Homepage Forums Search Search Results for 'usb'

Viewing 35 results - 1,016 through 1,050 (of 3,655 total)
  • Author
    Search Results
  • #109142

    In reply to: My Pitendo

    srfrboybob
    Participant

    Thank you! I wanted to make the cleanest Pitendo I could. I love how the usbs fit right in the stock side grooves. If you look closely you will also see the headphone jack I built in the the stock rf switch location. I also hid a Ethernet connection in the back.

    #109117
    g0nz0uk
    Participant

    I guess I can do with our player 2, seems to look ok, just player a footy game and it seems joystick 1 or 2 would control the same team lol. Huge thanks for your help though.

    This is what my file looks like though, can’t see why the second joystick won’t separate itself from joystick 1, but hey.

    # DragonRise Inc. Generic USB Joystick
    0 0 0 1 1 8
    0 0 1 1 1 4
    0 0 2 1 1 2
    0 0 3 1 1 1
    0 0 4 0
    0 0 5 0
    0 0 6 0
    0 0 7 0

    0 1 0 1 1 16
    0 1 1 2 7 4
    0 1 2 5 Snapshot&Quicksave snapshot.vsf
    0 1 3 5 Speed settings&Warp mode
    0 1 4 5 Machine settings&Joystick settings&Swap joystick ports
    0 1 5 5 Snapshot&Quickload snapshot.vsf
    0 1 6 2 7 7
    0 1 7 4
    0 1 8 5 Quit emulator
    0 1 9 0
    0 1 10 0
    0 1 11 0

    0 2 0 0
    0 2 1 0
    0 2 2 0
    0 2 3 0

    # DragonRise Inc. Generic USB Joystick
    1 0 0 1 1 8
    1 0 1 1 1 4
    1 0 2 1 1 2
    1 0 3 1 1 1
    1 0 4 0
    1 0 5 0
    1 0 6 0
    1 0 7 0

    1 1 0 1 1 16
    1 1 1 2 7 4
    1 1 2 5 Snapshot&Quicksave snapshot.vsf
    1 1 3 5 Speed settings&Warp mode
    1 1 4 5 Machine settings&Joystick settings&Swap joystick ports
    1 1 5 5 Snapshot&Quickload snapshot.vsf
    1 1 6 2 7 7
    1 1 7 4
    1 1 8 5 Quit emulator
    1 1 9 0
    1 1 10 0
    1 1 11 0

    1 2 0 0
    1 2 1 0
    1 2 2 0
    1 2 3 1 0 8

    #109115
    retroman33
    Participant

    Auswear, did you find a workaround for losing complete USB detection? I just updated and cannot get past the Welcome Configure controller screen in ES.

    Setup that last worked = 3.0 using traditional SNES controllers.

    Updated to 3.2.1, and upon startup the ES Configuration of controllers can detect my controllers and/or keyboard, but will not accept any input to start the actual configuration.

    I’ve reupped the update setup script, and i’ve updated again from binary to no avail. Last resort after work tonight is to jump into the ES_input.cfg file and see if theres anything wrong there.

    I’ve also exited ES and gone back in to see if it was an issue with loading the cfg file when turning on the system.

    So turning on the system from scratch detechs gamepads, but won’t bring up their name when i hold down a button to start config. When i exit ES and re-enter, the name of the controller will come up on first press, but as i hold the button the config program won’t start.

    Any help would be greatly appreciated,

    #109107
    redhalo
    Participant

    USB 2.0 is supposed to max out at 500mA, 3.0 at 900mA. The recommended power supply for a Pi2 is at least 1.8A. Incidentally, because of these standards many cheaper/older micro-usb cables don’t use thick enough wire to handle enough current for the Pi, creating a possible situation where you have a 2A wall charger but are still power starved.

    This is dumb that it is this way and very difficult to figure out unless someone tells you. I wonder if there was a way to tap into the alert on a Pi2 and present a more meaningful message than a rainbow square. I almost feel as if this info should be presented when setting up Retropie.

    #109098
    nosedeath
    Participant

    “Are you seeing a rainbow coloured square in the top right corner of the screen whilst playing? If so then you are having power issues, i.e. your Pi is not getting the power it needs to perform from your power supply.”

    That’s what that means? I get the raindbow too. Everything seems to run fine though.
    I’ve been running off the USB port on my computer. Maybe I should run straight off an outlet?

    #109094
    tombutcher1990
    Participant

    Yep, not had any issues with keyboard not working on any emulators yet.

    I’ve got a couple of the Buffalo USB SNES controllers too which I’m using elsewhere. Haven’t tested them yet with rpix86 though.

    #109036
    cyborguk
    Participant

    I have 2 controllers yes.

    In my /opt/retropie/configs/all/retroarch-joypads/DragonRiseInc.GenericUSBJoystick.cfg

    I have:

    input_device = “DragonRise Inc. Generic USB Joystick ”
    input_driver = “udev”
    input_start_btn = “3”
    input_exit_emulator_btn = “3”
    input_up_axis = “-1”
    input_a_btn = “0”
    input_b_btn = “1”
    input_reset_btn = “1”
    input_down_axis = “+1”
    input_right_axis = “+0”
    input_state_slot_increase_axis = “+0”
    input_x_btn = “5”
    input_menu_toggle_btn = “5”
    input_select_btn = “4”
    input_enable_hotkey_btn = “4”
    input_y_btn = “2”
    input_left_axis = “-0”
    input_state_slot_decrease_axis = “-0”

    If I add:

    input_player1_select_btn = “7”
    input_player1_start_btn = “6”
    input_player2_select_btn = “7”
    input_player2_start_btn = “6”
    input_exit_emulator = “8”
    input_exit_emulator_btn = “8”

    Go into the Megadrive emulator those buttons no longer work.

    The quit button from the Megadrive emulator back to ES has never worked. If I add the above to /opt/retropie/configs/megadrive/retroarch.cfg the select buttons work fine again for both players, quit doesn’t work still.

    #109017
    Floob
    Member

    You could plug that into the top left USB slot – and retroarch will treat that as P1?

    #109007
    gonzothegreat
    Participant

    yeah I’ve run from USB for ages, but I’m thinking of only having roms on there it’ll make things much easier & safer if I keep the file system on the sd card

    #109000
    epe9686518
    Participant

    You can set it up as mnt or media for usb, as the flash drive will be located at either. If it’s set up as mnt, you have to set the pi to auto mnt a drive for you I believe, but in anycase it works nicely. I use a flash drive on some of my Pis, and a usb hdd on others, and whats nice about setting up your games in the mnt dir, is you can swap out a hdd with a flash card at any point and it will still read the games fine. If you only use media the HDDs wont show up under that from what I have seen. So you would be required to repoint ES to the roms folder under MNT… Basically if you set it up to read from mnt, both flash drives and usb hdds will be auto detected on boot and the games will load fine from either.

    The easiest thing to do is simply movie your games to the usb flash drive, give it read/write permissions, and then point the emulationstation cfg to point to that new dir now for games…One thing I still do is I keep my saved games for all systems on the sd card, but store the roms for the bigger titles like PSX games on the flash drive/hdd. This seems to make things easier when it comes to saving/loading etc as sometimes its a bit hard to give the correct permissions to the flash drive/hdd to allow this to happen.

    a guide for this would be good!

    There are many…. One being stickyed on the top of the forum….

    Anonymous
    Inactive

    No problem, just in case you need it programs I use to move roms over are filezilla, or cyberduck, unless you’re gonna do the USB method

    nothing-safe
    Participant

    Basic Info.
    – Computer used: Macbook OSX El Capitan
    – Version = Pi 2 Model B
    – Built from = Emulation Station link to this site’ main page
    – USB Devices: keyboard and mouse
    – Guide used:
    – Code entered from the You Tube link was: sudo bs=1m if=/Users/myusername/desktop/retropie-v3.2.1-rpi2.img of=/dev/disk2
    – The error message that happened when entering the code in the Terminal program was: usage: sudo -h | -K | -k | -L | -V
    usage: sudo -v [-AknS] [-g groupname|#gid] [-p prompt] [-u user name|#uid]
    usage: sudo -l[l] [-AknS] [-g groupname|#gid] [-p prompt] [-U user name] [-u
    user name|#uid] [-g groupname|#gid] [command]
    usage: sudo [-AbEHknPS] [-C fd] [-g groupname|#gid] [-p prompt] [-u user
    name|#uid] [-g groupname|#gid] [VAR=value] [-i|-s] [<command>]
    usage: sudo -e [-AknS] [-C fd] [-g groupname|#gid] [-p prompt] [-u user
    name|#uid] file …
    – I’ll also say that I got other error messages that were simpler than this I just didn’t wrote them down at the time and found this forum later on, it seems like I never get the same message twice and if I did I’m just too irritated to remember right now
    – Previous RetroPie and programming experience: ZERO

    – My question is: Does anyone know how to complete the install process and get the “Retropie/Emulation Station” file formatted onto the SD Card. I’m really new to all this and thought this would be a good starter project. It seems like all I need is the last bit of code and I can put the SD Card into the PI and use it…finally.

    stuartfox
    Participant

    I’ve followed this on top of Adafruits Wheezy image (https://learn.adafruit.com/adafruit-pitft-3-dot-5-touch-screen-for-raspberry-pi/easy-install )

    After the restart when all steps were complete I lost use of USB keyboard so I SSH’d into the pi and tried to launch emulationstation.

    Got these errors

    Could not find <gameList> node in gamelist “/home/pi/.emulationstation/gamelists/wonderswan/gamelist.xml”!

    Even though I had a couple of roms installed. Also couldn’t find the file location specified in the errors.

    Sorry – I have the feeling these issues are pretty simple but I can’t get my head around it. I assumed it would be easier to get RetroPie working with one of the screens I have.

    #108968
    tmar89
    Participant

    Ok try this. Both controllers do the same thing.
    P1B1: (SELECT/FIRE)
    P1B2: (SPACE)
    P1B3: Save Snapshot
    P1B4: Warp Mode
    P1B5: Joypad swap
    P1B6: Load Snapshot
    P1B7: Run/Stop
    P1B8: Menu
    P1B9: Quit

    # DragonRise Inc. Generic USB Joystick P1
    0 0 0 1 0 8
    0 0 1 1 0 4
    0 0 2 1 0 2
    0 0 3 1 0 1
    0 0 4 0
    0 0 5 0
    0 0 6 0
    0 0 7 0
    0 1 0 1 1 16
    0 1 1 2 7 4
    0 1 2 5 Snapshot&Quicksave snapshot.vsf
    0 1 3 5 Speed settings&Warp mode
    0 1 4 5 Machine settings&Joystick settings&Swap joystick ports
    0 1 5 5 Snapshot&Quickload snapshot.vsf
    0 1 6 5 7 7
    0 1 7 4
    0 1 8 5 Quit emulator
    0 1 9 0
    0 1 10 0
    0 1 11 0
    0 2 0 0
    0 2 1 0
    0 2 2 0
    0 2 3 0

    # DragonRise Inc. Generic USB Joystick P2
    1 0 0 1 0 8
    1 0 1 1 0 4
    1 0 2 1 0 2
    1 0 3 1 0 1
    1 0 4 0
    1 0 5 0
    1 0 6 0
    1 0 7 0
    1 1 0 1 1 16
    1 1 1 2 7 4
    1 1 2 5 Snapshot&Quicksave snapshot.vsf
    1 1 3 5 Speed settings&Warp mode
    1 1 4 5 Machine settings&Joystick settings&Swap joystick ports
    1 1 5 5 Snapshot&Quickload snapshot.vsf
    1 1 6 5 7 7
    1 1 7 4
    1 1 8 5 Quit emulator
    1 1 9 0
    1 1 10 0
    1 1 11 0
    1 2 0 0
    1 1 0
    1 2 2 0
    1 2 3 0

    #108956
    lilbud
    Participant

    Move roms diretory to the usb drive, (so mnt or media, I believe.) And then go to es_systems.cfg and change rom location for each system to want on the usb drive.

    Like this…

    <Location>/media/usb#/roms/psx</Location>

    I think that is right, My brain is not on yet. Good Luck

    durdensc
    Participant

    Hello all,

    I am trying to setup a GP-Wiz40 usb controller interface (link) and I am running into some problems. I want to get Mame4All up and running first, but it seems to only recognize the first 16 buttons (out of 40 theoretical inputs on the device), but I need 26. It seems like this is hardwired into the Mame4All code source, and not editable from any config files (see Sept 2003 Change Log entry). I know that the other inputs are functional, because Emulation Station can map them fine (I’ve only tested up to 26), but this doesn’t seem to propagate to Mame4All (possibly not covered by the RetroArch configs?).

    My setup is a Raspberry Pi 2B with RetroPie 3.2.0 installed from an SD image.

    A few questions: Does anybody have experience with getting Mame4All to see more than 16 inputs from a controller like this? Is this distinct to Mame4All, or can I expect to see this with the other Mame emulators as well? Is there a way to edit this value from the GitHub source, recompile it, and install it in place of the existing application? Is there a way to have the Emulation Station level controller configuration see the single USB controller as being a 2-player input (this is a side note, for the other emulators)?

    I am pretty much a novice in RetroPie and Linux in general, so any help is greatly appreciated! Thanks all.

    raspfan
    Participant

    H everyone,

    I had recently quite the same problem.

    After my first install of Retropie few weeks ago on my Rasp 2, I configured the controller (a generic USB pS3 like) and everything went fine with most emulators.

    Today, I observed that the controller is working in ES but not anymore with the emulators. I’ve tried many options and I really don’t understand, always this message on the bottom page of a started game : “usb gamepad (5227/21760) not configured”…

    Thanks for your help !

    #108901
    dalehitchy
    Participant

    finally got it working…. its a big thread that… but the bit you are looking for steve is:

    in command line, type – cd boot
    sudo nano cmdline.txt

    add this line of text
    usbhid.quirks=0x16c0:0x05e1:0x040

    make sure you save.

    reboot. It should now recognise the xin-mo as two controls.

    then in the retroarch.cfg file i added what floob told me to as above.

    #108888
    dankcushions
    Participant

    below is my mupen64plus.cfg. i’ve tried mario kart again and it’s fine

    # Mupen64Plus Configuration File
    # This file is automatically read and written by the Mupen64Plus Core library
    
    [Audio-OMX]
    
    # Mupen64Plus OMX Audio Plugin config parameter version number
    Version = 1
    # Frequency which is used if rom doesn't want to change it
    DEFAULT_FREQUENCY = 32000
    # Swaps left and right channels
    SWAP_CHANNELS = False
    # Audio output to go to (0) Analogue jack, (1) HDMI
    OUTPUT_PORT = 1
    # Audio Output Frequncy mode (when NATIVE_MODE=false): 0 = Rom Frequency, 1 ROM Frequency if supported (HDMI only), 2 = Standard frequency < Rom Frequency, 3 = Standard frequency > Rom Frequency, [N] Force output frequency
    DEFAULT_MODE = 0
    # Point OMX to the raw N64 audio data region instead of copying audio into buffer. Overrides SECONDARY_BUFFER_SIZE, DEFAULT_MODE and LATENCY
    NATIVE_MODE = False
    # Number of output samples per Audio callback. This is for hardware buffers.
    BUFFER_SIZE = 2048
    # Desired Latency in ms
    LATENCY = 300
    # Underrun Mode, 0 = Ignore, 1 = Report, 2 = repeat audio when latency < LATENCY/2
    UNDERRUN_MODE = 1
    
    [Core]
    
    # Mupen64Plus Core config parameter set version number.  Please don't change this version number.
    Version = 1.010000
    # Draw on-screen display if True, otherwise don't draw OSD
    OnScreenDisplay = False
    # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
    R4300Emulator = 2
    # Disable compiled jump commands in dynamic recompiler (should be set to False)
    NoCompiledJump = False
    # Disable 4MB expansion RAM pack. May be necessary for some games
    DisableExtraMem = False
    # Increment the save state slot after each save operation
    AutoStateSlotIncrement = False
    # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support
    EnableDebugger = False
    # Save state slot (0-9) to use when saving/loading the emulator state
    CurrentStateSlot = 0
    # Path to directory where screenshots are saved. If this is blank, the default value of ${UserConfigPath}/screenshot will be used
    ScreenshotPath = "/home/pi/RetroPie/roms/n64"
    # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserConfigPath}/save will be used
    SaveStatePath = "/home/pi/RetroPie/roms/n64"
    # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserConfigPath}/save will be used
    SaveSRAMPath = "/home/pi/RetroPie/roms/n64"
    # Path to a directory to search when looking for shared data files
    SharedDataPath = "/opt/retropie/configs/n64"
    # Delay interrupt after DMA SI read/write
    DelaySI = True
    # Force number of cycles per emulated instruction
    CountPerOp = 0
    
    [CoreEvents]
    
    # Mupen64Plus CoreEvents config parameter set version number.  Please don't change this version number.
    Version = 1
    # SDL keysym for stopping the emulator
    Kbd Mapping Stop = 27
    # SDL keysym for switching between fullscreen/windowed modes
    Kbd Mapping Fullscreen = 0
    # SDL keysym for saving the emulator state
    Kbd Mapping Save State = 286
    # SDL keysym for loading the emulator state
    Kbd Mapping Load State = 288
    # SDL keysym for advancing the save state slot
    Kbd Mapping Increment Slot = 0
    # SDL keysym for resetting the emulator
    Kbd Mapping Reset = 290
    # SDL keysym for slowing down the emulator
    Kbd Mapping Speed Down = 291
    # SDL keysym for speeding up the emulator
    Kbd Mapping Speed Up = 292
    # SDL keysym for taking a screenshot
    Kbd Mapping Screenshot = 293
    # SDL keysym for pausing the emulator
    Kbd Mapping Pause = 112
    # SDL keysym for muting/unmuting the sound
    Kbd Mapping Mute = 109
    # SDL keysym for increasing the volume
    Kbd Mapping Increase Volume = 93
    # SDL keysym for decreasing the volume
    Kbd Mapping Decrease Volume = 91
    # SDL keysym for temporarily going really fast
    Kbd Mapping Fast Forward = 102
    # SDL keysym for advancing by one frame when paused
    Kbd Mapping Frame Advance = 47
    # SDL keysym for pressing the game shark button
    Kbd Mapping Gameshark = 103
    # Joystick event string for stopping the emulator
    Joy Mapping Stop = "J0B6"
    # Joystick event string for switching between fullscreen/windowed modes
    Joy Mapping Fullscreen = ""
    # Joystick event string for saving the emulator state
    Joy Mapping Save State = ""
    # Joystick event string for loading the emulator state
    Joy Mapping Load State = ""
    # Joystick event string for advancing the save state slot
    Joy Mapping Increment Slot = ""
    # Joystick event string for taking a screenshot
    Joy Mapping Screenshot = ""
    # Joystick event string for pausing the emulator
    Joy Mapping Pause = ""
    # Joystick event string for muting/unmuting the sound
    Joy Mapping Mute = ""
    # Joystick event string for increasing the volume
    Joy Mapping Increase Volume = ""
    # Joystick event string for decreasing the volume
    Joy Mapping Decrease Volume = ""
    # Joystick event string for fast-forward
    Joy Mapping Fast Forward = ""
    # Joystick event string for pressing the game shark button
    Joy Mapping Gameshark = ""
    
    [Input-SDL-Control1]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = 0
    # SDL joystick name (or Keyboard)
    name = "USB,2-axis 8-button gamepad  "
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "4096,4096"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "32768,32768"
    # Digital button configuration mappings
    DPad R = "axis(0+)"
    DPad L = "axis(0-)"
    DPad D = "axis(1+)"
    DPad U = "axis(1-)"
    Start = "button(7)"
    Z Trig = "button(4)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "button(2)"
    C Button L = "button(99)"
    C Button D = "button(3)"
    C Button U = "button(99)"
    R Trig = "button(5)"
    L Trig = "button(99)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [Input-SDL-Control2]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = 1
    # SDL joystick name (or Keyboard)
    name = "USB,2-axis 8-button gamepad  "
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "4096,4096"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "32768,32768"
    # Digital button configuration mappings
    DPad R = "axis(0+)"
    DPad L = "axis(0-)"
    DPad D = "axis(1+)"
    DPad U = "axis(1-)"
    Start = "button(7)"
    Z Trig = "button(4)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "button(2)"
    C Button L = "button(99)"
    C Button D = "button(3)"
    C Button U = "button(99)"
    R Trig = "button(5)"
    L Trig = "button(99)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [Input-SDL-Control3]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = -1
    # SDL joystick name (or Keyboard)
    name = ""
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "4096,4096"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "32768,32768"
    # Digital button configuration mappings
    DPad R = "axis(0+)"
    DPad L = "axis(0-)"
    DPad D = "axis(1+)"
    DPad U = "axis(1-)"
    Start = "button(7)"
    Z Trig = "button(4)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "button(2)"
    C Button L = "button(99)"
    C Button D = "button(3)"
    C Button U = "button(99)"
    R Trig = "button(5)"
    L Trig = "button(99)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [Input-SDL-Control4]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = -1
    # SDL joystick name (or Keyboard)
    name = ""
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "4096,4096"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "32768,32768"
    # Digital button configuration mappings
    DPad R = "axis(0+)"
    DPad L = "axis(0-)"
    DPad D = "axis(1+)"
    DPad U = "axis(1-)"
    Start = "button(7)"
    Z Trig = "button(4)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "button(2)"
    C Button L = "button(99)"
    C Button D = "button(3)"
    C Button U = "button(99)"
    R Trig = "button(5)"
    L Trig = "button(99)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [UI-Console]
    
    # Mupen64Plus UI-Console config parameter set version number.  Please don't change this version number.
    Version = 1
    # Directory in which to search for plugins
    PluginDir = "./"
    # Filename of video plugin
    VideoPlugin = "mupen64plus-video-n64.so"
    # Filename of audio plugin
    AudioPlugin = "mupen64plus-audio-omx.so"
    # Filename of input plugin
    InputPlugin = "mupen64plus-input-sdl.so"
    # Filename of RSP plugin
    RspPlugin = "mupen64plus-rsp-hle.so"
    
    [Video-General]
    
    Fullscreen = True
    # If true, prevent frame tearing by waiting for vsync before swapping
    VerticalSync = True
    # Width of output window or fullscreen width
    ScreenWidth = 640
    # Height of output window or fullscreen height
    ScreenHeight = 480
    # Rotate screen contents: 0=0 degree, 1=90 degree, 2 = 180 degree, 3=270 degree
    Rotate = 0
    
    [Video-Glide64mk2]
    
    # Wrapper FBO
    wrpFBO = False
    # Enable full-scene anti-aliasing by setting this to a value greater than 1
    wrpAntiAliasing = 0
    # Card ID
    card_id = 0
    # If true, use polygon offset values specified below
    force_polygon_offset = False
    # Specifies a scale factor that is used to create a variable depth offset for each polygon
    polygon_offset_factor = 0
    # Is multiplied by an implementation-specific value to create a constant depth offset
    polygon_offset_units = 0
    # Vertical sync
    vsync = True
    # TODO:ssformat
    ssformat = False
    # Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent
    show_fps = 0
    # Clock enabled
    clock = False
    # Clock is 24-hour
    clock_24_hr = True
    # Wrapper resolution
    wrpResolution = 0
    # Wrapper VRAM
    wrpVRAM = 0
    # Wrapper Anisotropic Filtering
    wrpAnisotropic = True
    # Texture Enhancement: Smooth/Sharpen Filters
    ghq_fltr = 0
    # Texture Compression: 0 for S3TC, 1 for FXT1
    ghq_cmpr = 0
    # Texture Enhancement: More filters
    ghq_enht = 0
    # Hi-res texture pack format (0 for none, 1 for Rice)
    ghq_hirs = 0
    # Compress texture cache with S3TC or FXT1
    ghq_enht_cmpr = False
    # Tile textures (saves memory but could cause issues)
    ghq_enht_tile = 0
    # Force 16bpp textures (saves ram but lower quality)
    ghq_enht_f16bpp = False
    # Compress texture cache
    ghq_enht_gz = True
    # Don't enhance textures for backgrounds
    ghq_enht_nobg = False
    # Enable S3TC and FXT1 compression
    ghq_hirs_cmpr = False
    # Tile hi-res textures (saves memory but could cause issues)
    ghq_hirs_tile = False
    # Force 16bpp hi-res textures (saves ram but lower quality)
    ghq_hirs_f16bpp = False
    # Compress hi-res texture cache
    ghq_hirs_gz = True
    # Alternative CRC calculation -- emulates Rice bug
    ghq_hirs_altcrc = True
    # Save tex cache to disk
    ghq_cache_save = True
    # Texture Cache Size (MB)
    ghq_cache_size = 128
    # Use full alpha channel -- could cause issues for some tex packs
    ghq_hirs_let_texartists_fly = False
    # Dump textures
    ghq_hirs_dump = False
    # Alternate texture size method: -1=Game default, 0=disable. 1=enable
    alt_tex_size = -1
    # Use first SETTILESIZE only: -1=Game default, 0=disable. 1=enable
    use_sts1_only = -1
    # Use spheric mapping only: -1=Game default, 0=disable. 1=enable
    force_calc_sphere = -1
    # Force positive viewport: -1=Game default, 0=disable. 1=enable
    correct_viewport = -1
    # Force texrect size to integral value: -1=Game default, 0=disable. 1=enable
    increase_texrect_edge = -1
    # Reduce fillrect size by 1: -1=Game default, 0=disable. 1=enable
    decrease_fillrect_edge = -1
    # Enable perspective texture correction emulation: -1=Game default, 0=disable. 1=enable
    texture_correction = -1
    # Set special scale for PAL games: -1=Game default, 0=disable. 1=enable
    pal230 = -1
    # 3DFX Dithered alpha emulation mode: -1=Game default, >=0=dithered alpha emulation mode
    stipple_mode = -1
    # 3DFX Dithered alpha pattern: -1=Game default, >=0=pattern used for dithered alpha emulation
    stipple_pattern = -1
    # Check microcode each frame: -1=Game default, 0=disable. 1=enable
    force_microcheck = -1
    # Force 0xb5 command to be quad, not line 3D: -1=Game default, 0=disable. 1=enable
    force_quad3d = -1
    # Enable near z clipping: -1=Game default, 0=disable. 1=enable
    clip_zmin = -1
    # Enable far plane clipping: -1=Game default, 0=disable. 1=enable
    clip_zmax = -1
    # Use fast CRC algorithm: -1=Game default, 0=disable. 1=enable
    fast_crc = -1
    # Adjust screen aspect for wide screen mode: -1=Game default, 0=disable. 1=enable
    adjust_aspect = -1
    # Force strict check in Depth buffer test: -1=Game default, 0=disable. 1=enable
    zmode_compare_less = -1
    # Apply alpha dither regardless of alpha_dither_mode: -1=Game default, 0=disable. 1=enable
    old_style_adither = -1
    # Scale vertex z value before writing to depth buffer: -1=Game default, 0=disable. 1=enable
    n64_z_scale = -1
    # Fast texrect rendering with hwfbe: -1=Game default, 0=disable. 1=enable
    optimize_texrect = -1
    # Do not copy auxiliary frame buffers: -1=Game default, 0=disable. 1=enable
    ignore_aux_copy = -1
    # Clear auxiliary texture frame buffers: -1=Game default, 0=disable. 1=enable
    hires_buf_clear = -1
    # Read alpha from framebuffer: -1=Game default, 0=disable. 1=enable
    fb_read_alpha = -1
    # Handle unchanged fb: -1=Game default, 0=disable. 1=enable
    useless_is_useless = -1
    # Set frambuffer CRC mode: -1=Game default, 0=disable CRC, 1=fast CRC, 2=safe CRC
    fb_crc_mode = -1
    # Filtering mode: -1=Game default, 0=automatic, 1=force bilinear, 2=force point sampled
    filtering = -1
    # Fog: -1=Game default, 0=disable. 1=enable
    fog = -1
    # Buffer clear on every frame: -1=Game default, 0=disable. 1=enable
    buff_clear = -1
    # Buffer swapping method: -1=Game default, 0=swap buffers when vertical interrupt has occurred, 1=swap buffers when set of conditions is satisfied. Prevents flicker on some games, 2=mix of first two methods
    swapmode = -1
    # Aspect ratio: -1=Game default, 0=Force 4:3, 1=Force 16:9, 2=Stretch, 3=Original
    aspect = -1
    # LOD calculation: -1=Game default, 0=disable. 1=fast, 2=precise
    lodmode = -1
    # Smart framebuffer: -1=Game default, 0=disable. 1=enable
    fb_smart = -1
    # Hardware frame buffer emulation: -1=Game default, 0=disable. 1=enable
    fb_hires = -1
    # Read framebuffer every frame (may be slow use only for effects that need it e.g. Banjo Kazooie, DK64 transitions): -1=Game default, 0=disable. 1=enable
    fb_read_always = -1
    # Render N64 frame buffer as texture: -1=Game default, 0=disable, 1=mode1, 2=mode2
    read_back_to_screen = -1
    # Show images written directly by CPU: -1=Game default, 0=disable. 1=enable
    detect_cpu_write = -1
    # Get frame buffer info: -1=Game default, 0=disable. 1=enable
    fb_get_info = -1
    # Enable software depth render: -1=Game default, 0=disable. 1=enable
    fb_render = -1
    
    [Video-Rice]
    
    # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn)
    ScreenUpdateSetting = 7
    # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
    FrameBufferWriteBackControl = 1
    # If this option is enabled, the plugin will skip every other frame
    SkipFrame = False
    # If this option is enabled, the plugin will only draw every other screen update
    SkipScreenUpdate = False
    # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
    ForceTextureFilter = 2
    # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
    TextureEnhancement = 6
    # Secondary texture enhancement filter (0 = none, 1-4 = filtered)
    TextureEnhancementControl = 0
    firfurcio
    Participant

    Hello everyone, I’m trying to play some fighting games like Street Fighter II and Art of Fighting on the PC Engine, and to play them properly I need it to emulate the 6-button controller, but I’m having a little problem…

    I read somewhere that you can enable the PC Engine’s emulation of the 6-button controller in lr-mednafen-pce by pressing L2 on your controller, which works for me indeed, but only for as long as I’m holding down the L2 button. As soon as I release the L2 button, the emulator reverts back to emulating the 2-button controller and, obviously, it’s very uncomfortable to play the games if I have to keep holding down the L2 button all the time.

    Is it supposed to work that way, is it a bug in the emulator, or is it maybe an issue with my controller? I’m using an Xbox 360 USB controller, with its drivers (xboxdrv) properly installed.

    Thank you very much in advance. :3

    smoothmalik
    Participant

    im using ps3 controller and it works fine initially with the usb cable attached to the rpi2 however after a few mins the buttons automatically remap their self. If I remove the charging cable and the bluetooth pairs the buttons magically correctly map back.

    steveowl
    Participant

    Hi everyone,

    Firstly would like to say that I am somewhat an amateur in the world of computing, coding etc. I have made my own full size arcade machine and am running the most recent RaspberryPi on it.

    The controller set I bought is almost identical to the below image:

    http://i00.i.aliimg.com/wsphoto/v0/1901080918_1/Hot-Sale-font-b-Arcade-b-font-font-b-Joystick-b-font-font-b-Parts-b.jpg

    I have two joysticks, 6 buttons each and a start and select button. Both going through the same control board and into one usb port on the RaspberryPi.

    When I configure the controller on booting up RetroPie it allows me to select buttons for one joystick, six buttons and the start and select button.

    I am unable to use the second set. If I go to the configuration on EmulationStation it will allow me to program the buttons on the second set but then the first set becomes wiped out.

    I’m hoping it is a simple enough task.

    It may be worth adding that I transferred the roms using usb as I have no wifi dongle or ethernet cable to transfer them that way.

    Any help would be much appreciated.

    I have attached an image of the machine, I refurbished an old poker machine, gave it a custom paint job, installed a lightbox with my logo and made some new panels for the controls and for easy access to keyboard etc. Hope you all like it!

    Thanks in advance,
    Steve

    #108825
    tmar89
    Participant

    So the joypad config for Retropie doesn’t always match the one C64 VICE uses. I just learned this. For my Logitech pad, the buttons are labeled 1-10 and that’s what’s used, not the cfg I set. So I want you to do a test for me. Use this input for your joypad mapping file. One of the buttons should be mapped to the Settings Menu (UI Activate). Figure out which one does that. I have it set to button “1”, not your button “1”. Not sure if they will match up. Then check U/D/L/R directions work on both controllers. You should be able to navigate sub menus using R/L too. Another button, mapped to “0” is your select button so see which one does that.

    Once you figure out your select button, Go into the menu and select Reset->Soft. This will bring you to a C64 prompt. Then hit all your buttons in order of P1:1->9,then P1 button and P2:1->8,then P2 button. You should see letters appear on the screen. This will allow me to map your controller properly. So reply back with something like:

    P1B1: C
    P1B2: D
    P1B3: (Menu)
    P1B4: (Select)
    P1B5: S
    etc..

    # DragonRise Inc. Generic USB Joystick P1
    0 0 0 1 1 8
    0 0 1 1 1 4
    0 0 2 1 1 2
    0 0 3 1 1 1
    0 0 4 0
    0 0 5 0
    0 0 6 0
    0 0 7 0
    0 1 0 1 1 16
    0 1 1 4
    0 1 2 2 1 0
    0 1 3 2 1 3
    0 1 4 2 1 0
    0 1 5 2 2 3
    0 1 6 2 3 0
    0 1 7 2 3 3
    0 1 8 2 4 0
    0 1 9 2 4 3
    0 1 10 2 1 2
    0 1 11 2 3 4
    0 2 0 0
    0 2 1 0
    0 2 2 0
    0 2 3 0

    # DragonRise Inc. Generic USB Joystick P2
    1 0 0 1 1 8
    1 0 1 1 1 4
    1 0 2 1 1 2
    1 0 3 1 1 1
    1 0 4 0
    1 0 5 0
    1 0 6 0
    1 0 7 0
    1 1 0 1 1 16
    1 1 1 4
    1 1 2 2 1 0
    1 1 3 2 1 3
    1 1 4 2 1 0
    1 1 5 2 2 3
    1 1 6 2 3 0
    1 1 7 2 3 3
    1 1 8 2 4 0
    1 1 9 2 4 3
    1 1 10 2 1 2
    1 1 11 2 3 4
    1 2 0 0
    1 2 1 0
    1 2 2 0
    1 2 3 0

    #108743
    g0nz0uk
    Participant

    This is on my sdl-joymap-C64.vjm

    I have a bartop with 2 joysticks with 8 buttons each and another button to exit most emulators (works well on other emulators)

    I’m not sure what the below it< I’m getting the button numbers.

    I’d like the following to be assigned:

    Speed settings&Warp mode
    Machine settings&Joystick settings&Swap joystick ports
    Snapshot&Quickload snapshot.vsf
    Snapshot&Quicksave snapshot.vsf
    Quit emulator
    Space
    Run/Stop

    # DragonRise Inc. Generic USB Joystick
    0 0 0 1 0 8
    0 0 1 1 0 4
    0 0 2 1 0 2
    0 0 3 1 0 1
    0 0 4 1 0 8
    0 0 5 1 0 4
    0 0 6 1 0 2
    0 0 7 1 0 1

    0 1 0 1 0 16
    0 1 1 4
    0 1 2 5 Autostart image
    0 1 3 1 0 16
    0 1 4 1 1 16
    0 1 5 4
    0 1 6 3
    0 1 7 1 0 16
    0 1 8 1 1 16
    0 1 9 4
    0 1 10 3
    0 1 11 1 0 16

    0 2 0 1 1 1
    0 2 1 1 1 2
    0 2 2 1 1 4
    0 2 3 1 1 8

    # DragonRise Inc. Generic USB Joystick
    1 0 0 1 1 8
    1 0 1 1 1 4
    1 0 2 1 1 2
    1 0 3 1 1 1
    1 0 4 1 1 8
    1 0 5 1 1 4
    1 0 6 1 1 2
    1 0 7 1 1 1

    1 1 0 1 1 16
    1 1 1 4
    1 1 2 3
    1 1 3 1 1 16
    1 1 4 1 0 16
    1 1 5 4
    1 1 6 3
    1 1 7 1 1 16
    1 1 8 1 0 16
    1 1 9 4
    1 1 10 3
    1 1 11 1 1 16

    1 2 0 1 0 1
    1 2 1 1 0 2
    1 2 2 1 0 4
    1 2 3 1 0 8

    I will have a play and see if I can work this out.

    woundjuice
    Participant

    I have done a fresh image install of retropie 3.2 and configured my gamepad on initial boot onto EmulationStation. The gamepad works perfectly in EmulationStation, but as soon as I load an NES ROM the D-Pad does not work in game, but other buttons work as expected. I have tried removing the config file through SSH and rebuilding using the retropie_setup.sh script. No change.

    I have tried multiple ROMs in multiple emulators, all have the same problem.

    Config File:

    input_device = “USB Gamepad ”
    input_driver = “udev”
    input_b_btn = “0”
    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_enable_hotkey_btn = “8”
    input_exit_emulator_btn = “9”
    input_reset_btn = “0”
    input_state_slot_increase_axis = “+0”
    input_state_slot_decrease_axis = “-0”

    Pi Model: 2
    RetroPie Version Used: 3.2
    Built From: SD Image
    USB Devices connected: 1
    Controller used: USB NES Controller
    File: /opt/retropie/configs/all/retroarch-joypads/USBGamepad.cfg

    nosedeath
    Participant

    I’ve VERY new to RetroPi and all this…but I’ve gotten everything to work so far. All the roms work(almost…still trying to get the MAME roms to work right). Retro USB NES controller works great. Now…When I try and customize each core in retroarch, there aren’t any cores in the directory to load. I want to adjust the screen size so it fills the whole TV…but nothing seems to work.

    I tried.
    # FULLSCREEN RESOLUTION. RESOLUTION OF 0 USES THE
    RESOLUTION OF THE DESKTOP.
    # VIDEO_FULLSCREEN_X = 1630
    # VIDEO_FULLSCREEN_Y = 730

    But that doesn’t work. When I run…any NES game it’s got the black bars on each side. I’m not looking for any overlays. I’m building a bar top arcade.

    Thanks and sorry for being a total noob.

    #108704
    gizmo98
    Participant

    Why are you using sixad-bin and stop start sixad? If you have installed ps3 controller driver over RetroPie-Setup just connect your controller over usb, wait some seconds, disconnect and press PS button. Controller should connect over bluetooth now.

    rocavalcante
    Participant

    Hi!
    I’m try to install and pair ps3 controller on my raspi 2 with retropie 3.2

    Follow issues:

    pi@retropie /opt/retropie/supplementary/ps3controller $ sixad –stop
    pi@retropie /opt/retropie/supplementary/ps3controller $ sixad –start
    sixad-bin[4477]: started
    sixad-bin[4477]: sixad started, press the PS button now
    sixad-sixaxis[4481]: started
    sixad-sixaxis[4481]: Connected ‘PLAYSTATION(R)3 Controller (00:06:F5:4C:53:7C)’ [Battery 00]
    sixad-sixaxis[4481]: Bad Sixaxis buffer (out of battery?), disconneting now…

    p.s: PS3 controller OFFICIAL and I’m use Bluetooth dongle
    like this http://www.ebay.com/itm/Mini-USB-Bluetooth-2-0-Adapter-Dongle-For-PC-Laptop-WIN-XP-Vista-New-SC-/281790965467?hash=item419c0ce6db:g:BMgAAOSwo6lWLvhM

    hciconfig
    hci0: Type: BR/EDR Bus: USB
    BD Address: 00:15:83:15:A3:10 ACL MTU: 339:8 SCO MTU: 128:2
    UP RUNNING PSCAN
    RX bytes:19245 acl:731 sco:0 events:240 errors:0
    TX bytes:4755 acl:117 sco:0 commands:76 errors:0

    Someone HELP :D
    Thanks

    #108695
    smartroad
    Participant

    Tried this but the system load times are awful. About 42 seconds to load on SD, well over a minute and a half on my USB stick. And the sticks read speed is twice that of the SD on my PC :(

    #108680

    In reply to: Autofire on the axis

    feederchain
    Participant

    So that sounds like when you run jstest on js0, you are seeing all buttons from controller one and two there?

    If the quirk had worked you should be seeing controller one’s buttons on js0 and controller two’s on js1. If they are all on the same then it’s not being picked up. Which seems odd to me.

    I was hoping to take emulationstation out of the equation while using jstest.

    Oh… I think I see why it’s not working

    usbhid.quirks=0x16c0:0x05e1:0x040 <— correct

    usbhid.quirks=0x16c0:0x05el:0x040 <— what you pasted

    the top one is “five e one”

    #108674

    In reply to: Autofire on the axis

    ttown209
    Participant

    I ran “lsusb” and it gave me this (16c0:05el VOTI CDC-ACM class devices (modems).
    I am new to this stuff, do i need to map the controllers anywhere? I assume when I reset Emulationstation, it should detect 2 game pads, but it only detects 1.

    #108664

    In reply to: Autofire on the axis

    luckylocky
    Participant

    Hey Ttown209 it worked for me, I see you copied the line eaxctly i had to change it to my vendor/product code. are you sure your vendor/product code is the same as feederchains? mine was different i followed this post below to find my vendor/product code

    OK… so monchote…. you sparked something in my brain with your talk of quirks. Or at least that patch you referenced.

    While I has dealing with this months ago I remembered reading something about adding a quirk on boot. But I didn’t get it to work. Looking back now, it’s because I didn’t know what I was really doing then.

    Anyway… So I figured out my vendor/product ids 1292/4745.

    Which is when the spark happened. So you are allowed to add the following to the end of /boot/cmdline.txt

    usbhid.quirks=0x1292:0x4745:0x040

    The first two numbers are my vendor/product. The third is the quirk. Found here http://lxr.free-electrons.com/source/include/linux/hid.h#L313

    So the 40 is for multi input.

    So with my kernel and this above. I was seeing two controllers and they both worked.

    You can find the vendor/product using
    lsusb

    returned this for me
    Bus 001 Device 005: ID 1292:4745 Innomedia

    So the next logical step was to try and use HID_QUIRK_NOGET with a virgin kernel and see if the directionals work. Replaced the 40 with the 8.

    Unfortunately that didn’t work for me.

    Hopefully for you compiling in the quirk will help.

    #108659

    In reply to: Autofire on the axis

    ttown209
    Participant

    Hello,

    I am using Retropie 3.1, new build, and I have entered the usbhid.quirks=0x16c0:0x05el:0x040 at the end of my cmdline.txt. I also have downloaded the custom kernel and placed in my /home/pi folder zipped (ran install). I still show only 1 game pad detected when starting Emulationstation. Any help would be appreciated, I am getting very frustrated with this process.
    P.S.
    And my wife is getting ready to divorce me.

    #108657
    Anonymous
    Inactive

    Hmmm yeah it happen to me going from 3.0 to 3.1, but I lost complete detection of any usb device. Haven’t tried updating to 3.2 yet.

    Anonymous
    Inactive

    Hi all,

    I’m trying to get Retropie 3.2 (Pi2) up and running, and having issues with one of my D-pads.

    – Xin Mo USB controller (I have installed feederchain’s kernel)
    – Retropie 3.2 (with suggested retroarch.cfg line removal recommended hours ago)
    – Xin Mo recognized as one controller, all buttons working in jstest, confirmed correct config in retroarch.cfg
    – confirmed correct/solid wiring and grounding to buttons

    In a two-player game, my 1P controls are fine. My 2P buttons are fine except the joystick. It’s strange- a couple of the controls work temporarily, but work backwards (left goes right, up goes down, up goes nowhere). When the game shifts back to 2P for their subsequent turn, the 2P joystick does not work at all. Other buttons continue to work as normal. Again- the mappings I’ve done match jstest. I can recreate this exact scenario every time I boot.

    Has anyone seen this?

Viewing 35 results - 1,016 through 1,050 (of 3,655 total)