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Search Results
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Topic: PLEASE HEEELP!
For the life of me I cannot find a single tutorial on how to get my controllers to work with the megadrive. I have looked for hours and nothing. It seems the info I do come across really doesn’t work for me. I have essentially a fake USB playstation controller and configured it via the retroarch controller setup and have even enabled hotkeys for emulator exit load save state ect. They are working beautiful for the nes and snes but when I start the megadrive its completely screwed no buttons work the start button exits the game and it acts as if the hotkey is always pressed. I tried to edit the .cfg file under the megadrive but there really isn’t nothing there to edit and when I attempt to add to it like copying my contents of controller cfg file nothing happens. please I have spent hours on this but to no avail any help is extremely appreciated and yes I am very new to all this so please be patient if I sound clueless I am a quick learner thanks in advance.
Hello,
It appears many people are having similar problems as myself. I’m a new user to RPi (I have the RPi2) + RetroPie. I’ve loaded and updated RetroPie just fine. I’ve gone through both of Floob’s Youtube Videos on how to configure a USB Controller, I’ve done the auto-config, I’ve manually double checked the controls are mapped fine in the retroarch config and I’ve manually set em in the SNES files, I’ve confirmed that the SNES emulator is set to automatically use the main RetroArch configurations as well. Sega Masterdrive works fine, but SNES and N64 emulators will not properly load the controls and the button mappings (for everything BUT the directionals/joysticks) are completely jumbled and the R2 button actually does the Reset command (which should take 2 buttons.)
I’ve read through several dozen other threads, some people getting results, others not, and no solution has worked for me. I’m trying to set up a Sabrent 12 button controller. aka “MicrontekUSBJoystick” in the config file, but I’ve also had the same exact issue when I re-ran all the setups with my Wired XBox360 Controller.
There is nothing I can find in any of the config files, in RetroArch or in either of the emulators, that shows the mappings of the buttons as they actually function within the games themselves. (Maneuvering ES’s menu with the controller works just fine, as does like I said, in Masterdrive).
I will gladly provide any information that would be useful. Any help would be appreciated.
Thank you.
Topic: removing controller drivers
Hi folks im wondering if their is anyway to remove the xbox 360 driver and pos3 controller driver from retropie
i installed to try set them up but never worked correctly and now my main controllwe a usb pad wont work at allcan anyone talk me thry how to edit files to remove them or what i need to do quite a noob to linux in general
thanks folks
Topic: GPIO 5V disables USB
I’m not sure if this is specific to RetroPie, but I’m running 2.6.0 and am having a problem with the GPIO and USB. I’m using a Raspberry Pi B.
Everything was working fine until I attached a 7″ TFT screen and powered it through the GPIO. I’m using a 12V step up converter connected to 5V and Ground (I have tried using different %v and Ground pins).
When starting up the Pi, I have used a connected keyboard to type in the command line until the Emulation Station screen comes up. After this, anything connected (keyboard, USB controller) is unresponsive. When the screen is powered by another source the keyboard or controller works fine.
Since the keyboard works for a little while I don’t think it’s a power issue. Could it be that a config file is being ignored for some reason?
Thanks for any help you can give to solve this problem. I was very happy to have finally figured out how to power the screen, and this is a real bummer.
HI Guys,
Ive recently bought a Raspberry PI 2 after using a PI Model B+ for a few weeks and ive run into a few issues which i think are purely Retroarch related
Ive run all the setups etc and things all work fine in emulation station. Ive registered 2 controllers with Retroarch which are picked up when I launch a retroarch emulator for example PSX so I can play games with the controllers.
the 2 controllers I have are:
Speedlink XEOX – I use this in PC mode, it is registered as a generic USBGamepad
Mad Katz Wired Xbox 360 Gamepad (Picks up as the Mad Katz name)The issue I have is that when I run PSX for example, both controllers layouts are messed up. Like for Example, If I press the B button on both controllers its as if Im pressing the A button.
Ive looked at the controller config files in Retroarch and it doesnt appear to be mapping the buttons correctly, it’ll record all the button numbers wrong, for example, Button A on the controller is Number 1, but Retroarch has registered it as Button 0, but my controller has no button 0.
IVe tried manually editing each of the controllers Configs, setting the correct numbers for the buttons and saved the file, but it never carries through to Retroarch, it just stays exactly the same.
I also have the issue where I cannot use the Keyboard on Any retroarch emulators, its just a generic USB keyboard that came with my Pi kit, it works outsde of retroarch. It also worked perfectly fine when I was using Retroarch on my Raspberry Pi 1.
I dont know if i had the same issues with the controllers on the Pi 1 as it wasnt powerful enough but the controlellers seem fine in emulators such as the Snes emulator and the Sega emulators. Other emaulators ive had the same issues with are the Nintendo 64 emultors
Ive looked all over the place and havent been able to find a solution :/ can anyone shed any light on this?
Topic: Portable Retro Gaming Unit
So I got a Raspberry Pi for xmas and seeing as I moved to London and sold all my gaming consoles, decide to start a project with the Pi.
I came across Mat Jessop’s post (https://www.petrockblock.com/forums/topic/portable-handheld-raspberry-pi/) on PetroBlock and decided it would be a good project to work on.
Have to say, definitely a challenging project for me seeing as I had never tinkered around with electronics this way before no even used a soldering iron!…yes lots of battle scars happened! lol
Anyways, so attached some pics of the finished product. End to End took me just over 2 months, but that included waiting for parts and chipping away at it after work and some weekends and also time wasted when stuff didn’t go to plan!
I did hit a road block a few times, once was due to an issue with the monitor from Adafruit which refused to power consistently off the Powerboost, that was an expensive waste as a cheaper monitor from Amazon did the job just fine!
Big shout out to Mat Jessop though for responding to my numerous questions, especially some very basic questions about how to connect switch to the PowerBoost :) definitely helped me heaps along the way.
Main info about the unit:
– running Model A+ (originally I had a Model B+ but when I de-soldered the USB ports and ethernet, USB failed to work direct via wires, so didn’t want to buy another B+ and face the same potential issue)
– with the 4 pole cable out of the PI, I added a stereo port so that I can hook up headphones to get that great retro sound from the games
– I ended up buying 2 retrolink USB game pads just so I could get 6 buttons going…might be a better way to do it but wanted the same style buttons for the L & R
– setup custom hot keys to be able to exit to the main menu via Select + Start
– setup custom hot keys for save and load states via Selecr + L or Select + R
– using the same closing mechanism as Mat’s Project, I can reopen it easily and then use my wifi dongle to be able to SSH and then edit config, add games, etc.
– I attempted to spray paint it but seeing as this was my first attempt, not the best but gives it that retro look around the edges
– 3d printed case (3D Print UK) was the most expensive item on the list, came in at just over £90Topic: I've got two problems!
Hey there Petrockblock community!
After scouring previous forum posts, I though the best way to seek an answer may be to make one of my own! I’ve recently gotten a Raspberry Pi 2 It’s my first one.
Thus far I’ve managed to get retro-pie working fine, with some exceptions.
Firstly I’d really like to play PS1 games. I’ve used the PSX emulator on my PC in the past, I’ve copied the ROMS across to my pie and even moved over the BIOS file, yet no option appears of Playsation 1 in emulation station, no doubt I’m being incredibly dense and there’s something simple I’ve missed, but:
How do I make PS1 games appear in emulation station?
The second issue I’ve encountered is with the controller I’m using, I’ve got a Dual shock 4 connected via USB and all the buttons and d-pad have been mapped fine, however no matter how many times I try I seem unable to use the analog sticks in N64 games an the share ware games.
There is some movement in the analog sticks, bu their certainly not mapped correctly. I followed the instructions as listed in the guide here https://supernintendopi.wordpress.com but to no avail!
How to I correctly map the analog sticks?
Any answers would be awesome! I really appreciate it guys.
cheers
xbenblasterxHey Guys,
Just bought a raspberry pi2 and installed retropie on it.
installed a few roms and it works perfectly.
then I bought two snes usb controllers and installed them via this video: https://www.youtube.com/watch?v=Z0FT4i2CQVIthe controllers work but whenever I press X on the controller
it will go left.
it just looks like my x button is mapped on to the left d-pad however I can’t find the problem in any of the config files. not the USBgamepad.cfg and not the retroarch.cfg in the /all folder.I have exactly the same controller as in the video so I thought I needed the same settings as expained. both controllers work and both register is player1 and player2.
Can somebody please help me?
EDIT: just noticed when pressing A on the controller it will respond like A+dpad down
this is the config file from: /opt/retropie/configs/all
## Skeleton config file for RetroArch # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ... # This will be overridden by explicit command line options. # savefile_directory = # Save all save states (*.state) to this directory. # This will be overridden by explicit command line options. # savestate_directory = # If set to a directory, Content which is temporarily extracted # will be extracted to this directory. # extraction_directory = # Save all input remapping files to this directory. # input_remapping_directory = # Save all playlist files to this directory. # playlist_directory = # If set to a directory, the content history playlist will be saved # to this directory. # content_history_dir = # Automatically saves a savestate at the end of RetroArch's lifetime. # The path is $SRAM_PATH.auto. # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set. # savestate_auto_save = false # savestate_auto_load = true # Load libretro from a dynamic location for dynamically built RetroArch. # This option is mandatory. # Path to a libretro implementation. # libretro_path = "/path/to/libretro.so" # A directory for where to search for libretro core implementations. # libretro_directory = # A directory for where to search for libretro core information. # libretro_info_path = # Sets mode for archived files in file browser. # 0 = Ask, 1 = Load Archive, 2 = Open Archive # archive_mode = 0 # Sets log level for libretro cores (GET_LOG_INTERFACE). # If a log level issued by a libretro core is below libretro_log_level, it is ignored. # DEBUG logs are always ignored unless verbose mode is activated (--verbose). # DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3. # libretro_log_level = 0 # Enable or disable verbosity level of frontend. # log_verbosity = false # If this option is enabled, every content file loaded in RetroArch will be # automatically added to a history list. # history_list_enable = true # Enable or disable RetroArch performance counters # perfcnt_enable = false # Path to core options config file. # This config file is used to expose core-specific options. # It will be written to by RetroArch. # A default path will be assigned if not set. core_options_path = /opt/retropie/configs/all/retroarch-core-options.cfg # Path to content load history file. # RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading. # A default path will be assigned if not set. # game_history_path = # Number of entries that will be kept in content history file. # game_history_size = 100 # Sets the "system" directory. # Implementations can query for this directory to load BIOSes, system-specific configs, etc. system_directory = /home/pi/RetroPie/BIOS # Sets start directory for menu content browser. # rgui_browser_directory = # Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY. # Usually set by developers who bundle libretro/RetroArch apps to point to assets. # content_directory = # Assets directory. This location is queried by default when menu interfaces try to look for # loadable assets, etc. # assets_directory = # Sets start directory for menu config browser. # rgui_config_directory = # Show startup screen in menu. # Is automatically set to false when seen for the first time. # This is only updated in config if config_save_on_exit is set to true, however. # rgui_show_start_screen = true # Flushes config to disk on exit. Useful for menu as settings can be modified. # Overwrites the config. #include's and comments are not preserved. config_save_on_exit = false # Load up a specific config file based on the core being used. # core_specific_config = false #### Video # Video driver to use. "gl", "xvideo", "sdl" # video_driver = "gl" # Which OpenGL context implementation to use. # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl. # By default, tries to use first suitable driver. # video_context_driver = # Windowed x resolution scale and y resolution scale # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale) # video_scale = 3.0 # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop. # video_fullscreen_x = 0 # video_fullscreen_y = 0 # Start in fullscreen. Can be changed at runtime. # video_fullscreen = false # If fullscreen, prefer using a windowed fullscreen mode. # video_windowed_fullscreen = true # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor), # suggests RetroArch to use that particular monitor. # video_monitor_index = 0 # Forcibly disable composition. Only works in Windows Vista/7 for now. # video_disable_composition = false # Video vsync. # video_vsync = true # Forcibly disable sRGB FBO support. Some Intel OpenGL drivers on Windows # have video problems with sRGB FBO support enabled. # video_force_srgb_disable = false # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance. # video_hard_sync = false # Sets how many frames CPU can run ahead of GPU when using video_hard_sync. # Maximum is 3. # video_hard_sync_frames = 0 # Sets how many milliseconds to delay after VSync before running the core. # Can reduce latency at cost of higher risk of stuttering. # Maximum is 15. # video_frame_delay = 0 # Inserts a black frame inbetween frames. # Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting. # video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2). # video_black_frame_insertion = false # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering. video_threaded = true # Use a shared context for HW rendered libretro cores. # Avoids having to assume HW state changes inbetween frames. # video_shared_context = false # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders. video_smooth = false # Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio. # video_force_aspect = true # Only scales video in integer steps. # The base size depends on system-reported geometry and aspect ratio. # If video_force_aspect is not set, X/Y will be integer scaled independently. # video_scale_integer = false # A floating point value for video aspect ratio (width / height). # If this is not set, aspect ratio is assumed to be automatic. # Behavior then is defined by video_aspect_ratio_auto. # video_aspect_ratio = # If this is true and video_aspect_ratio is not set, # aspect ratio is decided by libretro implementation. # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set. video_aspect_ratio_auto = true # Forces cropping of overscanned frames. # Exact behavior of this option is implementation specific. # video_crop_overscan = true # Path to shader. Shader can be either Cg, CGP (Cg preset) or GLSL, GLSLP (GLSL preset) # video_shader = "/path/to/shader.{cg,cgp,glsl,glslp}" # Load video_shader on startup. # Other shaders can still be loaded later in runtime. # video_shader_enable = false # Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access. video_shader_dir = /opt/retropie/emulators/retroarch/shader/ # CPU-based video filter. Path to a dynamic library. # video_filter = # Defines a directory where CPU-based video filters are kept. # video_filter_dir = # Path to a font used for rendering messages. This path must be defined to enable fonts. # Do note that the _full_ path of the font is necessary! # video_font_path = # Size of the font rendered. # video_font_size = 32 # Enable usage of OSD messages. # video_font_enable = true # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. # [0.0, 0.0] maps to the lower left corner of the screen. # video_message_pos_x = 0.05 # video_message_pos_y = 0.05 # Color for message. The value is treated as a hexadecimal value. # It is a regular RGB hex number, i.e. red is "ff0000". # video_message_color = ffffff # Video refresh rate of your monitor. # Used to calculate a suitable audio input rate. # video_refresh_rate = 59.95 # Allows libretro cores to set rotation modes. # Setting this to false will honor, but ignore this request. # This is useful for vertically oriented content where one manually rotates the monitor. # video_allow_rotate = true # Forces a certain rotation of the screen. # The rotation is added to rotations which the libretro core sets (see video_allow_rotate). # The angle is <value> * 90 degrees counter-clockwise. # video_rotation = 0 #### Audio # Enable audio. # audio_enable = true # Mutes audio. # audio_mute_enable = false # Audio output samplerate. # audio_out_rate = 48000 # Audio resampler backend. Which audio resampler to use. # Default will use "sinc". # audio_resampler = # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio. # audio_driver = # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ... # audio_device = # Audio DSP plugin that processes audio before it's sent to the driver. Path to a dynamic library. # audio_dsp_plugin = # Directory where DSP plugins are kept. # audio_filter_dir = # Will sync (block) on audio. Recommended. # audio_sync = true # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency. # audio_latency = 64 # Enable audio rate control. # audio_rate_control = true # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically. # Input rate = in_rate * (1.0 +/- audio_rate_control_delta) # audio_rate_control_delta = 0.005 # Controls maximum audio timing skew. Defines the maximum change in input rate. # Input rate = in_rate * (1.0 +/- max_timing_skew) # audio_max_timing_skew = 0.05 # Audio volume. Volume is expressed in dB. # 0 dB is normal volume. No gain will be applied. # Gain can be controlled in runtime with input_volume_up/input_volume_down. #audio_volume = 8 #### Overlay # Defines a directory where overlays are kept for easy access. # overlay_directory = # Enable or disable the current overlay. # input_overlay_enable = true # Path to input overlay # input_overlay = # Overlay opacity # input_overlay_opacity = 1.0 # Overlay scale # input_overlay_scale = 1.0 #### OSK (Onscreen Keyboard) Overlay # Defines a directory where overlays are kept for easy access. # osk_overlay_directory = # Enable OSK overlay. # input_osk_overlay_enable = true # Path to OSK overlay # input_osk_overlay = # OSK Overlay opacity # input_osk_overlay_opacity = 1.0 # OSK Overlay scale # input_osk_overlay_scale = 1.0 #### Input # Input driver. Depending on video driver, it might force a different input driver. # input_driver = sdl # Joypad driver. (Valid: linuxraw, sdl, dinput) # input_joypad_driver = # Path to input remapping file. # input_remapping_path = # If enabled, overrides the input binds with the remapped binds set for the current core. # input_remap_binds_enable = true # Maximum amount of users supported by RetroArch. # input_max_users = 16 # Keyboard layout for input driver if applicable (udev/evdev for now). # Syntax is either just layout (e.g. "no"), or a layout and variant separated with colon ("no:nodeadkeys"). # input_keyboard_layout = # Defines axis threshold. Possible values are [0.0, 1.0] # input_axis_threshold = 0.5 # Enable input auto-detection. Will attempt to autoconfigure # joypads, Plug-and-Play style. input_autodetect_enable = false # Show the input descriptors set by the core instead of the # default ones. # input_descriptor_label_show = true # Hide input descriptors that were not set by the core. # input_descriptor_hide_unbound = false # Directory for joypad autoconfigs. # If a joypad is plugged in, that joypad will be autoconfigured if a config file # corresponding to that joypad is present in joypad_autoconfig_dir. # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs. # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend. # Requires input_autodetect_enable to be enabled. joypad_autoconfig_dir = /opt/retropie/emulators/retroarch/configs/ # Sets which libretro device is used for a user. # Devices are indentified with a number. # This is normally saved by the menu. # Device IDs are found in libretro.h. # These settings are overridden by explicit command-line arguments which refer to input devices. # None: 0 # Joypad (RetroPad): 1 # Mouse: 2 # Keyboard: 3 # Generic Lightgun: 4 # Joypad w/ Analog (RetroPad + Analog sticks): 5 # Multitap (SNES specific): 257 # Super Scope (SNES specific): 260 # Justifier (SNES specific): 516 # Justifiers (SNES specific): 772 # input_libretro_device_p1 = # input_libretro_device_p2 = # input_libretro_device_p3 = # input_libretro_device_p4 = # input_libretro_device_p5 = # input_libretro_device_p6 = # input_libretro_device_p7 = # input_libretro_device_p8 = # Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_" # is for keypad keys): # # left, right, up, down, enter, kp_enter, tab, insert, del, end, home, # rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus, # f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, # num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown, # keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9, # period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock, # tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket, # backslash, rightbracket, kp_period, kp_equals, rctrl, ralt # # Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, # rather than relying on a default. input_player1_a = x input_player1_b = z input_player1_y = a input_player1_x = s input_player1_start = enter input_player1_select = rshift input_player1_l = q input_player1_r = w input_player1_left = left input_player1_right = right input_player1_up = up input_player1_down = down # input_player1_l2 = # input_player1_r2 = # input_player1_l3 = # input_player1_r3 = # Two analog sticks (DualShock-esque). # Bound as usual, however, if a real analog axis is bound, # it can be read as a true analog. # Positive X axis is right, Positive Y axis is down. # input_player1_l_x_plus = # input_player1_l_x_minus = # input_player1_l_y_plus = # input_player1_l_y_minus = # input_player1_r_x_plus = # input_player1_r_x_minus = # input_player1_r_y_plus = # input_player1_r_y_minus = # If desired, it is possible to override which joypads are being used for user 1 through 8. # First joypad available is 0. # input_player1_joypad_index = 0 # input_player2_joypad_index = 1 # input_player3_joypad_index = 2 # input_player4_joypad_index = 3 # input_player5_joypad_index = 4 # input_player6_joypad_index = 5 # input_player7_joypad_index = 6 # input_player8_joypad_index = 7 # Joypad buttons. # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig. # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. # E.g. "h0up" input_player1_joypad_index = "0" input_player1_a_btn = "1" input_player1_b_btn = "2" input_player1_y_btn = "3" input_player1_x_btn = "0" input_player1_start_btn = "9" input_player1_select_btn = "8" input_player1_l_btn = "4" input_player1_r_btn = "5" input_player1_left_btn = "-0" input_player1_right_btn = "+0" input_player1_up_btn = "-1" input_player1_down_btn = "+1" input_enable_hotkey_btn = "8" input_exit_emulator_btn = "9" # input_player1_l2_btn = # input_player1_r2_btn = # input_player1_l3_btn = # input_player1_r3_btn = input_player2_joypad_index = "1" input_player2_a_btn = "1" input_player2_b_btn = "2" input_player2_y_btn = "3" input_player2_x_btn = "0" input_player2_start_btn = "9" input_player2_select_btn = "8" input_player2_l_btn = "4" input_player2_r_btn = "5" input_player2_left_btn = "-0" input_player2_right_btn = "+0" input_player2_up_btn = "-1" input_player2_down_btn = "+1" # Axis for RetroArch D-Pad. # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity. input_player1_left_axis = "-0" input_player1_right_axis = "+0" input_player1_up_axis = "-1" input_player1_down_axis = "+1" input_player2_left_axis = "-0" input_player2_right_axis = "+0" input_player2_up_axis = "-1" input_player2_down_axis = "+1" # Holding the turbo while pressing another button will let the button enter a turbo mode # where the button state is modulated with a periodic signal. # The modulation stops when the button itself (not turbo button) is released. # input_player1_turbo = # Describes the period and how long of that period a turbo-enabled button should behave. # Numbers are described in frames. # input_turbo_period = 6 # input_turbo_duty_cycle = 3 # This goes all the way to user 8 (*_player2_*, *_player3_*, etc), but omitted for clarity. # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well. # Toggles fullscreen. # input_toggle_fullscreen = f # Saves state. # input_save_state = f2 # Loads state. # input_load_state = f4 # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline). # When slot is != 0, path will be $path%d, where %d is slot number. # input_state_slot_increase = f7 # input_state_slot_decrease = f6 # Toggles between fast-forwarding and normal speed. # input_toggle_fast_forward = space # Hold for fast-forward. Releasing button disables fast-forward. # input_hold_fast_forward = l # Key to exit RetroArch cleanly. # Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc. # On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization. input_exit_emulator = escape # Applies next and previous shader in directory. input_shader_next = m input_shader_prev = n # Hold button down to rewind. Rewinding must be enabled. input_rewind = r # Toggle between recording and not. # input_movie_record_toggle = o # Toggle between paused and non-paused state # input_pause_toggle = p # Frame advance when content is paused # input_frame_advance = k # Reset the content. # input_reset = h # Cheats. # input_cheat_index_plus = y # input_cheat_index_minus = t # input_cheat_toggle = u # Mute/unmute audio # input_audio_mute = f9 # Take screenshot # input_screenshot = f8 # Netplay flip users. # input_netplay_flip_players = i # Hold for slowmotion. # input_slowmotion = e # Enable other hotkeys. # If this hotkey is bound to either keyboard, joybutton or joyaxis, # all other hotkeys will be disabled unless this hotkey is also held at the same time. # This is useful for RETRO_KEYBOARD centric implementations # which query a large area of the keyboard, where it is not desirable # that hotkeys get in the way. # Alternatively, all hotkeys for keyboard could be disabled by the user. # input_enable_hotkey_btn = # Increases audio volume. # input_volume_up = kp_plus # Decreases audio volume. # input_volume_down = kp_minus # Toggles to next overlay. Wraps around. # input_overlay_next = # Toggles eject for disks. Used for multiple-disk content. # input_disk_eject_toggle = # Cycles through disk images. Use after ejecting. # Complete by toggling eject again. # input_disk_next = # Toggles menu. # input_menu_toggle = f1 # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse, # and keeps the mouse pointer inside the window to allow relative mouse input # to work better. # input_grab_mouse_toggle = f11 #### Menu # Menu driver to use. "rgui", "lakka", etc. # menu_driver = "rgui" # If enabled, the libretro core will keep running in the background when we # are in the menu. # menu_pause_libretro = false # Enable mouse input inside the menu. # menu_mouse_enable = false # Shows current date and/or time inside menu. # menu_timedate_enable = true # Shows current core inside menu. # menu_core_enable = true # Throttle the menu to ~60 FPS instead of using v-sync. Useful for 120+Hz monitors. # menu_throttle = false # Path to a .png image to set as menu wallpaper. # menu_wallpaper = # Wrap-around toe beginning and/or end if boundary of list reached horizontally # menu_navigation_wraparound_horizontal_enable = false # Wrap-around to beginning and/or end if boundary of list reached vertically # menu_navigation_wraparound_vertical_enable = false # Filter files being show in 'Load Content' by supported extensions # menu_navigation_browser_filter_supported_extensions_enable = true # Collapse subgroup settings into main group to create one big listing of settings # per category. # menu_collapse_subgroups_enable = false #### UI # Suspends the screensaver if set to true. Is a hint that does not necessarily have to be honored # by video driver. # suspend_screensaver_enable = true #### Camera # Override the default camera device the camera driver uses. This is driver dependant. # camera_device = # Override the default privacy permission for cores that want to access camera services. Is "false" by default. # camera_allow = false #### Location # Override the default privacy permission for cores that want to access location services. Is "false" by default. # location_allow = false #### Core Updater # URL to core update directory on buildbot. # core_updater_buildbot_url = "http://buildbot.libretro.com" # URL to assets update directory on buildbot. # core_updater_buildbot_assets_url = "http://buildbot.libretro.com/assets/" # Automatically extract archives that the cores are contained in to the libretro cores directory. # core_updater_auto_extract_archive = true #### Network # When being client over netplay, use keybinds for user 1. # netplay_client_swap_input = false # The username of the person running RetroArch. This will be used for playing online, for instance. # netplay_nickname = # The amount of delay frames to use for netplay. Increasing this value will increase # performance, but introduce more latency. # netplay_delay_frames = 0 # Netplay mode for the current user. # false is Server, true is Client. # netplay_mode = false # Enable or disable spectator mode for the user during netplay. # netplay_spectator_mode_enable = false # The IP Address of the host to connect to. # netplay_ip_address = # The port of the host IP Address. Can be either a TCP or an UDP port. # netplay_ip_port = 55435 #### Misc # Enable rewinding. This will take a performance hit when playing, so it is disabled by default. rewind_enable = false # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer. # The buffer should be approx. 20MB per minute of buffer time. rewind_buffer_size = 10 # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed. rewind_granularity = 2 # Pause gameplay when window focus is lost. # pause_nonactive = true # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise. # The interval is measured in seconds. A value of 0 disables autosave. # autosave_interval = # Path to content database directory. # content_database_path = # Path to cheat database directory. # cheat_database_path = # Path to XML cheat config, a file which keeps track of which # cheat settings are used for individual games. # If the file does not exist, it will be created. # cheat_settings_path = # Directory to dump screenshots to. # screenshot_directory = # Records video after CPU video filter. # video_post_filter_record = false # Records output of GPU shaded material if available. # video_gpu_record = false # Screenshots output of GPU shaded material if available. video_gpu_screenshot = true # Block SRAM from being overwritten when loading save states. # Might potentially lead to buggy games. # block_sram_overwrite = false # When saving a savestate, save state index is automatically increased before # it is saved. # Also, when loading content, the index will be set to the highest existing index. # There is no upper bound on the index. # savestate_auto_index = false # Slowmotion ratio. When slowmotion, content will slow down by factor. # slowmotion_ratio = 3.0 # The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap). # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded. # Do not rely on this cap to be perfectly accurate. # fastforward_ratio = 1.0 # Setting this to false equals no FPS cap and will override the fastforward_ratio value. # fastforward_ratio_throttle_enable = false # Enable stdin/network command interface. # network_cmd_enable = false # network_cmd_port = 55355 # stdin_cmd_enable = false input_enable_hotkey = nul
This is the cfg file for the gamepad named: USBgamepad.cfg
input_device = “USB gamepad ”
input_driver = “udev”
input_b_btn = “2”
input_y_btn = “3”
input_select_btn = “8”
input_start_btn = “9”
input_up_axis = “-1”
input_down_axis = “+1”
input_left_axis = “-0”
input_right_axis = “+0”
input_a_btn = “1”
input_x_btn = “0”
input_l_btn = “4”
input_r_btn = “5”
input_enable_hotkey_btn = “8”
input_exit_emulator_btn = “9”
input_menu_toggle_btn = “0”
input_load_state_btn = “4”
input_save_state_btn = “5”
input_reset_btn = “2”
input_state_slot_increase_axis = “+0”
input_state_slot_decrease_axis = “-0”Topic: USB N64 controller setup
I am kinda new to this and i am trying to setup a usb n64 controller to use with retropie, can some help me out with this or point me in the right direction. thanks
Topic: ControlBlock
Hi
I’m going to wire up my ControlBlock board for the first time
later today.
It will be configured for MAME on my Pi2 B.Question is, will Emulation Station recognise it so that I
can set controls for the ES GUI?
My current controller is a USB SNES and ES detects that straight away..Thanks
PhilTopic: rpi 2 rumble support PS3
Hi All
Recently got my shiny new Pi2. Installed retropie 2.6 onto my sandisk 16gb ultra. All working so far but i have a couple of questions.
1) I have a Dualshock3 PS3 pad connected via USB cable which works fine in games. Does it support rumble? i.e. I have been playing Resident Evil 1 Directors Cut (dual shock edition). Control works fine but there is no rumble from the pad.
2) What’s the recommended Pi2 overclock. I have seen demo’s of people playing Mario 64. When I play the game however there is noticeable audio crackling and pops (I think my current oc is set to ‘modest’ with 128mb Vram set.)
Thanks All.
Hi,
I’ve got my Pi set up and running Retropie smoothly (thanks to you guys all asking and answering things that I could look up). I’m now a bit stuck from a controller point of view.
PS3 controller – no problem, I can collect rings and coins all day but…. I want a retro feel and so have opted for a DIY cabinet and some arcade sticks and buttons from arcade world. I’m connecting the controller (2 players) through a supplied PCB with its own headers via USB. Retripie sees it, allows me to configure it (both in Emulation station and the retro arch config tool). I’m able to control both emulation station and games with it but when I hold down I appear to have an output that is repeatedly flicking between that command turning on and off (so in street fighter 2 Ryu stands up and then ducks repeatedly).
When looking at the config file I see that my axis output shows “-39762” or “+39762” on both axis (is this normal?). I also find that moving between emulators or option in emulation station is very fierce and requires the most delicate of touches.Can anybody help me stop annoying Ryu please?
Topic: No rom files found?
when I boot up retropie, about 40-60% of the time, it comes up with the screen saying no rom files found. I’m running the roms off a usb. This is really frustrating can someone help?
There is a lot retropie users that prefer snes gamepads, but since I prefer the Sega consoles I got a bootleg sega saturn gamepad called “Play Sega”.
To activate the 6 button layout it is required to edit the file “/opt/retropie/configs/all/retroarch-core-options.cfg”
and replace:picodrive_input1 = "3 button pad" picodrive_input2 = "3 button pad"
to:
picodrive_input1 = "6 button pad" picodrive_input2 = "6 button pad"
My config file “/opt/retropie/emulators/retroarch/configs/playsegacontroller.cfg”
input_device = "USB,2-axis 8-button gamepad " input_driver = "udev" input_b_btn = "1" input_y_btn = "3" input_select_btn = "6" input_start_btn = "7" input_up_axis = "-1" input_down_axis = "+1" input_left_axis = "-0" input_right_axis = "+0" input_a_btn = "0" input_x_btn = "2" input_l_btn = "4" input_r_btn = "5" input_enable_hotkey_btn = "6" input_exit_emulator_btn = "5"
Gamepad Layouts:
I am waiting for my raspberry pi to ship, and am getting all of the things I need to prepare. I was hoping I would be able to use a Mayflash gamecube to usb adapter, but I have never seen one from the research I have been doing. If that does happen to work, since it has two Gamecube inputs and one usb output, would it be able to use two controllers? If not, I’ll just order two snes controllers and try to play smash 64 :P
Hi,
While I’m waiting to order and install my arcade controls, can you still use USB controllers after the ControlBlock and binaries are installed or does the ControlBlock take over completely?
I’d like to start using the Power Switch function while I’m waiting.
Thanks!
Jason