Homepage Forums Search Search Results for 'dual'

Viewing 35 results - 666 through 700 (of 888 total)
  • Author
    Search Results
  • #86591
    markyboyuk
    Participant

    [quote=86590]I don’t sorry. what does dmesg say when you plug it into the pi2 ? (Maybe should start a new thread for this)[/quote]

    it says

    [ 34.683146] usb 1-1.2: USB disconnect, device number 4
    [ 38.759163] usb 1-1.3: new low-speed USB device number 6 using dwc_otg
    [ 38.871689] usb 1-1.3: New USB device found, idVendor=0b43, idProduct=0003
    [ 38.871719] usb 1-1.3: New USB device strings: Mfr=1, Product=2, SerialNumber =0
    [ 38.871738] usb 1-1.3: Product: Dual PSX-USB Adaptor
    [ 38.871756] usb 1-1.3: Manufacturer: Dual PSX-USB Adaptor
    [ 38.889315] usbhid 1-1.3:1.0: can’t add hid device: -32
    [ 38.889402] usbhid: probe of 1-1.3:1.0 failed with error -32
    [ 46.204728] usb 1-1.3: USB disconnect, device number 6
    [ 48.489179] usb 1-1.2: new low-speed USB device number 7 using dwc_otg
    [ 48.602585] usb 1-1.2: New USB device found, idVendor=0b43, idProduct=0003
    [ 48.602609] usb 1-1.2: New USB device strings: Mfr=1, Product=2, SerialNumber =0
    [ 48.602627] usb 1-1.2: Product: Dual PSX-USB Adaptor
    [ 48.602644] usb 1-1.2: Manufacturer: Dual PSX-USB Adaptor
    [ 48.619463] usbhid 1-1.2:1.0: can’t add hid device: -32
    [ 48.619537] usbhid: probe of 1-1.2:1.0 failed with error -32

    #86589
    markyboyuk
    Participant

    buzz your new image (https://docs.google.com/uc?id=0B_knGioK16E6c0d4MDZCRUlqclU&export=download) boots fine on my pi 2. One issue I have noticed since using the pi 2 is that myy joypad/adaptor is no longer detected. If i place the SD card back into my pi 1 the adaptor is detected as “Dual PSX USB Adaptor” and it works fine with the pi 1. Any ideas why my USB game adaptor is not detected by the pi 2 but the same adaptor works fine on the pi 1? (using the same microSD card).

    Thanks

    #86555
    petrockblog
    Keymaster

    Those of you lucky enough to have a rpi2, who want to build from source (either everything or individual emulators to test performance), you can do

    
    sudo MAKEFLAGS="-j4" ./retropie_setup.sh
    

    which will use 4 workers for building – so your additional cores will be utilised.

    if you would like to see if building for armv7 gives better performance, you could do something like

    
    sudo CFLAGS="-O2 -mfpu=neon -march=armv7-a -mfloat-abi=hard" MAKEFLAGS="-j4" ./retropie_setup.sh
    

    instead of retropie_setup.sh you can also use retropie_packages.sh to build with the commandline interface.

    note that some emulator build scripts/makefiles may override your cflags. some may also not build correctly when using -j4.

    I build on an emulated arm chroot, with a cross compiler on a fast pc, using -j8. The emulated chroot does the preprocessing, and the cross compiler does the compiling. With such a set up it is possible to build everything in an hour or so.

    Anonymous
    Inactive

    I’ve been using a Dualshock 4 plugged in via USB as my controller. This has worked fantastic for me, but plugging in a second controller, it recognises both, but one of them will have scrambled controls. (Shoulder and Trigger buttons are dpad, touchpad click is A, nothing else works, it’s same every time) I’ve tried putting in a second Retroarch cfg, with -j 1 and the same button layout, but it has had no effect. I really don’t know how Retroarch manages this stuff, anyone have an idea as to how this is happening?

    Anonymous
    Inactive

    Hello,
    I’ve used the retroarch config and set up my dualshock controller as I like it. I can navigate the menus fine, but when I start up a game (In this case Mortal Kombat II), it totally breaks down. Obviously it’s reading my input correctly because the config and menus work perfectly, but in game, I can press start, at character select, I move right, then try to go down, which instead selects the character (dammit Johnny Cage), and once in the game, nothing works besides blocking and moving left and right. I am extremely confused as to what’s going on here. (This is the SNES MKII, not the arcade cabinet version) can anyone give me some insight, here?

    stpcore
    Participant

    I’ve spent a good part of the last week trying to troubleshoot this and I thought I would ask this community for some help if possible? Let me start by saying I ONLY want to use keyboard strokes for controls and NOT with a controller.

    First, I am using a USB KADE device connected to an 8 way arcade joystick and arcade buttons. I have the KADE preconfigured to MAME input settings (joystick with 6 button layout). What I’m trying to accomplish is to map the button settings in each emulator around my preset MAME button settings.
    AME is running just fine with my current button layout. NES works OK as NES controller buttons B and A are coincidentally mapped to MAME buttons 5 and 6 (keyboard strokes Z and X) on my arcade control panel. But everything else is all over the place.

    The problem is I cannot for the life of me get my keystrokes to be recognized when I hit the F1 key (to enter Retroarch) and select the input setting. When I select an individual button to be mapped it asks me to press the key for that particular button but when I press an arcade button (or keyboard button) nothing happens and I have to press enter to skip. It’s as if the keystrokes are not registering in the input setting setup screen in Retroarch but they do register while playing games.

    So I guess I’m wondering if anyone has mapped their current emulators around a MAME 6 button setup/configuration? Secondly, is there anyway to get my keyboard to be recognized during the controller configuration that Retroarch offers? Believe me, I’ve been trying to get this going for over a week and I think I’ve maxed out on my own potential at this point.

    Because I am so new to this (Raspberry Pi, Linux, RetroPie, etc.) I feel like I’m missing a step in the process but I’m not quite sure where to go next.

    Thanks in advance for any help or suggestions on this. I hope that I can return the favor at some point!

    #86168
    Anonymous
    Inactive

    I’m using wired PS4 controllers (DualShock 4s), and they work great. These things are probably my favorite controllers of all time. I may try to go wireless with them eventually. If anyone needs any config files for them, just say so.

    #86161

    In reply to: Psx games crashed

    petrockblog
    Keymaster

    you can update just this emulator by updating your retropie_setup, and then going to option 5 “Install individual emulators from binary or source”, scrolling down to psxlibretro choosing it, and then choosing “binary” (I have updated the binary for it now). You can use this to individually update an emulator at any time (if there is a newer binary available), or build from source to build the very latest version.

    sncboom2k
    Participant

    Hi Everyone – thanks for a ton of great information! I’ve got my Retropie up and running smooth. I have 2 xbox 360 wireless controllers attached and mapped working great with NES, SNES, Genesis, & MAME.

    My issue is with Atari 2600. I can’t seem to map F1 and F2 to buttons on the controllers in order to select game type and start the game once I’ve got the ROM loaded.

    Of course some games start by pressing the fire button (Crazy Climber). Others require you select the game and hit reset (River Raid and Adventure). These are handled by F1 and F2 in Stella. If I use a keyboard (which I do not want to do) it works fine.

    Can anyone shed some light on this for me please? I appreciate the help.

    A tidbit more information. The select and start buttons on my controller are not recognized at all in the Atari emulator. In all of my other emus – I have enabled select and start as the hot button and reset and they work great. But not with the Atari. Once I’m in a game that I cannot start, I have to shut off my Pi to get out.

    I did try to create an individual retroarch.cfg just for the Atari emu, but it did not have any effect. Same results.

    So how is everyone else starting their Atari games? With a keboard?

    Thanks,
    Sncboom2k

    #86019
    brakanje
    Participant

    In retroarch at least you can individually configure the controls per emulated game console as it saves based on system. For everything else the answer should still be yes as each emulator should have it’s own individual configurator so it is just a matter of configuring stuff.

    dudleydes
    Participant

    I have published the tutorial describing how to configure game controllers in Wolf4sdl.

    http://dosonthepi.blogspot.co.uk/2015/01/configure-game-controllers-for-wolf4sdl.html

    Please let me know how you get on, especially if you are using controllers other the PS3 dualshock.

    You can find the first part, installing wolf4sdl at the link below.

    http://dosonthepi.blogspot.co.uk/2015/01/install-wolf4sdl.html

    #85658
    brakanje
    Participant
    login as: pi
    pi@192.168.1.129's password:
    Linux raspberrypi 3.18.3+ #740 PREEMPT Wed Jan 21 23:55:56 GMT 2015 armv6l
    
    The programs included with the Debian GNU/Linux system are free software;
    the exact distribution terms for each program are described in the
    individual files in /usr/share/doc/*/copyright.
    
    Debian GNU/Linux comes with ABSOLUTELY NO WARRANTY, to the extent
    permitted by applicable law.
    Last login: Thu Jan 22 16:47:59 2015
    
       .~~.   .~~.    Thursday, 22 January 2015,  5:33:34 pm UTC
      '. \ ' ' / .'   Linux 3.18.3+ armv6l GNU/Linux
       .~ .~~~..~.
      : .~.'~'.~. :   Filesystem      Size  Used Avail Use% Mounted on
     ~ (   ) (   ) ~  rootfs           29G  7.1G   21G  26% /
    ( : '~'.~.'~' : ) Uptime.............: 0 days, 00h45m51s
     ~ .~       ~. ~  Memory.............: 64268kB (Free) / 250872kB (Total)
      (   |   |   )   Running Processes..: 76
      '~         ~'   IP Address.........: 192.168.1.129
        *--~-~--*     The RetroPie Project, www.petrockblock.com
    
    pi@raspberrypi /ES-scraper $ python scraper.py -pisize -l
    Traceback (most recent call last):
      File "scraper.py", line 586, in <module>
        ES_systems = readConfig(config)
      File "scraper.py", line 84, in readConfig
        config = ET.parse(file)
      File "/usr/lib/python2.7/xml/etree/ElementTree.py", line 1183, in parse
        tree.parse(source, parser)
      File "/usr/lib/python2.7/xml/etree/ElementTree.py", line 656, in parse
        parser.feed(data)
      File "/usr/lib/python2.7/xml/etree/ElementTree.py", line 1643, in feed
        self._raiseerror(v)
      File "/usr/lib/python2.7/xml/etree/ElementTree.py", line 1507, in _raiseerror
        raise err
    xml.etree.ElementTree.ParseError: not well-formed (invalid token): line 101, column 237
    pi@raspberrypi /ES-scraper $
    

    I am guessing I did something wrong but am not exactly sure what.

    #85627
    petrockblog
    Keymaster

    on the latest retropie-setup script there is a menu to install individual packages from binary or source (menu item 5). added so people can quickly create a custom install, or rebuild stuff quickly.

    This is also possible from the retro_packages.sh commandline tool (which can do a lot more also)

    roxor45
    Participant

    hello all,

    I try to configure my joystick (http://fr.aliexpress.com/item/Xin-Mo-Arcade-to-USB-controller-2-player-MAME-Multicade-Keyboard-Encoder-USB-to-Jamma-game/1375035840.html?recommendVersion=1)

    so i have always the message couldn’t open joystick 0

    I try with number 1,2 ,etc same result

    so when I make this : cat /proc/bus/input/devices

    I have this result :

    I: Bus=0003 Vendor=0314 Product=0126 Version=0110
    N: Name="Arcade Controller JUYA0 Dual Arcade"
    P: Phys=usb-bcm2708_usb-1.3/input0
    S: Sysfs=/devices/platform/bcm2708_usb/usb1/1-1/1-1.3/1-1.3:1.0/input/input0
    U: Uniq=
    H: Handlers=mouse0 event0
    B: PROP=0
    B: EV=1b
    B: KEY=fff ffff0000 0 0 0 0 0 0 0 0 0
    B: ABS=f00ff
    B: MSC=10

    I think retropie deteck my joystick as a mouse , could you help me pls

    THXXX :)

    evilllama
    Participant

    I know this is a tired topic, but either I am screwing up the directions for fixing the n64 emulator and mame emulator, or something else is not working, I hedge my bets on the former. I get that famous line 23 issue when loading an n64 image then booted back to ES, and mame does the famous “back to ES” when I try to load my flash from the Donkey Kong machine in my garage (BTW it works on my PC emulator).

    To tackle this in order, I would like to get my n64 roms working as my chinchilla ate through the video cable for my n64 console so I can’t play them ATM.

    Current config.
    R-pi B+
    RetroPie 2.3

    After searching the forums for about 4 weeks, tracking down every solution I can find here, I have not made any headway. I followed the direction stating to go to setup.sh and install experimental, it ran, it stopped… Waited about 6 hours and nothing happened. It had all the actions it had taken and commands it used, and at the bottom it said “more>” and gave me a solid cursor and stopped responding. I then had to power down (unplug) and power on again. Nothing changed.

    I tried the other git pull way listed, and it ran from terminal and did the same thing. showed it’s work on screen, then stopped. Waited 1 hour this time, and nothing happened. I unplugged the unit and plugged it back in. No change.

    I tried manually installing the emulator, and it still gives me the error then returns me to ES.

    I started over with a brand new SD card and fresh image, and I still have the issue.

    So, now that I am starting fresh with no alteration, where did I go wrong before, and how do I do it correctly this time? Is there anything else I can add to assist with diagnosing this?

    Side note:
    Maybe there should be a sticky for individual emulator issues and how to fix them? Also, does version 2.4 fix the n64 and/or Mame issues? It didn’t say anything about it in the notes…

    t-m
    Participant

    Hi everyone!

    I love this project, I’ve installed retropie today and played some games with the keyboard, added games, paired dual shock controllers etc. In short: a lot of fun!

    Now, is it possible to pair my smarthphone with the Rpi and use it as a bluetooth controller? The idea is that when some friends come over, they just take there device, start an app that paires with the pi and launches the controller. I’ve searched a couple of hours but I couldn’t find a satisfying answer.

    Thanks!

    imnotorginal
    Participant

    Ok so I am trying to get things going on my raspberry pie, and stuck at one point, and the few guides I have looked at make no mention of my next step. BTW I am using Retropie Ver. 2.3 on a retropie b+.

    To Start off I follow the standard steps of running sudo raspi-config, expanding the file system, configuring gpu memory to 128, and overclocking (950MHz ARM, 250MHz core, 450MHz SDRAM)

    Next I run sudo ./retropie_setup.sh
    Once in the menu I select option #2 Source-Based INSTALLATION (16-20 hours, but up-to-date versions), accept defaults and allow installation. Once this completes I reboot.

    From here is are my questions:
    1) Do I need to/should I run option #4 (UPDATE RetroPie Setup Script) and/or option #5 (UPDATE RetroPie Binaries)?
    2) If yes, is there any particular order? First option #4 then option #5? Should I reboot after each selection?
    3) I have 2 USB Logitech dual action controllers ( P/N 863247-0010) that I want to be able to use in games, what is the procedure to get this going? I understand that you go into sudo ./retropie_setup.sh, Select SETUP, and run ‘registrar retroarch controller’. But how should I go about getting both configured? Leave one controller connected, register buttons, reboot, disconnect 1st controller, connect 2nd controller, register 2nd controller buttons? Leave both connected while running the registrar retroarch controller command?

    I know this is alot of questions, but any help would greatly be appreciated. Thank you!

    wsamh
    Participant

    is there a way to have individual key maps for certain roms? is there a hidden menu that I can access like in mame4all?

    #84943

    In reply to: I love Retropie, but

    lain
    Participant

    The good news, it works! Bad news, some games still have no effect on the controller. I followed your instructions lolerzz and everything was working smoothly until I hit the binary based installation. Lot of text and a
    ======
    Fatal Error
    ======

    Oh boy. So I decided to just run it again, and three hours later, installed all kinds of archive and dependencies and who knows what. But in the no fatal errors and I continued through the advanced options and worked the controller which is the first time I got it to work on any game :) and I’m grateful for that. However the controller doesn’t register with the game super mario all stars. Is there a list of games where the controller has problems? I know I could always get each one individually, but I was curious. I have also noticed some games require pressing select instead of start! There is a way to open the text file to the controller and delete non used buttons or change current ones yes?

    BTW I even got it to work on an analog TV and I got all this finish when my brother was walking into the door. Needless to say he’s thrilled!

    Back the the Fatal Error it said something about no module ‘127’ found on platform rpi and my controller saved as USB, 2-axis8-buttongamepad.cfg

    I am also assuming I need custom bios for psx emulator and I tried some games like Quest 64 and Crash Team Racing which I think is too much for the raspberry to handle, or at least from my experience. I do still have RPG maker on it so I still like messing around with it and it works :)

    The control panel also told me I had to install Neogeo bios and others but I won’t be using those so it’s OK.

    Thanks a lot and I hope to be able to tweak just a couple more things, but in the end it works right now and we are quite happy!

    Thanks

    #84877
    petrockblog
    Keymaster

    Watching video now – Nice job – thanks. Very detailed and informative.

    I contributed a fair amount of the new bits n pieces so wanted to make a couple of comments.

    It’s X or M for the menu because I originally used M (for menu ;-) ) and then realised I couldn’t use it on my picade but I could use X – so I added X also – since nothing else is happening at that point I thought it wouldn’t really matter to have two keys ;-)

    Regarding the runcommand.sh menu – glad you like it – I was happy how it turned out. One additional feature is that if you choose a 50hz/60hz mode, the refresh rate is passed on to retroarch, which could help with timings for pal/ntsc games etc (in theory – I’ve only given it limited testing)

    Apologies for the retropie hostname bug – it sneaked in there. the image will be updated asap with the retropie hostname in /etc/hosts

    enabling dispmanx (as well as what you said in the video), can also help with some emulators that freeze/crash when rendering directly to the framebuffer. it can help with performance also as you mentioned, for some emulators as they can render at a lower resolution, and it can be upscaled by dispmanx SDL in hardware.

    One main thing behind the scenes is that source and binaries are now separated, so the /opt/retropie contains binary data rather than source. This makes it a bit tidyer and it should use up less space.

    New stuff that is happening right now:

    The binaries distribution has been split into multiple archives. If you update retropie-setup you can now install binaries individually (from retropie_packages.sh (sudo ./retropie_packages modulename install_bin). We can introduce a new menu for selectively installing/configuring emulators – it should make it easy for people to set up a customised system with just a few emulators they want without having to build from source

    Multiplatform support – some initial code has gone in that would allow retropie to be more easily adapted for other arm hardware like the odroid etc. This is currently WIP, and should be transparent to Pi users.

    Cheers.

    jagaller
    Participant

    Hey Everybody,

    I’m having a problem with the RetroPie v.2.3 image and I thought I would come to the best in the business to plead for help.

    It seems as though I have done everything right when installing RetroPie image. I configured it correctly and followed all of the instructions online. However I have run into some problems when configuring the controls and such. It appears as though when I run commands such as

    cd /opt/Retropie/emulators/RetroArch/tools

    The pi just says there is “no such files or directory”.

    Did I do something wrong? Was there an error when downloading the image that did not create these folders? I am completely stuck

    When I open my pi in Cyberduck and choose to display hidden folders, I can see some of the folders there but most of them are not accessible/do not exist. The emulationstation directory for example does not exist when I enter it on the command line but I am able to access it through Cyberduck by showing “hidden files”. I saw no controller configuration files so I had to create the “/home/pi/RetroPie/configs/all” folder all by myself. I created a “retroarch.cfg” file within this directory and nothing seems to be working. Shouldnt the image come with all these directories upon installation? The controls work in emulation station but not in any RetroArch emulators. I am using a dualshock PS3 wireless controller fyi.

    Should I run a fresh image on my pi and start from scratch? I downloaded the image from a torrent via this blog but which confuses me even more.

    Help is greatly appreciated :)

    #84650

    In reply to: Turbo Button Toggle?

    proxycell
    Participant

    that is a very good point, i never really understood it before. to have to hold down the turbo button is a bit strange… would be nice to have a toggle button instead. then again i would love to see a toggle for “slowmotion” even

    at least my controller has enough buttons to handle a special button for turbo

    EDIT: i do not have enough buttons for this actually lol, this is because of PS1’s dualshock controller using as many as i have

    #84627
    mzeyrek
    Participant

    I’ve shared my experience using with dual boot in mzeyrek.wordpress.com blog. You maybe interested

    #84502
    petrockblog
    Keymaster

    for individual items the commandline is much easier.

    
    sudo ./retropie_packages.sh
    

    for a list of packages

    for scummvm you would do

    
    sudo ./retropie_packages.sh scummvm
    

    and it will go through the process. Scummvm wasn’t a source based packages before, so it will just install the debian package unless you have switched to my scummvm branch.

    #84501
    shiftyowen
    Participant

    Awesome Buzz, thanks much!

    I’m new to this and installed retropie via the SD image so I’m not familiar with installing things from source and am a bit confused from reading different forum posts.

    Do you source install individual items from the command line or via retropie_setup.sh > source-based installation?

    Thanks again.

    #84476

    In reply to: Mupen64Plus missing?

    petrockblog
    Keymaster

    it was an experimental module when the last binaries archive was created, you will need to build it manually from source.

    from a commandline/console you can build individual packages using “retropie_packages”

    in this case run

    sudo ./retropie_packages.sh mupen64plus

    (Note it could take sometime to build)

    InsecureSpike
    Participant

    guy’s i’ve really not given shaders much thought, up until now,
    i just watched Floob’s Vid on the subject here… https://www.petrockblock.com/forums/topic/youtube-vid-showing-how-to-use-shaders-with-retrpie/

    and was wondering, do the required shaders change from each individuals set up? or should we all use the same?

    as you can probably guess i know very little or really nothing on this subject.

    thanks

    #84418
    shwisha
    Participant

    *bump*

    I’m having the same problem with a Generic Xbox Controller (Xbox 360 Fightpad).

    With NES and SNES I had no problem remapping the buttons individually. I found a game I knew the buttons for and then remapped the emulator specific config as necessary.

    Followed this same process using Super Super Street Fighter 2 but for the life of me they are not mapping correctly.

    Config is in: /opt/retropie/configs/megadrive/retroarch.cfg

    colebucket06
    Participant

    If anyone still needs help resolving the issues associated with the Retrobit/Retrolink dual usb adapters for the original SNES controllers feel free to PM me or email me at colebucket06@gmail. There are a few things that need to be done to get this adapter working properly, but it will work. I will be working on a complete Instructables guide shortly for everyone else experiencing the same issues.

    Keigan
    Participant

    Let’s say you are using the Simple Theme

    The XML file would be under

    /themes/simple

    in that folder should be simple.xml

    As for the assets folder that’s just his naming style, you could name it whatever you want, just create a folder and put the file in there and make sure the folder name you made matches the one in the xml.

    Although if you customize different skins for each system you’d likely need to edit each individual console theme xml as well to match.

    #84267

    In reply to: Controller Chaos!

    nolageek
    Participant

    This is what I’ve done, your mileage may vary but this may get you closer to what you’re going for. I got tired of running retroarch-joyconfig over and over…

    I have three controllers: a Logitech F310 and F710 and a RetroLink SNES

    I ran the joystick config for each of them, with settings for player one and player two. I saved the output into files for save keeping:

    cd /opt/retropie/emulators/RetroArch/installdir/bin

    Plug in f710
    sudo ./retroarch-joyconfig -j 0 > /opt/retropie/configs/all/f710-P1.cfg
    sudo ./retroarch-joyconfig -j 1 > /opt/retropie/configs/all/f710-P2.cfg

    Plug in f310
    sudo ./retroarch-joyconfig -j 0 > /opt/retropie/configs/all/f310-P1.cfg
    sudo ./retroarch-joyconfig -j 1 > /opt/retropie/configs/all/f310-P2.cfg

    Plug in SNES
    sudo ./retroarch-joyconfig -j 0 > /opt/retropie/configs/all/SNES-P1.cfg
    sudo ./retroarch-joyconfig -j 1 > /opt/retropie/configs/all/SNES-P2.cfg

    Now you have 2 files for each of the controllers, as Player 1 and Player 2. The only thing I think you’ll need to add manually is the
    Hotkey and Exit keys for the player 1 files, etc…

    input_enable_hotkey_btn = x (usually the select key number)
    input_exit_emulator_btn = x (usually the start key number)

    Now append each of the controllers configs to the existing retroarch.cfg file in a game directory.

    Let’s use the snes game and my controllers as an example. Let’s use the SNES controller for player one and the F710 controller for player two:

    Go to SNES directory
    cd /opt/retropie/configs/snes

    backups are good!
    cp retroarch.cfg retroarch.cfg.bak

    add controllers to the end of the current retroarch.cfg file:
    cat /opt/retropie/configs/all/SNES-P1.cfg >> retroarch.cfg
    cat /opt/retropie/configs/all/f710-P2.cfg >> retroarch.cfg

    Granted, I have NOT done this to individual games like it sounds like you want to do, but this is how I swap out controllers in my default /all/retroarch.cfg when I want to use different controllers.

    #84215
    boyzie
    Participant

    Hi thanks for the reply. Turns out my roms were all zipped up individually. Unzipped them and now working great. Thanks Just need to get a controller now. Any recommendations?

    #84011
    sludwig
    Participant

    I removed the commented out savestate directory and removed this line from the bottom:

    savefile_directory = /home/pi/RetroPie/
    savestate_directory = /home/pi/RetroPie/

    So if you look back at my original config, on top, it looks like this:

    ## 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 = /home/pi/RetroPie/savestate
    
    # Save all save states (*.state) to this directory.
    # This will be overridden by explicit command line options.
    savestate_directory = /home/pi/RetroPie/savestate
    
    # If set to a directory, Content which is temporarily extracted
    # will be extracted to this directory.
    # extraction_directory =
    
    # 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 = false

    Also, I checked my directory for my saved state files. It saves in this folder:

    /home/pi/RetroPie/savestate

    All my games have .state files of their saves in there. However, I can’t load them at all. Even if I try f2 or f4. I keep getting:

    “Failed to load state from “/home/pi/RetroPie/savestate/Doom (U) [!].state 1″

    Again, it will change the name depending on the name of the game.

    I’m just lost as I’ve never taken a coding class or understand comp sci that much, and am literally just following google guides. To make it easier to understand I’m just going to show my entire config again so everyone knows where I am at.

    ## 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 = /home/pi/RetroPie/savestate
    
    # Save all save states (*.state) to this directory.
    # This will be overridden by explicit command line options.
    savestate_directory = /home/pi/RetroPie/savestate
    
    # If set to a directory, Content which is temporarily extracted
    # will be extracted to this directory.
    # extraction_directory =
    
    # 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 = false
    
    # 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 =
    
    # 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
    
    # 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/roms/../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_gl_context =
    
    # Windowed xscale and yscale
    # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
    # video_xscale = 3.0
    # video_yscale = 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
    
    # 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
    
    # 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 GL 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 = 1.33
    
    # 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 = false
    
    # 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 =
    
    # 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 = 16
    
    # 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
    
    # 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 =
    
    # 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
    
    # 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
    
    # Enable overlay.
    # input_overlay_enable = false
    
    # Path to input overlay
    # input_overlay =
    
    # Overlay opacity
    # input_overlay_opacity = 1.0
    
    # Overlay scale
    # input_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 =
    
    # 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
    
    # Directory for joypad autoconfigs (PC).
    # 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/
    
    # Enable debug input key reporting on-screen.
    # input_debug_enable = false
    
    # Sets which libretro device is used for a player.
    # 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 player 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 player 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 players.
    # 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 = escape
    
    # 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"
    
    #### 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
    
    #### Netplay
    
    # When being client over netplay, use keybinds for player 1.
    # netplay_client_swap_input = false
    
    # The nickname being used for playing online.
    # 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 player 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 XML cheat database (as used by bSNES).
    # 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.
    # A negative ratio equals no FPS cap.
    # fastforward_ratio = -1.0
    
    # Enable stdin/network command interface.
    # network_cmd_enable = false
    # network_cmd_port = 55355
    # stdin_cmd_enable = false
    
    input_player1_joypad_index = "0"
    input_player1_b_btn = "13"
    input_player1_y_btn = "12"
    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 = "14"
    input_player1_x_btn = "15"
    input_player1_l_btn = "10"
    input_player1_r_btn = "11"
    input_player1_l2_btn = "8"
    input_player1_r2_btn = "9"
    input_player1_l3_btn = "1"
    input_player1_r3_btn = "2"
    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_enable_hotkey_btn = "0"
    input_save_state_btn = "16"
    
    input_enable_hotkey_btn = "0"
    input_load_state_btn = "5"
    
    techlibrarian
    Participant

    SHORT VERSION: What is the easiest controller to set up and make work with the RPi B+?

    LONG VERSION:

    I’m planning on finding two controllers of the same type on Ebay once I decide.

    I’ve read some places that say that the analog sticks lasted longer on Dualshock 1 controllers (and I have a definite fear of analog sticks dying ever since terrible experiences with N64 controllers).

    But Dualshock 2 is supposed to have better R2 and L2 buttons (not sure if I care).

    With the DS1 or 2, I would use something like this: http://www.amazon.com/Dual-Controller-Adapter-Converter-Playstation-2/dp/B001AATQ0Y/ref=cm_cr_pr_product_top
    But I’m concerned with potential setup problems.

    Dualshock 3 is tempting, but I don’t know if I want to spend that much. I would go through USB at first, but would kind of like the option to upgrade to Bluetooth eventually. If this controller is a lot better than the others though (wireless aside) I would strongly consider it.

    Any opinions out there?

    #83878
    matsmith
    Participant

    I thought I made some good progess today, but same issue still.

    I finally found the retropie-joyconfig file and managed to run it which generated this .cfg file:

    input_player1_joypad_index = "0"
    input_player1_b_btn = "2"
    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_a_btn = "1"
    input_player1_x_btn = "0"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "10"
    input_player1_r3_btn = "11"
    input_player1_l_x_plus_axis = "-3"
    input_player1_l_x_minus_btn = "1"
    input_player1_l_y_plus_btn = "1"
    input_player1_l_y_minus_btn = "1"
    input_player1_r_x_plus_btn = "1"
    input_player1_r_x_minus_btn = "1"
    input_player1_r_y_plus_btn = "1"
    input_player1_r_y_minus_btn = "1"
    input_player1_joypad_index = "0"
    input_player1_b_btn = "2"
    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_a_btn = "1"
    input_player1_x_btn = "0"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "10"
    input_player1_r3_axis = "-0"
    input_player1_l_x_plus_btn = "2"
    input_player1_l_x_minus_btn = "2"
    input_player1_l_y_plus_btn = "2"
    input_player1_l_y_minus_btn = "2"
    input_player1_r_x_plus_btn = "2"
    input_player1_r_x_minus_btn = "2"
    input_player1_r_y_plus_btn = "2"
    input_player1_r_y_minus_btn = "2"
    input_player1_joypad_index = "0"
    input_player1_b_btn = "2"
    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_a_btn = "1"
    input_player1_x_btn = "0"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "10"
    input_player1_r3_btn = "11"
    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"

    And here is my retroarch.cfg file. There’s a few differences between yours and mine, but nothing I can see about the actual controller mapping:

    ## 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 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/roms/../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 = 1.33
    
    # 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 = false
    
    # 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
    
    # 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 =
    
    # Path to input overlay
    # input_overlay =
    
    # Overlay opacity
    # input_overlay_opacity = 1.0
    
    # Overlay scale
    # input_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 =
    
    # 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
    
    # 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
    
    #### 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
    
    #### Netplay
    
    # 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 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
    
    input_player1_joypad_index = 0
    input_player1_b_btn = 2
    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_a_btn = 1
    input_player1_x_btn = 0
    input_player1_l_btn = 4
    input_player1_r_btn = 5
    input_player1_l2_btn = 6
    input_player1_r2_btn = 7
    input_player1_l3_btn = 10
    input_player1_r3_btn = 11
    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

    Hope this helps.

Viewing 35 results - 666 through 700 (of 888 total)