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Search Results
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Topic: Best way to update emulators
Hi, sorry if this question has been covered before but…
What’s the best way to update individual emulators without losing configs? I guess it would be to update the RetroPie-setup script then install the emulator you want to update from source. My question is does this method overwrite config files and / or delete rom / bios files?
Sorry if it’s a silly q but I don’t want to update to the latest version of the emulators I’m using only to find I’ll have to spend time reconfiguring everything again!
Is it just a case of backing up the /opt/retropie/configs/ directory before updating an emulator?
Topic: GBA(gpsp) + Xin-mo Dual
Hello.
Tried to find an answer or explanation on my own, but couldn’tI have Xin-mo Dual controller.
Managed to sort out all issues with it except this one. I have wired it together as per scheme what came with it. Everything seems to be working flawlessly. Despite few weird things.P1 Button & Axis ( From jstest)
Up/Down – Axis 3
Left/Right – Axis 2
Buttons 10 – 18P2 Button & Axis ( From jstest)
Up/Down – Axis 1
Left/Right – Axis 0
Buttons 0 – 9When i’m trying to set up gpsp on P1 side it doesn’t want to recognize joystick( axis 2 & 3) As well buttons higher than 15.
Everything can be set up on P2 side without any issues.
Also it numbers buttons a bit differently than jstest shows. It adds +1 to every single number.
For example in jstest i see buttons from 0 – 15, In gpsp when i’m mapping them they become 1 – 16.I wonder if there’s any workaround in this situation other than re-wire sides, re config rest of emulators
As everything is already built in in bartop type arcade, and most of it is already closed down.Also i would like to say thanks to this community. As this is my first Raspberry Pi project. As well pretty much first Linux based experience. And i have found 95% answers/how-to’s related to any type of issues I’ve had here.
Cheers
I really want to get rid of all the clutter on my screen and just have box art and game names….The rest of this ratings rubbish and description seems a complete waste of time (to me anyway)….I’ve tried for a while now at chopping out chunks of codes and reloading to see what happened (That’s pretty much my ability level….Remove things or cut and paste from tutorials). I have managed to enlarge the box art to a size i really like and shuffle the game list about enough to know how to get that where i want…..But the rest of that “times played” and “ratings” junk just gets shoved to the bottom of my screen and won’t go away. I’ve pretty much deleted everything available in simple.xml and the individual emulators theme.xml….So why o why does it keep sitting there mocking me. -_^
i’m trying to understand how to get the emulators to always use “libretro.cfg” over the nearly blank skeleton template(as its get a alil annoying to manually config each emulator then get RGUI open to select teh config.)
and in teh same topic, the snes core doesnt seems to like input at all from my Logitech Dual Analog usb gamepad or my Saitek P880 gamepad. its set in its libretro.cfg and loaded. but not a single input is recognized. its not that they dont work at all, both can fully be configured navigate RGUI and Emulationstation. in 2 days thats not going to be really a problem persay w/ my RPi 2 on its way from adafruit. but i dont have a USB Hub for my Rpi 1 Model B (one port’s used by the wireless mouse/keyboard combo and it lacks a full layout than a traditional keyboard)
Topic: Grim Fandango, playable?
guy’s, is there anyway to run Grim Fandango?
from what I understand ResidualVM is needed I think?!thank for your time
My setup: A Raspberry Pi 2 using one (or two) Sony Dual-Shock PSX (PS1/PS2) controllers linked up via GPIO, running on RetroPie 2.6.
The gamecon_gpio_rpi module is loaded like this:
gamecon_gpio_rpi map=0,0,0,0,7,7 psx-delay=10
Everything is working smooth except for this one last thing that’s driving me absolutly insane: Left analog stick refuses to cooperate!
I’m pretty sure all my settings are fine, as dpad and buttons all work perfectly and by running Ape Escape I can confirm that the right analog stick works as expected. But not the left one. :(
Running jstest reports this:
Joystick (PSX controller) has 6 axes (X, Y, Rx, Ry, Hat0X, Hat0Y) and 12 buttons (BtnX, BtnY, BtnTL, BtnTR, BtnTR2, BtnSelect, BtnStart, BtnMode, BtnThumbL, BtnThumbR, ?, ?).
All axis look and work fine when testing them in jstest. But I think that axis 5 and 6 reported as hats may be the problem (or some part of it).
If I run retroarch-joyconfig it wants to assign these axis as buttons. With something like this:
input_l_x_plus_btn = h0right
Same thing happens in retroarch input config menus: Hat axis are assigned as buttons.
This does indeed work to some degree. But the fine-movement noise from the stick causes button presses all over the place. I’ve tried running jscal to try to correct for this but to no effect.
Setting input_l_x_plus_axis to h0right does nothing, as does setting it to axis numbers 5 and 6.
I’ve tried switching controllers to other versions (using other SCPH numbers) but this changes nothing.
So I’m pretty much out of ideas at this point expect. Can anyone please point me in the right direction?
I currently have 2.5.0 running on my Raspberry Pi 2. Almost everything is working well, except for the controllers. I’m using 2 PS3 (Dual Shock 3) controllers connected via bluetooth.
The issue is that when I run any emulator (besides MAME) Controller 1 is Player 2, and Controller 2 is Player 1. I can go into the retroarch menu while in-game and switch the controllers, which will work until I exit out of the game and back to Emulation Station. Once I return to any game, the controllers will be switched again. MAME does not have this issue, it recognizes Controller 1 as Player 1, etc.
If I only have 1 controller connected, it is recognized as Player 1. If I enter a game, and then connect Controller 2, it will be correctly recognized as Player 2. As soon as I exit out of the game, and go back, however, the indexes switch again.
Before 2.5.0, I had 2.3.0 running with these same controllers with no issues. I’m not sure if something changed between the update, if I’m missing something simple, or if I just have a really weird bug. I’ve checked all of the retroarch.cfg files, and everything seems fine and correct.
Anyone have any ideas? Thanks in advance!
Topic: I've got two problems!
Hey there Petrockblock community!
After scouring previous forum posts, I though the best way to seek an answer may be to make one of my own! I’ve recently gotten a Raspberry Pi 2 It’s my first one.
Thus far I’ve managed to get retro-pie working fine, with some exceptions.
Firstly I’d really like to play PS1 games. I’ve used the PSX emulator on my PC in the past, I’ve copied the ROMS across to my pie and even moved over the BIOS file, yet no option appears of Playsation 1 in emulation station, no doubt I’m being incredibly dense and there’s something simple I’ve missed, but:
How do I make PS1 games appear in emulation station?
The second issue I’ve encountered is with the controller I’m using, I’ve got a Dual shock 4 connected via USB and all the buttons and d-pad have been mapped fine, however no matter how many times I try I seem unable to use the analog sticks in N64 games an the share ware games.
There is some movement in the analog sticks, bu their certainly not mapped correctly. I followed the instructions as listed in the guide here https://supernintendopi.wordpress.com but to no avail!
How to I correctly map the analog sticks?
Any answers would be awesome! I really appreciate it guys.
cheers
xbenblasterxAhoi!
I got my arcade finally working. It was a little bit harsh due to problems like Auto-Autofire on the Axis, getting the right kernel usw.
My Joysticks are working now in nearly every emulator but in scummvm not. The horizontal joystick axis is working fine; the vertical one is reversed. This only happens in scumm vm. How could i solve this problem?
Thanks in advance
krauthausHey Guys,
Just bought a raspberry pi2 and installed retropie on it.
installed a few roms and it works perfectly.
then I bought two snes usb controllers and installed them via this video: https://www.youtube.com/watch?v=Z0FT4i2CQVIthe controllers work but whenever I press X on the controller
it will go left.
it just looks like my x button is mapped on to the left d-pad however I can’t find the problem in any of the config files. not the USBgamepad.cfg and not the retroarch.cfg in the /all folder.I have exactly the same controller as in the video so I thought I needed the same settings as expained. both controllers work and both register is player1 and player2.
Can somebody please help me?
EDIT: just noticed when pressing A on the controller it will respond like A+dpad down
this is the config file from: /opt/retropie/configs/all
## 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 = 8 #### 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 = 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/ # 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_joypad_index = "0" input_player1_a_btn = "1" input_player1_b_btn = "2" input_player1_y_btn = "3" input_player1_x_btn = "0" input_player1_start_btn = "9" input_player1_select_btn = "8" input_player1_l_btn = "4" input_player1_r_btn = "5" input_player1_left_btn = "-0" input_player1_right_btn = "+0" input_player1_up_btn = "-1" input_player1_down_btn = "+1" input_enable_hotkey_btn = "8" input_exit_emulator_btn = "9" # input_player1_l2_btn = # input_player1_r2_btn = # input_player1_l3_btn = # input_player1_r3_btn = input_player2_joypad_index = "1" input_player2_a_btn = "1" input_player2_b_btn = "2" input_player2_y_btn = "3" input_player2_x_btn = "0" input_player2_start_btn = "9" input_player2_select_btn = "8" input_player2_l_btn = "4" input_player2_r_btn = "5" input_player2_left_btn = "-0" input_player2_right_btn = "+0" input_player2_up_btn = "-1" input_player2_down_btn = "+1" # 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 = "-0" input_player1_right_axis = "+0" input_player1_up_axis = "-1" input_player1_down_axis = "+1" input_player2_left_axis = "-0" input_player2_right_axis = "+0" input_player2_up_axis = "-1" input_player2_down_axis = "+1" # 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" # 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 input_enable_hotkey = nul
This is the cfg file for the gamepad named: USBgamepad.cfg
input_device = “USB gamepad ”
input_driver = “udev”
input_b_btn = “2”
input_y_btn = “3”
input_select_btn = “8”
input_start_btn = “9”
input_up_axis = “-1”
input_down_axis = “+1”
input_left_axis = “-0”
input_right_axis = “+0”
input_a_btn = “1”
input_x_btn = “0”
input_l_btn = “4”
input_r_btn = “5”
input_enable_hotkey_btn = “8”
input_exit_emulator_btn = “9”
input_menu_toggle_btn = “0”
input_load_state_btn = “4”
input_save_state_btn = “5”
input_reset_btn = “2”
input_state_slot_increase_axis = “+0”
input_state_slot_decrease_axis = “-0”Topic: Mamedroid (0.139u1) Emulator
It is ten years newer than version 37b5.
It works perfectly with dual core processor arm7 900-1000 mhz and 750 Mb ram.
About 90% -95% of the games going at full speed. (Those who do not even hacks throw speeds at 100% (Street Fighter 3 or Out Run, for example)
Over 8000 roms supported.
This inclusion in Retropie would establish itself as the best way to play emulators on a Raspberry Pi 2.
The repositories are in https://code.google.com/p/imame4all/
It is the best and latest mame that for portable systems and does not require too many resources.
We need this really after the release 37b5 although it is fine for pi, but not making anywhere near the potential Raspberry Pi 2.
By making a port Pi 2 and forum members please comment that they like the idea, so that the community knows where to direct his steps.
A greeting and thank all spend a couple of minutes to read this.
Topic: rpi 2 rumble support PS3
Hi All
Recently got my shiny new Pi2. Installed retropie 2.6 onto my sandisk 16gb ultra. All working so far but i have a couple of questions.
1) I have a Dualshock3 PS3 pad connected via USB cable which works fine in games. Does it support rumble? i.e. I have been playing Resident Evil 1 Directors Cut (dual shock edition). Control works fine but there is no rumble from the pad.
2) What’s the recommended Pi2 overclock. I have seen demo’s of people playing Mario 64. When I play the game however there is noticeable audio crackling and pops (I think my current oc is set to ‘modest’ with 128mb Vram set.)
Thanks All.
Hello all,
I’m enjoying my RPi and RetroPie greatly, but being the paranoid neatfreak I am, I have some questions about the controller configuration files.
I just updated to RetroPie 2.6 and am using a DualShock 4. It’s working perfectly fine, but I’m having trouble understanding which configuration files do what. This is all just curiosity.
First we have /opt/retropie/configs/all/retroarch.cfg; from what I gather this is a “universal” configuration file, responsible for all emulators, correct? In my case, this file was configured using ES-Config (from within ES). I thought running the controller registration from RetroPie’s setup script would somehow overwrite this, but actually the file remains the same. (As I am still missing analog stick settings) What configuration file does the setup script write to? Does it create a configuration file for your controller type in /opt/retropie/emulators/retroarch/configs? And if so, to what extent is retroarch.cfg used?
Then we have the /opt/retropie/emulators/retroarch/configs directory. There’s loads of controller configurations files in there. What purpose do they serve? Do they make configuring controllers types, which already have configurations in that directory, redundant? Does ES’ autoconfig feature see to it that your controller is “automatically configured” using the appropriate configurations file from said directory?
My last question pertains to multiple controllers support. I remember from RetroPie 2.2 (or 2.3, not really sure which version number it was, anymore) that I had a pretty messed up time configuring and using a second DS4. Right now, in 2.6, if I plug in a second DS4, it works without any intervenience. How come? I didn’t configure any controls for a second controller. Is it related to this plethora of configurations files and autoconfig?
Thanks for reading. Sorry if it all sounds retarded, I’m just trying to wrap my head around it. I hope anyone can give me some clarity. :D
Topic: USB Adapters
I’ve just purchased a Retrolink USB dual port SNES adapter, and come to find out that you can’t map Up and Left with it. I’ll probably keep it since it works great with my PC, but I want to purchase another adapter that will work on with RetroPie.
Any suggestions on a great USB adapter that works with RetroPie?