
    # input_libretro_device_p2 =
    # input_libretro_device_p3 =
    # input_libretro_device_p4 =
    # input_libretro_device_p5 =
    # input_libretro_device_p6 =
    # input_libretro_device_p7 =
    # input_libretro_device_p8 =
    
    # Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_"
    # is for keypad keys):
    #
    #   left, right, up, down, enter, kp_enter, tab, insert, del, end, home,
    #   rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus,
    #   f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12,
    #   num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown,
    #   keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9,
    #   period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock,
    #   tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket,
    #   backslash, rightbracket, kp_period, kp_equals, rctrl, ralt
    #
    # 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 =
    
    # Axis for RetroArch D-Pad. 
    # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. 
    # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
    # input_player1_left_axis =
    # input_player1_right_axis =
    # input_player1_up_axis =
    # input_player1_down_axis =
    
    # Holding the turbo while pressing another button will let the button enter a turbo mode
    # where the button state is modulated with a periodic signal.
    # The modulation stops when the button itself (not turbo button) is released.
    # input_player1_turbo =
    
    # Describes the period and how long of that period a turbo-enabled button should behave.
    # Numbers are described in frames.
    # input_turbo_period = 6
    # input_turbo_duty_cycle = 3
    
    # This goes all the way to user 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
    # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.
    
    # Toggles fullscreen.
    # input_toggle_fullscreen = f
    
    # Saves state.
    # input_save_state = f2
    # Loads state.
    # input_load_state = f4
    
    # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
    # When slot is != 0, path will be $path%d, where %d is slot number.
    # input_state_slot_increase = f7
    # input_state_slot_decrease = f6
    
    # Toggles between fast-forwarding and normal speed.
    # input_toggle_fast_forward = space
    
    # Hold for fast-forward. Releasing button disables fast-forward.
    # input_hold_fast_forward = l
    
    # Key to exit RetroArch cleanly. 
    # Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc.
    # On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization.
    input_exit_emulator = escape
    
    # Applies next and previous shader in directory.
    input_shader_next = m
    input_shader_prev = n
    
    # Hold button down to rewind. Rewinding must be enabled.
    input_rewind = r
    
    # Toggle between recording and not.
    # input_movie_record_toggle = o
    
    # Toggle between paused and non-paused state
    # input_pause_toggle = p
    
    # Frame advance when content is paused
    # input_frame_advance = k
    
    # Reset the content.
    # input_reset = h
    
    # Cheats.
    # input_cheat_index_plus = y
    # input_cheat_index_minus = t
    # input_cheat_toggle = u
    
    # Mute/unmute audio
    # input_audio_mute = f9
    
    # Take screenshot
    # input_screenshot = f8
    
    # Netplay flip users.
    # input_netplay_flip_players = i
    
    # Hold for slowmotion.
    # input_slowmotion = e
    
    # Enable other hotkeys.
    # If this hotkey is bound to either keyboard, joybutton or joyaxis,
    # all other hotkeys will be disabled unless this hotkey is also held at the same time.
    # This is useful for RETRO_KEYBOARD centric implementations
    # which query a large area of the keyboard, where it is not desirable
    # that hotkeys get in the way.
    
    # Alternatively, all hotkeys for keyboard could be disabled by the user.
    # input_enable_hotkey_btn =
    
    # Increases audio volume.
    # input_volume_up = kp_plus
    # Decreases audio volume.
    # input_volume_down = kp_minus
    
    # Toggles to next overlay. Wraps around.
    # input_overlay_next =
    
    # Toggles eject for disks. Used for multiple-disk content.
    # input_disk_eject_toggle =
    
    # Cycles through disk images. Use after ejecting.
    # Complete by toggling eject again.
    # input_disk_next =
    
    # Toggles menu.
    # input_menu_toggle = f1
    
    # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
    # and keeps the mouse pointer inside the window to allow relative mouse input
    # to work better.
    # input_grab_mouse_toggle = f11
    
    #### Menu
    
    # Menu driver to use. "rgui", "lakka", etc. 
    # menu_driver = "rgui"
    
    # If enabled, the libretro core will keep running in the background when we
    # are in the menu.
    # menu_pause_libretro = false
    
    # Enable mouse input inside the menu.
    # menu_mouse_enable = false
    
    # Enable touch input inside the menu.
    # menu_pointer_enable = false
    # Shows current date and/or time inside menu.
    # menu_timedate_enable = true
    
    # Shows current core inside menu.
    # menu_core_enable = true
    
    # Path to a .png image to set as menu wallpaper.
    # menu_wallpaper =
    
    # Wrap-around toe beginning and/or end if boundary of list reached horizontally
    # menu_navigation_wraparound_horizontal_enable = false
    
    # Wrap-around to beginning and/or end if boundary of list reached vertically
    # menu_navigation_wraparound_vertical_enable = false
    
    # Filter files being show in 'Load Content' by supported extensions
    # menu_navigation_browser_filter_supported_extensions_enable = true
    
    # Collapse subgroup settings into main group to create one big listing of settings
    # per category.
    # menu_collapse_subgroups_enable = false
    
    #### UI
    
    # Suspends the screensaver if set to true. Is a hint that does not necessarily have to be honored
    # by video driver.
    # suspend_screensaver_enable  = true
    
    #### Camera
    
    # Override the default camera device the camera driver uses. This is driver dependant.
    # camera_device =
    
    # Override the default privacy permission for cores that want to access camera services. Is "false" by default.
    # camera_allow = false
    
    #### Location
    
    # Override the default privacy permission for cores that want to access location services. Is "false" by default.
    # location_allow = false
    
    #### Core Updater
    
    # URL to core update directory on buildbot.
    # core_updater_buildbot_url = "http://buildbot.libretro.com"
    
    # URL to assets update directory on buildbot.
    # core_updater_buildbot_assets_url = "http://buildbot.libretro.com/assets/"
    
    # Automatically extract archives that the cores are contained in to the libretro cores directory.
    # core_updater_auto_extract_archive = true
    
    #### Network
    
    # When being client over netplay, use keybinds for user 1.
    # netplay_client_swap_input = false
    
    # The username of the person running RetroArch. This will be used for playing online, for instance.
    # netplay_nickname = 
    
    # The amount of delay frames to use for netplay. Increasing this value will increase
    # performance, but introduce more latency.
    # netplay_delay_frames = 0
    
    # Netplay mode for the current user.
    # false is Server, true is Client.
    # netplay_mode = false
    
    # Enable or disable spectator mode for the user during netplay.
    # netplay_spectator_mode_enable = false
    
    # The IP Address of the host to connect to.
    # netplay_ip_address = 
    
    # The port of the host IP Address. Can be either a TCP or an UDP port.
    # netplay_ip_port = 55435
    
    #### Misc
    
    # Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
    rewind_enable = false
    
    # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
    # The buffer should be approx. 20MB per minute of buffer time.
    rewind_buffer_size = 10
    
    # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
    rewind_granularity = 2
    
    # Pause gameplay when window focus is lost.
    # pause_nonactive = true
    
    # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
    # The interval is measured in seconds. A value of 0 disables autosave.
    # autosave_interval =
    
    # Path to content database directory.
    # content_database_path =
    
    # Path to cheat database directory.
    # cheat_database_path =
    
    # Path to XML cheat config, a file which keeps track of which
    # cheat settings are used for individual games.
    # If the file does not exist, it will be created.
    # cheat_settings_path =
    
    # Directory to dump screenshots to.
    # screenshot_directory =
    
    # Records video after CPU video filter.
    # video_post_filter_record = false
    
    # Records output of GPU shaded material if available.
    # video_gpu_record = false
    
    # Screenshots output of GPU shaded material if available.
    video_gpu_screenshot = true
    
    # Block SRAM from being overwritten when loading save states.
    # Might potentially lead to buggy games.
    # block_sram_overwrite = false
    
    # When saving a savestate, save state index is automatically increased before
    # it is saved.
    # Also, when loading content, the index will be set to the highest existing index.
    # There is no upper bound on the index.
    # savestate_auto_index = false
    
    # Slowmotion ratio. When slowmotion, content will slow down by factor.
    # slowmotion_ratio = 3.0
    
    # The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap).
    # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
    # Do not rely on this cap to be perfectly accurate.
    # fastforward_ratio = 1.0
    
    # Setting this to false equals no FPS cap and will override the fastforward_ratio value.
    # fastforward_ratio_throttle_enable = false
    
    # Enable stdin/network command interface.
    # network_cmd_enable = false
    # network_cmd_port = 55355
    # stdin_cmd_enable = false
    
    
    #94463
    phrazelle
    Participant

    [quote=94456]Got any screenshots on how the led strip is wired into a PSU? I guess I will have an extension lead in the back with the monitor and pi 2 attached.[/quote]

    Here is my current setup, but this is changing to add in the main power switch and when I get my ATX PSU in-hand. I attached the amp to the same protoboard that is running the power rail for the LEDs (on the left of the board) so I could have them all powered by the same PSU. I will run the power lines from the amp to the same power rail and have that tapped into the ATX.

    That power rail is 12v, so it is powering the LED strips and the triangle buttons on the front of the machine (they are 12v also.)

    protoboard

    [quote=94456]Where does the joystick and illuminated buttons get their power from?[/quote]

    On the ones I ordered from eBay, the LEDs in the buttons are 5v and pull power through the USB connection to the Pi.

    [quote=94459]did the joysticks that Arcade USB kit have on ebay make any annoying “click” sounds when push arround[/quote]

    No clicking on the LED buttons, but the 1 & 2 player and triangle buttons, as well as the joysticks all use the push button micro switches, so you get the “click.”

    [quote=94456]So these uses one congtroller for both players?[/quote]

    These have individual boards for each player with an independent USB cable for each.

    [quote=94459]Why do some use the ipac2 and others the usb method?[/quote]

    From what I understand, the ipac system emulates a keyboard (best suited for PC builds) for usage when you can only (or easily) assign button configurations to keyboard layouts instead of USB controllers. The Pi has no issue identifying most USB controllers – or at least with a little tweaking.

    [quote=94459]What did you use to cover the monitor, plastic or glass?[/quote]

    I used acrylic (plexiglass)

    [quote=94459]How did you power the led strips and install a dimmer, very smart idea![/quote]

    The power layout is above, and the dimmer will be a 10k potentiometer with a 1-450ohm resistor (haven’t tested yet) in line to keep the LEDs from blowing out.

    dannysmith43
    Participant

    Hello,

    I recently decided to pick up a Pi with the sole purpose of the running this fine emulation software, it looks great in Youtube videos when it’s working.
    My dream was to run the Pi2 behind my bedroom TV, use my PS3 pad via bluetooth and enjoy some bedroom retro goodness, alas it is not to be!

    I’ve re-imaged several times attempting to get this working. Each time I expand the filesystem, enable SSH and run the apt-get update / upgrade commands.

    I have an original Dualshock 3 PS3 pad and a CSR 8510 A10 bluetooth dongle. I have managed to get the two talking to eachother and paired up. After a reboot, the dongle doesn’t want to talk to the pad (strangely enough, SSH stops working too). When the pad is paired to the dongle, I’ve tested it via jstest and it’s like buttons are being constantly pressed, it just goes crazy. I’ve tried setting it when booting into Retroarch and Emulationstation, it seems to start off ok, then as I’m entering the buttons, it loses it’s shit and spams axis commands.

    I’ve followed a couple of written guides and Youtube videos, I’m doing exactly what everyone else does but it just doesn’t seem to work for me. Has the combination of RPi2 / 2.6 / PS3 pad been successful for most people? Most guides/videos are older models/versions. I’ve tried another PS3 pad, does exactly the same thing.

    What started out as a fun idea is slowly grinding me down! Any suggestions would be magical :)

    #94348
    petrockblog
    Keymaster

    it is in the changelog, but wasn’t moved out of experimental until just after the image was done. if you update the script it will be available in menu 5 (install individual emulators from binary or source)

    #94177
    lakespiral
    Participant

    I have the cheap usb snes and nes controlles. Fixed the dpad problem from the Snes controllers by putting hot glue inside. The circuit board had only one screw. Bought two 2,4G playstation clone controllers from ebay but I don’t know how to get them to work. Any ideas? http://www.ebay.com/itm/2-x-2-4G-USB-Wireless-Dual-Vibration-Gamepad-Controller-Joystick-For-PC-Laptop-/310811174850?pt=LH_DefaultDomain_0&hash=item485dca27c2

    moddinu
    Participant

    Hi people , I am a noob that just both a raspberry pie 2 and got started with this project. I currently installed Retro Pie 2.6 and put some gba game on it. My issue although I mapped my ps3 control keys the gba games are mapped differently. Can any run me to the process of setting them up. Any information would be helpfull

    ## Skeleton config file for RetroArch

    # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc …
    # This will be overridden by explicit command line options.
    # savefile_directory =

    # Save all save states (*.state) to this directory.
    # This will be overridden by explicit command line options.
    # savestate_directory =

    # If set to a directory, Content which is temporarily extracted
    # will be extracted to this directory.
    # extraction_directory =

    # Save all input remapping files to this directory.
    # input_remapping_directory =

    # Save all playlist files to this directory.
    # playlist_directory =

    # If set to a directory, the content history playlist will be saved
    # to this directory.
    # content_history_dir =

    # Automatically saves a savestate at the end of RetroArch’s lifetime.
    # The path is $SRAM_PATH.auto.
    # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
    # savestate_auto_save = false
    # savestate_auto_load = true

    # Load libretro from a dynamic location for dynamically built RetroArch.
    # This option is mandatory.

    # Path to a libretro implementation.
    # libretro_path = “/path/to/libretro.so”

    # A directory for where to search for libretro core implementations.
    # libretro_directory =

    # A directory for where to search for libretro core information.
    # libretro_info_path =

    # Sets mode for archived files in file browser.
    # 0 = Ask, 1 = Load Archive, 2 = Open Archive
    # archive_mode = 0

    # Sets log level for libretro cores (GET_LOG_INTERFACE).
    # If a log level issued by a libretro core is below libretro_log_level, it is ignored.
    # DEBUG logs are always ignored unless verbose mode is activated (–verbose).
    # DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3.
    # libretro_log_level = 0

    # Enable or disable verbosity level of frontend.
    # log_verbosity = false

    # If this option is enabled, every content file loaded in RetroArch will be
    # automatically added to a history list.
    # history_list_enable = true

    # Enable or disable RetroArch performance counters
    # perfcnt_enable = false

    # Path to core options config file.
    # This config file is used to expose core-specific options.
    # It will be written to by RetroArch.
    # A default path will be assigned if not set.
    core_options_path = /opt/retropie/configs/all/retroarch-core-options.cfg

    # Path to content load history file.
    # RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading.
    # A default path will be assigned if not set.
    # game_history_path =

    # Number of entries that will be kept in content history file.
    # game_history_size = 100

    # Sets the “system” directory.
    # Implementations can query for this directory to load BIOSes, system-specific configs, etc.
    system_directory = /home/pi/RetroPie/BIOS

    # Sets start directory for menu content browser.
    # rgui_browser_directory =

    # Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY.
    # Usually set by developers who bundle libretro/RetroArch apps to point to assets.
    # content_directory =

    # Assets directory. This location is queried by default when menu interfaces try to look for
    # loadable assets, etc.
    # assets_directory =

    # Sets start directory for menu config browser.
    # rgui_config_directory =

    # Show startup screen in menu.
    # Is automatically set to false when seen for the first time.
    # This is only updated in config if config_save_on_exit is set to true, however.
    # rgui_show_start_screen = true

    # Flushes config to disk on exit. Useful for menu as settings can be modified.
    # Overwrites the config. #include’s and comments are not preserved.
    config_save_on_exit = false

    # Load up a specific config file based on the core being used.
    # core_specific_config = false

    #### Video

    # Video driver to use. “gl”, “xvideo”, “sdl”
    # video_driver = “gl”

    # Which OpenGL context implementation to use.
    # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
    # By default, tries to use first suitable driver.
    # video_context_driver =

    # Windowed x resolution scale and y resolution scale
    # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
    # video_scale = 3.0

    # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
    # video_fullscreen_x = 0
    # video_fullscreen_y = 0

    # Start in fullscreen. Can be changed at runtime.
    # video_fullscreen = false

    # If fullscreen, prefer using a windowed fullscreen mode.
    # video_windowed_fullscreen = true

    # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
    # suggests RetroArch to use that particular monitor.
    # video_monitor_index = 0

    # Forcibly disable composition. Only works in Windows Vista/7 for now.
    # video_disable_composition = false

    # Video vsync.
    # video_vsync = true

    # Forcibly disable sRGB FBO support. Some Intel OpenGL drivers on Windows
    # have video problems with sRGB FBO support enabled.
    # video_force_srgb_disable = false

    # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance.
    # video_hard_sync = false

    # Sets how many frames CPU can run ahead of GPU when using video_hard_sync.
    # Maximum is 3.
    # video_hard_sync_frames = 0

    # Sets how many milliseconds to delay after VSync before running the core.
    # Can reduce latency at cost of higher risk of stuttering.
    # Maximum is 15.
    # video_frame_delay = 0

    # Inserts a black frame inbetween frames.
    # Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting.
    # video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2).
    # video_black_frame_insertion = false

    # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
    video_threaded = true

    # Use a shared context for HW rendered libretro cores.
    # Avoids having to assume HW state changes inbetween frames.
    # video_shared_context = false

    # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
    video_smooth = false

    # Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio.
    # video_force_aspect = true

    # Only scales video in integer steps.
    # The base size depends on system-reported geometry and aspect ratio.
    # If video_force_aspect is not set, X/Y will be integer scaled independently.
    # video_scale_integer = false

    # A floating point value for video aspect ratio (width / height).
    # If this is not set, aspect ratio is assumed to be automatic.
    # Behavior then is defined by video_aspect_ratio_auto.
    # video_aspect_ratio =

    # If this is true and video_aspect_ratio is not set,
    # aspect ratio is decided by libretro implementation.
    # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
    video_aspect_ratio_auto = true

    # Forces cropping of overscanned frames.
    # Exact behavior of this option is implementation specific.
    # video_crop_overscan = true

    # Path to shader. Shader can be either Cg, CGP (Cg preset) or GLSL, GLSLP (GLSL preset)
    # video_shader = “/path/to/shader.{cg,cgp,glsl,glslp}”

    # Load video_shader on startup.
    # Other shaders can still be loaded later in runtime.
    # video_shader_enable = false

    # Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access.
    video_shader_dir = /opt/retropie/emulators/retroarch/shader/

    # CPU-based video filter. Path to a dynamic library.
    # video_filter =

    # Defines a directory where CPU-based video filters are kept.
    # video_filter_dir =

    # Path to a font used for rendering messages. This path must be defined to enable fonts.
    # Do note that the _full_ path of the font is necessary!
    # video_font_path =

    # Size of the font rendered.
    # video_font_size = 32

    # Enable usage of OSD messages.
    # video_font_enable = true

    # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values.
    # [0.0, 0.0] maps to the lower left corner of the screen.
    # video_message_pos_x = 0.05
    # video_message_pos_y = 0.05

    # Color for message. The value is treated as a hexadecimal value.
    # It is a regular RGB hex number, i.e. red is “ff0000”.
    # video_message_color = ffffff

    # Video refresh rate of your monitor.
    # Used to calculate a suitable audio input rate.
    # video_refresh_rate = 59.95

    # Allows libretro cores to set rotation modes.
    # Setting this to false will honor, but ignore this request.
    # This is useful for vertically oriented content where one manually rotates the monitor.
    # video_allow_rotate = true

    # Forces a certain rotation of the screen.
    # The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
    # The angle is <value> * 90 degrees counter-clockwise.
    # video_rotation = 0

    #### Audio

    # Enable audio.
    # audio_enable = true

    # Mutes audio.
    # audio_mute_enable = false

    # Audio output samplerate.
    # audio_out_rate = 48000

    # Audio resampler backend. Which audio resampler to use.
    # Default will use “sinc”.
    # audio_resampler =

    # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
    # audio_driver =

    # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on …
    # audio_device =

    # Audio DSP plugin that processes audio before it’s sent to the driver. Path to a dynamic library.
    # audio_dsp_plugin =

    # Directory where DSP plugins are kept.
    # audio_filter_dir =

    # Will sync (block) on audio. Recommended.
    # audio_sync = true

    # Desired audio latency in milliseconds. Might not be honored if driver can’t provide given latency.
    # audio_latency = 64

    # Enable audio rate control.
    # audio_rate_control = true

    # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
    # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
    # audio_rate_control_delta = 0.005

    # Controls maximum audio timing skew. Defines the maximum change in input rate.
    # Input rate = in_rate * (1.0 +/- max_timing_skew)
    # audio_max_timing_skew = 0.05

    # Audio volume. Volume is expressed in dB.
    # 0 dB is normal volume. No gain will be applied.
    # Gain can be controlled in runtime with input_volume_up/input_volume_down.
    # audio_volume = 0.0

    #### Overlay

    # Defines a directory where overlays are kept for easy access.
    # overlay_directory =

    # Enable or disable the current overlay.
    # input_overlay_enable = true

    # Path to input overlay
    # input_overlay =

    # Overlay opacity
    # input_overlay_opacity = 1.0

    # Overlay scale
    # input_overlay_scale = 1.0

    #### OSK (Onscreen Keyboard) Overlay

    # Defines a directory where overlays are kept for easy access.
    # osk_overlay_directory =

    # Enable OSK overlay.
    # input_osk_overlay_enable = true

    # Path to OSK overlay
    # input_osk_overlay =

    # OSK Overlay opacity
    # input_osk_overlay_opacity = 1.0

    # OSK Overlay scale
    # input_osk_overlay_scale = 1.0

    #### Input

    # Input driver. Depending on video driver, it might force a different input driver.
    # input_driver = sdl

    # Joypad driver. (Valid: linuxraw, sdl, dinput)
    # input_joypad_driver =

    # Path to input remapping file.
    # input_remapping_path =

    # If enabled, overrides the input binds with the remapped binds set for the current core.
    # input_remap_binds_enable = true

    # Maximum amount of users supported by RetroArch.
    # input_max_users = 16

    # Keyboard layout for input driver if applicable (udev/evdev for now).
    # Syntax is either just layout (e.g. “no”), or a layout and variant separated with colon (“no:nodeadkeys”).
    # input_keyboard_layout =

    # Defines axis threshold. Possible values are [0.0, 1.0]
    # input_axis_threshold = 0.5

    # Enable input auto-detection. Will attempt to autoconfigure
    # joypads, Plug-and-Play style.
    input_autodetect_enable = true

    # Show the input descriptors set by the core instead of the
    # default ones.
    # input_descriptor_label_show = true

    # Hide input descriptors that were not set by the core.
    # input_descriptor_hide_unbound = false

    # Directory for joypad autoconfigs.
    # If a joypad is plugged in, that joypad will be autoconfigured if a config file
    # corresponding to that joypad is present in joypad_autoconfig_dir.
    # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
    # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
    # Requires input_autodetect_enable to be enabled.
    joypad_autoconfig_dir = /opt/retropie/emulators/retroarch/configs/

    # Sets which libretro device is used for a user.
    # Devices are indentified with a number.
    # This is normally saved by the menu.
    # Device IDs are found in libretro.h.
    # These settings are overridden by explicit command-line arguments which refer to input devices.
    # None: 0
    # Joypad (RetroPad): 1
    # Mouse: 2
    # Keyboard: 3
    # Generic Lightgun: 4
    # Joypad w/ Analog (RetroPad + Analog sticks): 5
    # Multitap (SNES specific): 257
    # Super Scope (SNES specific): 260
    # Justifier (SNES specific): 516
    # Justifiers (SNES specific): 772

    # input_libretro_device_p1 =
    # input_libretro_device_p2 =
    # input_libretro_device_p3 =
    # input_libretro_device_p4 =
    # input_libretro_device_p5 =
    # input_libretro_device_p6 =
    # input_libretro_device_p7 =
    # input_libretro_device_p8 =

    # Keyboard input. Will recognize letters (“a” to “z”) and the following special keys (where “kp_”
    # is for keypad keys):
    #
    # left, right, up, down, enter, kp_enter, tab, insert, del, end, home,
    # rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus,
    # f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12,
    # num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown,
    # keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9,
    # period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock,
    # tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket,
    # backslash, rightbracket, kp_period, kp_equals, rctrl, ralt
    #
    # 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 =

    # Axis for RetroArch D-Pad.
    # Needs to be either ‘+’ or ‘-‘ in the first character signaling either positive or negative direction of the axis, then the axis number.
    # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
    # input_player1_left_axis =
    # input_player1_right_axis =
    # input_player1_up_axis =
    # input_player1_down_axis =

    # Holding the turbo while pressing another button will let the button enter a turbo mode
    # where the button state is modulated with a periodic signal.
    # The modulation stops when the button itself (not turbo button) is released.
    # input_player1_turbo =

    # Describes the period and how long of that period a turbo-enabled button should behave.
    # Numbers are described in frames.
    # input_turbo_period = 6
    # input_turbo_duty_cycle = 3

    # This goes all the way to user 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
    # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.

    # Toggles fullscreen.
    # input_toggle_fullscreen = f

    # Saves state.
    # input_save_state = f2
    # Loads state.
    # input_load_state = f4

    # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
    # When slot is != 0, path will be $path%d, where %d is slot number.
    # input_state_slot_increase = f7
    # input_state_slot_decrease = f6

    # Toggles between fast-forwarding and normal speed.
    # input_toggle_fast_forward = space

    # Hold for fast-forward. Releasing button disables fast-forward.
    # input_hold_fast_forward = l

    # Key to exit RetroArch cleanly.
    # Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc.
    # On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization.
    input_exit_emulator = escape

    # Applies next and previous shader in directory.
    input_shader_next = m
    input_shader_prev = n

    # Hold button down to rewind. Rewinding must be enabled.
    input_rewind = r

    # Toggle between recording and not.
    # input_movie_record_toggle = o

    # Toggle between paused and non-paused state
    # input_pause_toggle = p

    # Frame advance when content is paused
    # input_frame_advance = k

    # Reset the content.
    # input_reset = h

    # Cheats.
    # input_cheat_index_plus = y
    # input_cheat_index_minus = t
    # input_cheat_toggle = u

    # Mute/unmute audio
    # input_audio_mute = f9

    # Take screenshot
    # input_screenshot = f8

    # Netplay flip users.
    # input_netplay_flip_players = i

    # Hold for slowmotion.
    # input_slowmotion = e

    # Enable other hotkeys.
    # If this hotkey is bound to either keyboard, joybutton or joyaxis,
    # all other hotkeys will be disabled unless this hotkey is also held at the same time.
    # This is useful for RETRO_KEYBOARD centric implementations
    # which query a large area of the keyboard, where it is not desirable
    # that hotkeys get in the way.

    # Alternatively, all hotkeys for keyboard could be disabled by the user.
    # input_enable_hotkey_btn =

    # Increases audio volume.
    # input_volume_up = kp_plus
    # Decreases audio volume.
    # input_volume_down = kp_minus

    # Toggles to next overlay. Wraps around.
    # input_overlay_next =

    # Toggles eject for disks. Used for multiple-disk content.
    # input_disk_eject_toggle =

    # Cycles through disk images. Use after ejecting.
    # Complete by toggling eject again.
    # input_disk_next =

    # Toggles menu.
    # input_menu_toggle = f1

    # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
    # and keeps the mouse pointer inside the window to allow relative mouse input
    # to work better.
    # input_grab_mouse_toggle = f11

    #### Menu

    # Menu driver to use. “rgui”, “lakka”, etc.
    # menu_driver = “rgui”

    # If enabled, the libretro core will keep running in the background when we
    # are in the menu.
    # menu_pause_libretro = false

    # Enable mouse input inside the menu.
    # menu_mouse_enable = false

    # Shows current date and/or time inside menu.
    # menu_timedate_enable = true

    # Shows current core inside menu.
    # menu_core_enable = true

    # Throttle the menu to ~60 FPS instead of using v-sync. Useful for 120+Hz monitors.
    # menu_throttle = false

    # Path to a .png image to set as menu wallpaper.
    # menu_wallpaper =

    # Wrap-around toe beginning and/or end if boundary of list reached horizontally
    # menu_navigation_wraparound_horizontal_enable = false

    # Wrap-around to beginning and/or end if boundary of list reached vertically
    # menu_navigation_wraparound_vertical_enable = false

    # Filter files being show in ‘Load Content’ by supported extensions
    # menu_navigation_browser_filter_supported_extensions_enable = true

    # Collapse subgroup settings into main group to create one big listing of settings
    # per category.
    # menu_collapse_subgroups_enable = false

    #### UI

    # Suspends the screensaver if set to true. Is a hint that does not necessarily have to be honored
    # by video driver.
    # suspend_screensaver_enable = true

    #### Camera

    # Override the default camera device the camera driver uses. This is driver dependant.
    # camera_device =

    # Override the default privacy permission for cores that want to access camera services. Is “false” by default.
    # camera_allow = false

    #### Location

    # Override the default privacy permission for cores that want to access location services. Is “false” by default.
    # location_allow = false

    #### Core Updater

    # URL to core update directory on buildbot.
    # core_updater_buildbot_url = “http://buildbot.libretro.com&#8221;

    # URL to assets update directory on buildbot.
    # core_updater_buildbot_assets_url = “http://buildbot.libretro.com/assets/&#8221;

    # Automatically extract archives that the cores are contained in to the libretro cores directory.
    # core_updater_auto_extract_archive = true

    #### Network

    # When being client over netplay, use keybinds for user 1.
    # netplay_client_swap_input = false

    # The username of the person running RetroArch. This will be used for playing online, for instance.
    # netplay_nickname =

    # The amount of delay frames to use for netplay. Increasing this value will increase
    # performance, but introduce more latency.
    # netplay_delay_frames = 0

    # Netplay mode for the current user.
    # false is Server, true is Client.
    # netplay_mode = false

    # Enable or disable spectator mode for the user during netplay.
    # netplay_spectator_mode_enable = false

    # The IP Address of the host to connect to.
    # netplay_ip_address =

    # The port of the host IP Address. Can be either a TCP or an UDP port.
    # netplay_ip_port = 55435

    #### Misc

    # Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
    rewind_enable = false

    # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
    # The buffer should be approx. 20MB per minute of buffer time.
    rewind_buffer_size = 10

    # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
    rewind_granularity = 2

    # Pause gameplay when window focus is lost.
    # pause_nonactive = true

    # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
    # The interval is measured in seconds. A value of 0 disables autosave.
    # autosave_interval =

    # Path to content database directory.
    # content_database_path =

    # Path to cheat database directory.
    # cheat_database_path =

    # Path to XML cheat config, a file which keeps track of which
    # cheat settings are used for individual games.
    # If the file does not exist, it will be created.
    # cheat_settings_path =

    # Directory to dump screenshots to.
    # screenshot_directory =

    # Records video after CPU video filter.
    # video_post_filter_record = false

    # Records output of GPU shaded material if available.
    # video_gpu_record = false

    # Screenshots output of GPU shaded material if available.
    video_gpu_screenshot = true

    # Block SRAM from being overwritten when loading save states.
    # Might potentially lead to buggy games.
    # block_sram_overwrite = false

    # When saving a savestate, save state index is automatically increased before
    # it is saved.
    # Also, when loading content, the index will be set to the highest existing index.
    # There is no upper bound on the index.
    # savestate_auto_index = false

    # Slowmotion ratio. When slowmotion, content will slow down by factor.
    # slowmotion_ratio = 3.0

    # The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap).
    # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
    # Do not rely on this cap to be perfectly accurate.
    # fastforward_ratio = 1.0

    # Setting this to false equals no FPS cap and will override the fastforward_ratio value.
    # fastforward_ratio_throttle_enable = false

    # Enable stdin/network command interface.
    # network_cmd_enable = false
    # network_cmd_port = 55355
    # stdin_cmd_enable = false

    input_player1_b_btn = “14”
    input_player1_y_btn = “15”
    input_player1_select_btn = “0”
    input_player1_start_btn = “3”
    input_player1_up_btn = “4”
    input_player1_down_btn = “6”
    input_player1_left_btn = “7”
    input_player1_right_btn = “5”
    input_player1_a_btn = “13”
    input_player1_x_btn = “12”
    input_player1_l_btn = “10”
    input_player1_r_btn = “11”
    input_player1_l2_btn = “8”
    input_player1_r2_btn = “9”
    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_player1_r_x_plus_axis = “+2”
    input_player1_r_x_minus_axis = “-2”
    input_player1_r_y_plus_axis = “+3”
    input_player1_r_y_minus_axis = “-3”

    input_enable_hotkey_btn = “0”
    input_exit_emulator_btn = “3”
    input_menu_toggle_btn = “12”
    input_load_state_btn = “10”
    input_save_state_btn = “11”
    input_state_slot_increase_btn = “5”
    input_state_slot_decrease_btn = “7”
    input_disk_eject_toggle_btn = “15”
    input_disk_next_btn = “13”
    input_reset_btn = “14”
    input_analog_dpad_mode = “1”

    patrickm
    Participant

    [quote=94040]

    <div class=”d4p-bbt-quote-title”>InsecureSpike wrote:</div>
    many thanks to “Patrick” for this post, as I’ve found this real
    oh just a quick question, are shaders set for each individual emulator or universal, one for all?

    I also would like to know the answer to this.

    On a probably-related note, in Floob’s reply, what is the purpose of the line:

    input_remapping_directory = /opt/retropie/configs/megadrive/

    in the provided configuration file?
    [/quote]

    you can make the video settings universal by holding down “x” or “m” as a game launches from emulationstation to bring up a menu. This gives you a menu of options like “choose default emulator” “choose video resolution” “choose Retroarch output resolution,” etc.

    For the shader settings, by default, if you load a shader in RA and then exit normally it will save your shader settings and these will be applied next time you launch RA. You can set a shader through the RGUI or by editing the config file in text editor.

    You can also manually edit the config in /opt/retropie/configs/all/retroarch.cfg to make the settings universal. If you want to make different settings for each system, then edit the file called “retroarch.cfg” located in the folder for that particular system in /opt/retropie/configs/.

    The easiest way is to just load the shader through the RGUI and then exit RA normally (by default, start + select on the gamepad).

    As far as the line you were asking about, I’m pretty sure that is related to controller input and not video settings.

    drvenkman
    Participant

    [quote=94037]many thanks to “Patrick” for this post, as I’ve found this real
    oh just a quick question, are shaders set for each individual emulator or universal, one for all?
    [/quote]

    I also would like to know the answer to this.

    On a probably-related note, in Floob’s reply, what is the purpose of the line:

    input_remapping_directory = /opt/retropie/configs/megadrive/

    in the provided configuration file?

    InsecureSpike
    Participant

    many thanks to “Patrick” for this post, as I’ve found this real interesting, as I’m afraid to say I still understand very little about shaders, but I think I’m going to read up a lot more now, as from what I gather they can effect things a great deal
    thanks

    oh just a quick question, are shaders set for each individual emulator or universal, one for all?

    #93717
    herbfargus
    Member

    you could try a full binary installation if the individual installation didn’t work.. other than that I’m at as much of a loss as you are at this point.

    seems others had the same issue on this thread

    mupen64 video plug ins

    #93675

    In reply to: Autofire on the axis

    TorVaga
    Participant

    Then I understand the concept of what I should do, but I can’t seem to get the right mappings.
    Should the mapping of the buttons be the same as the output of the jstest?
    When I haven’t altered the retroarch.cfg Player 1 works as it should.
    When I alter the file, and try this, nothing works (neither joysticks or buttons)

    #input_device = “Xin-Mo Xin-Mo Dual Arcade”
    #input_driver = “udev”
    
    #input_player1_joypad_index= “0”
    #input_player1_b_btn = “4”
    #input_player1_select_btn = “2”
    #input_player1_start_btn = “5"
    #input_player1_up_axis = “+0"
    #input_player1_down_axis = “-0"
    #input_player1_left_axis = “-1"
    #input_player1_right_axis = “+1"
    #input_player1_a_btn = “3”
    #input_player1_l_btn = “0”
    #input_player1_r_btn = “1”
    
    #input_enable_hotkey_btn = “2”
    #input_exit_emulator_btn = “5”
    
    #input_player2_joypad_index = “1”
    #input_player2_b_btn = “4”
    #input_player2_select_btn = “2”
    #input_player2_start_btn = “5”
    #input_player2_up_axis = “+0"
    #input_player2_down_axis = “-0"
    #input_player2_left_axis = “-1"
    #input_player2_right_axis = “+1"
    #input_player2_a_btn = “3”
    #input_player2_l_btn = “0”
    #input_player2_r_btn = “1”
    

    The Xin-Mo….cfg file (from the configuration I did in Retroarch of player 1) gives me this:`input_device = Xin-Mo Xin-Mo Dual Arcade
    input_driver = udev

    input_player1_joypad_index = 0
    input_player1_b_btn = 4
    input_player1_select_btn = 2
    input_player1_start_btn = 5
    input_player1_up_axis = +0
    input_player1_down_axis = -0
    input_player1_left_axis = -1
    input_player1_right_axis = +1
    input_player1_a_btn = 3
    input_player1_l_btn = 0
    input_player1_r_btn = 1
    `
    I’m a question mark at this point. Sorry for troubling you guys!

    theglenn88
    Participant

    Hi,

    I’m using a RPi 1 model B. I have a Mayflash USB Dual Snes adapter from here

    I have the controllers working but there is an issue when you hold a button, for example on mario if you hold the D-Pad down button mario should duck. But what seems to happen is he ducks but keeps popping his head up, as if the button isn’t being held down it’s being pressed multiple times.

    The same happens for button B, for example when you get a leaf and press B he spins, but if you hold B you can run fast, but in this case he keeps spinning round and round and round.

    I have tried cleaning the PCB of the controller and it hasn’t seemed to help at all.

    Does anyone else have a Mayflash with a solution to this?

    Thanks
    Mike

    #93635

    In reply to: Mame4all Not Working

    petrockblog
    Keymaster

    The fix is to do a full binary install. Due to large changes in retropie-setup the way stuff is launched has changed and installing an individual emulator from source will not suffice I’m afraid. BTW there is no need to install mame4all from source – the binary is up to date and there is little development to this code.

    Although hacking the es_systems.cfg may fix it, you will likely run into further problems – the _SYS_ is used by the new runcommand launcher.

    BTW I assume you manually typed the error above – there is no recommended.sh – it is called runcommand

    #93623
    pattaboy
    Participant

    [quote=91263]Try following this, let me know if it works for you:

    <span class=”embed-youtube” style=”text-align:center; display: block;”><div class=”fluid-width-video-wrapper” style=”padding-top: 61.1650485436893%;”>[youtube http://www.youtube.com/watch?v=beBGRwjJI60?version=3&rel=1&fs=1&showsearch=0&showinfo=1&iv_load_policy=1&wmode=transparent%5D</div></span&gt;

    [/quote]

    does not work with dualshock 3 controller

    #93558

    In reply to: PSOne Pi

    peanutwarrior
    Participant

    I’ll dig out some more photos as I am back tinkering with this one as the Neo Geo X one is done.

    I used a PSX to usb dual converter, removed the original ports off the psone board and soldered the pins, replacing the converter ports. Ebay sell them for a few pounds. I think you can use the GPIO ports but that seemed too much hassle. RetroPie reads the usb as a twin joystick, works out the box.

    The biggest pain in the arse is wiring in the 4 usb hub above it where the memory card used to sit, not much room there.

    I Have another PSone unit that I will perform the same on, I’ll take photos of that process as I know how to make it smarter looking.

    #93456
    fataldiskerror
    Participant

    to e) sry, i was wrong here. it is 1GHz dual-core. it is an galaxy s3 mini.

    But anyways: thanks for your reply! It was very helpful to get some clear answers. I will check if i will upgrade to a pi2 or if i will use my mobile for snes-emulation.

    Greez,
    Fatal

    #93445
    husar
    Participant

    I have two PS3 duals setup to run wireless. This is the video I followed and it works great. This is the Bluetooth version but there is a wired video as well….

    #93418

    In reply to: Change Log

    weddi.eddy
    Participant

    Considering that performing a search on the forums for ‘changelog’ or ‘change log’ yeild no results; considering that performing a search on the forums for ‘3.0’ in hopes that a sticky was created with the various update information; considering that the drop down menu for the main site nor does the actual downloads page (/retropie-downloads/) contain the information I requested, I’d appreciate it, oldchocobo, if you didn’t call me lazy.

    Thank you buzz for the answer.

    For anyone looking, you have to click on the individual download that you want for the change log at the bottom of your download options.

    Perhaps it would make sense to create a single page (or sticky) that has all the change logs from version to version so we could see all the work being done. I know it’s easy to go to github to see the changes, but this site appears to serve as the central point for information and downloads.

    digitalpimp
    Participant

    Hi All

    I’ve been trying to setup a genuine PS3 DualShock3 controller on my Pi and am failing miserably. for whatever I can simply not get the controller to pair up on RetroPie 2.6 or 3.0 Beta. I’ve followed various guides and used “RetroPie Setup” to install the driver, the Pi can see the controller over usb and is listed in jstest but as soon as the cable is unplugged the lights flash and eventually the controller turns off after a short time. What are the actual correct steps to get it to?

    I’ll apologise now as I’m sure I’m not the first person to ask this but I’ve yet to find a post, page that actually provides a working solution. Should it be of use I’m using a CSR based Bluetooth adapter.

    Any help would be greatly appreciate.

    Cheers

    Anonymous
    Inactive

    Hey guys,

    I’ve spent countless hours trying to figure out how to get my PlayStation 3 DualShock controller to work with SNES9X.

    It works just fine with some other SNES emulators, such as lr-armsnes. However, I don’t get the same performance I do from SNES9X.

    Looking at /opt/retropie/config/snes/emulators.cfg, I see that the SNES9X entry doesn’t have some options specified like the other SNES emulators:

    snes9x="/opt/retropie/emulators/snes9x/snes9x %ROM%"
    #pisnes="/opt/retropie/emulators/pisnes/snes9x %ROM%"
    lr-armsnes="/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-armsnes/libpocketsnes.so --config /opt/retropie/configs/snes/retroarch.cfg %ROM%"
    #lr-catsfc="/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-catsfc/catsfc_libretro.so --config /opt/retropie/configs/snes/retroarch.cfg %ROM%"
    #lr-pocketsnes="/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-pocketsnes/libretro.so --config /opt/retropie/configs/snes/retroarch.cfg %ROM%"
    #lr-snes9x-next="/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-snes9x-next/snes9x_next_libretro.so --config /opt/retropie/configs/snes/retroarch.cfg %ROM%"
    default="snes9x"

    Is this part of the reason it isn’t working?

    Please help guide me to get this to work, if possible. I can paste any configuration needed in order to assist.

    r6gyy
    Participant

    Morning all, and thanks for the RetroPie project!

    Raspberry Pi 2, clocked at 1000MHz.
    RetroPie 2.6
    PSX BIOS scph1001.bin or scph7502.bin

    I have the PSX emulator working fine – R-Type Delta works very well, complete with rumble feedback on my PS3 dualshock pad (that was a nice surprise!).

    However, I cannot get Castlevania: Symphony of the Night to start. It loads ok, but the start button doesn’t work. Nor does the keyboard equivalent. I have tried 2 fresh installs of RetroPie 2.6, and with 2 different controllers – the other being a Rock Candy hard wired X-Box style controller. I just cannot get this game to start and I would love to play it as I could never get my hands on it when I owned a PSX.

    I will stress again – R-Type Delta works very well. All controls work as they should. I am going to try some other games tonight.

    Thanks all.

    calumetjohn
    Participant

    I am helping a friend build an arcade.

    He wants to use MAME as well as NES, SNES, Sega, etc

    He has a Xin-Mo dual arcade controller setup. I am able to see the controller using jstest js0. For some reason both Joysticks provide the same results -1,+1,-0 and +0. all the buttons work when testing. But for the life of me I cannot get it to work in any of the emulators!

    The only thing that works is the keyboard.

    I have ran the retroarch config in the setup script, I have manually created one from online documentation i found.

    I have modified the /opt/retropie/configs/all, /opt/retropie/emulators/configs, etc and no luck.

    Any idea would be greatly appreciated

    #93180
    elgur85
    Participant

    I’m using Logitech Dual Action, a rather old controller now I think.
    But it works like a charm. :)

    pattaboy
    Participant

    I know PS4 controllers are hard to do with. but I had no problem with the ps3 controller. Dualshock or Sixaxis.

    You need to install the ps3 drivers first using retropie-setup and follow the instructions on screen. after that you can just use them wired or wireless once you register them in emulationstation en retroarch controller setup.

    I bought last weekend a second controller who turnt out to be fake.
    they don’t work wired or wirelessly too bad but my original works wired and wireless.

    pattaboy
    Participant

    did somebody figured out how to get the analog sticks on dualshock 3 working?

    normally you just add

    pcsx_rearmed_pad1type = “analog"
    pcsx_rearmed_pad2type = “analog”

    in retroarch-core-options but that doesnt work anymore I’ve noticed.

    #92973
    drvenkman
    Participant

    Okay, I figured out how to get the joysticks and buttons registered for MAME4ALL. I guess I can figure out each of the rest of the emulators individually.

    So my question now boils down to this all-important one: how do I enable trackball support in MAME4ALL? Centipede and Missile Command just ain’t right with the joystick!

    #92845
    trixster
    Participant

    After an update of the retropie-update script and then a binary install of the emulators I’m using I’m running into problems with version 3.0. I’ve upgraded from 2.6 to 3.0.

    I took a copy of my various configs folders first (as well as some cfg files for emulators like pisnes and pifba). After the install of 3.0 binaries I copied back over the relevant config files (mainly retroarch.cfg for individual emulators) as i didnt want to have to go through the pain of re-configuring everything agai. Now anything which runs from a libretro core will not load, it quits back into emulationstation with a segmentation fault.

    I do not want to have to use the download image as i already have a ton of other stuff on my current install. Is there a way to upgrade from 2.6 to 3.0 without re-imaging the sd card but still retaining all the time-precious config file changes that have been made?

    pattaboy
    Participant

    Hey There,

    I’m almost done with my Retropie project but I’m not so happy how my bluetooth dongle works at the moment.

    How it now works is when I boot up I can wait till the emulationstation splash screen appears and then my bluetooth dongle blinks. when that happens I can succesfully pair my Dualshock 3 controller and I’m ready to play.

    However if I wait a couple seconds more the bluetooth pairing blinking dissappears and then I have to reboot in order to correctly pair it again.

    Can this be done easier?

    Like:
    – When re-inserting the bluetooth dongle the pairing starts again.

    When I pause my game sometimes after 20 minutes the Dualshock3 and the bluetooth dongle completely shuts down to preserve battery power. At that moment I’m stuck at the game. can’t save but I can only reboot to continue playing with my controller.

    I hope this can be done!
    Thanks a lot!

    #92717

    In reply to: Enabling GenPlus-GX??

    herbfargus
    Member

    You’re choosing option 5 to install individual emulator by binary- you want to choose option 1 full binary install (it will take about 15 minutes.) Then reboot and try again with genesis. (Make sure your ROMs are unzipped as well just in case they are in a .zip)

    See this video If there is any confusion:

Viewing 35 results - 526 through 560 (of 888 total)