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  • #109989
    Anonymous
    Inactive

    == Download Links ==
    Eudora is now available via the RetroPie theme installer!
    You can grab them here if you prefer a manual installation:
    Eudora
    Eudora-Concise
    Eudora-Bigshot

    == Eudora Theme ==
    Eudora is a clean theme that displays both large preview images and all title-oriented metadata. The rating, last played, and play count, have been omitted from the base theme and all variants. Eudora was also built to be easily modified, as described in the Color Sets and Templates sections below. Eudora supports all of the systems currently supported by the official Carbon theme, which it was based on.

    [img]http://i.imgur.com/OUpUisF.png[/img]

    = Eudora =
    In the Base theme, dual layouts display preview images in Portrait or Landscape orientation, making the most of the available screen space for each system.

    [img]http://i.imgur.com/IYjK781.png[/img]
    [img]http://i.imgur.com/ub4ToTA.png[/img]

    = Eudora Concise =
    The Concise variant omits the description text. Detail screens use a single layout with an image area similar to the base theme’s, but squared.
    [img]http://i.imgur.com/G05E92a.png[/img]

    = Eudora Bigshot =
    The Bigshot variant omits all metadata and uses a single detail layout with a large preview image. The game list is also wider in this variant.
    [img]http://i.imgur.com/6ivpmwM.png[/img]

    == Color Sets ==
    Eudora comes with 13 different color sets, allowing you to easily change the look of the theme. These change both the system select and game list views. The Monodark color set is used by default.
    [img]http://i.imgur.com/GHXFG3Z.png[/img]

    Eudora Colorsets


    Click here for a giant version of the Color Sets gallery.

    To use a different color set, edit eudora/colorset.xml, and point the <include> tag at any of the xml files in eudora/common/colorsets/. For example, to use the monolight color set, change:

    <include>./common/colorsets/monodark.xml</include>
    	to
    <include>./common/colorsets/monolight.xml</include>

    Creating new color sets is really simple, as there is only one file to edit. Just make a copy of an existing colorset xml file, rename it, and edit away. If you make something cool, post pics or let me know!

    == Preview Image Size ==
    Since Eudora uses bigger preview images than normal, you may want to scrape larger image files. If you are using sselph’s scraper, you can use the -max_width parameter to fit images to each system’s layout template. Rough maximum sizes are as follows:

    Portrait:	400x600 pixels
    Landscape: 	600x400 pixels
    Concise: 	600x600 pixels
    Bigshot: 	745x745 pixels

    == Templates ==
    In Eudora, all of the information for the Portrait, Landscape, Concise, and Bigshot layouts is contained in templates. The system-specific xml just determines which template is used. This means it’s very easy to change, or to mix and match, layouts.

    For example, if you’re using the base theme, but you want MAME to use the Landscape layout instead of the Portrait layout, just edit eudora/mame/theme.xml and change this line:

    <include>./../common/templates/portrait.xml</include>
    	to
    <include>./../common/templates/landscape.xml</include>

    == Sounds ==
    There are some (very small) sounds included in the download, but they are disabled by default. I wasn’t sure if this was a feature people liked.

    You can enable the scroll sound by editing common.xml and changing the line:

    <!--<scrollSound>./common/sounds/slide003.wav</scrollSound>-->
    	to
    <scrollSound>./common/sounds/slide003.wav</scrollSound>

    You can also replace “slide003.wav” on that line with any of the other files in the ./common/sounds folder.

    == Credits ==
    Created by AmadhiX, based on the “Carbon” theme by Eric Hettervik, which is in turn based on “Simple” by Nils Bonenberger.

    Thanks to herbfargus for getting Eudora into the RetroPie theme installer, and for helping with the formatting of this post. :)

    Thanks to the RetroPie community for all the help getting my system set up, and for making this hobby as fun as it is!

    digdug2029
    Participant

    I was able to eventually figure this out on my own. Maybe someone else will find this useful, so I’ll go through everything I went through to figure this out. I’m sure I could have made it easier on myself, but online searches kept pointing me to information that was outdated. Anyways, here you go:

    First off, I previously tried screwing around with /opt/retropie/configs/n64/retroarch.cfg. Thankfully I had a backup and just restored it to the original. Secondly, I hooked up a keyboard and regained the ability to at least choose the n64 default emulator and specific choices for individual ROMs. So from there I found a n64 compatibility list and started selecting emulators from that sheet.

    If I had a game based on lr-mupen64plus (Libretto? I think it’s called sometimes), I started a game with that emulator choice and was able to pull up an on-screen menu via F1 on my keyboard to do a custom mapping for my Xbox 360 controller.

    However, most of the other games I was trying used mupen64plus, and either there is no onscreen menu to do the mapping or I can’t find one. Either way, I had to edit the /opt/retropie/configs/n64/mupen64plus.cfg file to make the specific mappings for my controller work.

    To even know what the mappings were I had to plug in a keyboard, exit emulationstation and run the following command: jstest /dev/input/js0. It brough up text listing axis and buttons for the controller. I pressed every button, one at a time, watched what values changed for 0, and then made a notation. This is what I came up with for my Xbox 360 controller connected wirelessly to a 3rd party USB to wireless adapter (YMMV of course):

    L Analog up:          axis -1
    L Analog down       axis +1
    L Analog left          axis -0
    L Analog right       axis +0
    
    R Analog up          axis -3
    R Analog down     axis +3
    R Analog left          axis -2
    R Analog right        axis +2
    
    Digital up               axis -5
    Digital down          axis +5
    Digital left               axis -4
    Digital right             axis +4
    
    Select    button 8
    Start       button 9
    Xbox button     button 10
    
    A          button 0
    B          button 1
    X          button 2
    Y          button 3
    
    L trigger          button 6
    R trigger          button 7
    L shoulder button     button 4
    R shoulder button     button 5

    I then modified the mupen64plus.cfg file and looked for the [Input-SDL-Control1] section to modify the settings for the controller. In that section I HAD TO set mode = 0 (fully manual), otherwise it would just revert my custom mapping. Right under the # Digital button configuration mappings section is where I put in the customizations. Obviously these are my preferences but maybe this will be an example for someone:

    # Digital button configuration mappings
    DPad R = "hat(0 Right)"
    DPad L = "hat(0 Left)"
    DPad D = "hat(0 Down)"
    DPad U = "hat(0 Up)"
    Start = "button(9)"
    Z Trig = "button(5)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "axis(2+)"
    C Button L = "axis(2-)"
    C Button D = "axis(3+)"
    C Button U = "axis(3-)"
    R Trig = "button(7)"
    L Trig = "button(6)"

    Lastly, it bothered me like crazy that there wasn’t a hotkey for me to exit the mupen64plus emulator from my controller. Since I did the hard work earlier to understand the configuration of every button and stick on my Xbox 360 controller, I just had to pick a single button for the hotkey (I believe that key combinations for mupen64plus are not allowed, but maybe I’m wrong). I decided to use the Xbox button, which for my controller was button 10. From looking online, I had list the joystick number. Since it tested as js0, then it’s joystick 0, or J0 for the parameter, and B10 for “button 10”. I modified the following area to allow the hotkey:
    Joy Mapping Stop = "J0B10"

    Frustrations with the controller on mupen64plus are now over! Hope this helped someone other than myself.

    #109532
    dustloop
    Participant

    What I did was when I booted into lr-fba-next I opened up the RetroArch GUI while running the game, went to the binds and changed the coin button that I wanted from there then went into configuration then enabled save on exit. Quit the game, then rebooted to try and once I saw it working I turned the save config when exit off and quit again then tested and the button I wanted for coin was saved perfectly :)

    I use a DualShock 4 and set my coin button to 12 which is the PS GUIDE button inbetween the sticks.

    Hope this helps :)

    parich
    Participant

    I have retropie installed on a Raspberry pi2, and I want to create a retroconsole-arcade cabinet at same time. I have configured all systems with keyboard (I-pac2) and Joypad (Ps3 dualshock 3), all works correctly, but in lr-fba, the coin button (select), doesn’t work in the keyboard, but in the joypad works perfect

    Could anybody help me?

    Thanks a lot.

    Ps. Sorry for my english.

    jamesrives
    Participant

    Hi,

    I’m brand new to Retropie. I intend to use it primarily for classic arcade games via AdvanceMame. So far so good, but I noticed that the sound samples required for AdvanceMame actually appear in Retropie’s Mame menu in in a separate folder; i.e., when I navigate to the MAME menu, I can see all my games, but at the end of the game list is a folder called “samples” that contains all the individual sample files.

    The samples are obviously useful since they correct some of the old sound effect issues, but I’m not sure why the folder is visible to the user in the MAME menu? This appears to be an eyesore, and its confusing to casual users. Is there a way to hide the folder?

    Thanks,

    Jim

    swizzle
    Participant

    I have a generic PS3 controller I am trying to configure in 3.2.1. I configured it in emulation station and just in case I installed the PS3 driver even though I am just using USB and no blue tooth.

    The joysticks configured correctly in the emulation station input setup. However, they don’t do anything in emulation station.

    When I start Ape Escape on the PlayStation it tells me a dualshock controller is not inserted and the joysticks don’t function in game either.

    How do I fix this?

    illuminerdi
    Participant

    I’ve been trying to edit the controller config for Retropie but I seem to be running into a problem:

    I’m running RP 3.2.1 and using a Dualshock 3 controller. The controller pairs fine and works, but whenever I edit the controller’s configuration file, the changes get reset when I reboot my RP.

    For example: I edited the PS3 config file located in /opt/retropie/configs/all/retroarch-joypads to change a few things – I wanted Start+Select to open the RGUI, for example, instead of exiting the game.

    So I used vi to edit my changes, saved them, and restarted ES and it worked until I rebooted my RP, at which point the controller’s config file was reverted back to defaults with Start+Select exiting the emu.

    Does anyone know why these configs would be getting reset or rewritten? Is this some kind of byproduct of the DS3 pairing procedure?

    Thanks!

    #109239

    In reply to: Autofire on the axis

    zogzoghakita
    Participant

    I followed exactly this post
    [quote]

    I’ve finally had some time to test the Xin-mo dual controller with a fresh installation of RetroPie 3.0 and the autofire on the axis issue no longer exists, so applying the previous patch is not needed anymore. Great news!

    With regards to it not being recognised as 2 controllers, I’ve tested the addition to /boot/cmdline.txt method that @feederchain describes above and it also works with the Xin-mo dual controller. The code to add to the end of the line (after a white space) is:

    usbhid.quirks=0x16c0:0x05e1:0x040

    Reboot required after saving the file.

    Having reached this solution, I’m not going to bother trying to patch the kernel as this fix is simple enough for those of us with the Xin-mo.

    Thanks very much to @feeder for all the help and effort!
    [/quote]

    It worked perfectly, then I configure config/all to set player1 and player2 commands. I’ll post details by end of the day to explain this step including hotkey configuration. It workds for SNES and NES emulator, I need to check then on pifba for Neogeo use.

    Thanks a lot for your help and this forum !

    glitch
    Participant

    I’ve been trying to get my Dual Shock 4 to work over bluetooth and using this Floob’s guide (https://github.com/RetroPie/RetroPie-Setup/wiki/Setting-up-a-Bluetooth-controller) I have managed to pair and connect the controller, and even get it detected by Emulationstation. However, that’s as far as I get.

    First off, I’m running Retropie 3.0 (will update to 3.2 soon) on a Raspberry Pi2 with an Asus Bluetooth dongle, and an Edimax WiFi dongle.

    So what’s happening? Well, nothing really. As I said, emulationstation will detect the gamepad but it doesn’t receive any input. Running jstest returns the correct information (as far as I can tell; Wireless Controller, 12axes, 14 buttons etc) but again it doesn’t receive any input. Errors and faults I can at least try to deal with, but this…I have no idea what to try. Everything should work, on paper, but I’m just not getting and input from the controller.

    It should be noted that I have had the controller working flawlessly wired before I reset and tried to get it to work over bluetooth, so at least the controller is not broken. I should also note that I have tried a bunch of other guides and tutorials, mainly around PS3 controllers with no luck. This is as close I have got to making it work.

    Any help appreciated.
    Cheers!

    #108896
    steveowl
    Participant

    That worked!

    On screen is very similar to what dalehitchy got:

    input_device = “Xin-Mo Xin-Mo Dual Arcade”
    input_driver = “udev”
    input_r_btn = “15”
    input_save_state_btn = “15”
    input_start_btn = “16”
    input_exit_emulator_btn = “16”
    input_l_btn = “14”
    input_load_state_btn = “14”
    input_up_axis = “-1″
    input_a_btn = “11”
    input_b_btn = “13”
    input_reset_btn = “13”
    input_down_axis = “+1″
    input_right_axis = “+0″
    input_state_slot_increase_axis = “+0″
    input_x_btn = “10”
    input_menu_toggle_btn = “10”
    input_select_btn = “17”
    input_enable_hotkey_btn = “17”
    input_y_btn = “12”
    input_left_axis = “-0″
    input_state_slot_decrease_axis = “-0″

    #108894
    dalehitchy
    Participant

    i do have a p1 and select button just not listed as not wired them up. just trying to get any of p2 controls working first.

    that didnt work… i tried pasting that into the Xin-Moxin-MoDualArcade.cfg
    restarted retropie and tried playing a game with no luck. my first player controls didnt even work.

    i reverted it back and tried pasted that at the bottom of the retroarch.cfg but again still no luck.

    i think the issue im having is retropie thinking that the xin-mo is one controller as its only connected via 1 cable. ive seen some guides and tried following but i need it in simple terms.

    #108891
    Floob
    Member

    @steveowl if you type this line, is your output the same as dalehitchy posted above?
    “nano /opt/retropie/configs/all/retroarch-joypads/Xin-Moxin-MoDualArcade.cfg


    @dalehitchy
    Thanks – but do you have buttons for Player 1 / Credit style, which would be your start and select buttons? Any others at all? (As I’m thinking maybe something relates to button 8 and 9 – does the jstest output name the buttons?)

    Anyway bsaed on your info try replacing the info in your Xin-Moxin-MoDualArcade.cfg with this:
    http://pastebin.com/raw.php?i=jThTMiGS

    If that doesnt work, try adding this to a system based retroarch.cfg.
    For example: /opt/retropie/configs/megadrive/retroarch.cfg
    http://pastebin.com/raw.php?i=HhHx30Uy

    Although if you are only ever going to use that controller, you could just add it to the file /opt/retropie/configs/all/retroarch.cfg

    #108887
    steveowl
    Participant

    Okay I went and bought a keyboard, pressed F4 and got a big screen full of code.

    I entered: ls -lah /opt/retropie/configs/all/retroarch-joypads
    and got: total 16k
    drwxr-xr-x 2 pi pi 4.0k Jul 20 20.46 .
    drwxr-xr-x 3 pi pi 4.0k Jul 20 19.51 ..
    -rw-r–r– 1 pi pi 563 20.46 Xin-Moxin-MoDualArcade.cfg
    -rw-r–r– 1 pi pi 553 19.21 Xin-Moxin-MoDualArcade.cfg.bak

    #108857
    dalehitchy
    Participant

    oops i just created a similar thread… having the same issue….

    ive set it up in retroarch but unsure of how to set up the second. I do get yellow text coming at the bottom when i star i game.

    Ive used filezilla to connect to my pi and in /opt/retropie/configs/all/retroarch-joypads is a file called Xin-MoXin-MoDualArcade.cfg

    in it reads
    input_device = “Xin-Mo Xin-Mo Dual Arcade”
    input_driver = “udev”
    input_r_btn = “13”
    input_save_state_btn = “13”
    input_start_btn = “17”
    input_exit_emulator_btn = “17”
    input_l_btn = “14”
    input_load_state_btn = “14”
    input_up_axis = “-1”
    input_a_btn = “10”
    input_b_btn = “11”
    input_reset_btn = “11”
    input_down_axis = “+0”
    input_right_axis = “+1”
    input_state_slot_increase_axis = “+1”
    input_x_btn = “12”
    input_menu_toggle_btn = “12”
    input_select_btn = “16”
    input_enable_hotkey_btn = “16”
    input_y_btn = “15”
    input_left_axis = “-0”
    input_state_slot_decrease_axis = “-0”

    how do i set up the second controllers?

    #108840
    steveowl
    Participant

    I’m not sure how or where to access:
    /opt/retropie/configs/all/retroarch-joypads/

    When I start a megadrive game it reads the following on the bottom of the screen in yellow text:

    Xin-Ho Xin-Ho Dual Arcade Configured in port #0

    #108554
    rdhanded2
    Participant

    ya, it would be nice to be able to set up individual systems and boot directly to their respective game lists. +1 on hoping it becomes a reality.

    tmar89
    Participant

    Not sure if there is a way to do this, but I have 3 different USB controllers and when I use one of my gamepads with FBA, I want to swap the L and R buttons and only with that controller. My other controller is an arcade stick and its mapping of L and R are where I want them to be. Is there a way in the retroarch.cfg for the fba emulator to change the input mapping per controller and not just per player #?

    EDIT: I figured it out thanks to a reddit post. I had to copy the controller configuration into the emulator folder then point the retroarch.cfg to it.

    pi@retropie:/opt/retropie/configs/fba/retroarch-joypads$ ls
    LogitechLogitechDualAction.cfg MY-POWERCO.,LTD.USBJoystick.cfg

    in retroarch.cfg for fba:
    joypad_autoconfig_dir = /opt/retropie/configs/fba/retroarch-joypads

    Now my Logitech controller is specific for FBA.

    I did though have to copy all my joystick configs to this folder since it overwrites the main config dir in the main script and couldn’t find my other joysticks now for FBA.

    #108472

    In reply to: Quitting Emulators

    tmar89
    Participant

    Here’s the controller part of opt/retropie/configs/c64/sdl-joymap-C64.vjm. This lets me do basic UI tasks like exit, save/load states and swap joystick.

    # Logitech Logitech Dual Action
    # Up Down Left Right Axis
    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

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

    #108461
    drokkster
    Participant

    I actually ended up using a PS3 Dualshock wireless as i think its much better. Looking at some amazon reviews of the Ibuffalo SNES, some otehr users reporting ‘detecting false inputs’ So it muct be a controller issue methinks.

    Sony and Microsoft spend millions on their R&D for their controllers and it’s clear they are much better controllers (although they don’t quit have the retro look) :)

    jessejamesrich
    Participant

    I’m trying to map the controls, but I get a timed out. I’m relatively confident that I’ve got this thing wired properly. Here are my specs:

    Pi Model: 2B
    RetroPie Version Used: 3.1

    Built From: SD Image

    USB Devices connected: X-Arcade DIY

    Controller used: X-Arcade DIY

    Error messages received:

    B button (down)
    Timed out …

    etc.

    Guides Help used:

    Xarcade2Jstick – Map your Xarcade Tankstick to Game Pads and use it with RetroPie

    RetroPie not recognizing Xarcade Dual Tank Stick

    Output of lsinput:

    /dev/input/event0
    bustype : BUS_USB
    vendor : 0xaa55
    product : 0x101
    version : 272
    name : “XGaming X-Arcade”
    phys : “usb-3f980000.usb-1.4/input0”
    uniq : “”
    bits ev : EV_SYN EV_KEY EV_MSC EV_LED EV_REP

    /dev/input/event1
    bustype : BUS_USB
    vendor : 0xaa55
    product : 0x101
    version : 272
    name : “XGaming X-Arcade”
    phys : “usb-3f980000.usb-1.4/input1”
    uniq : “”
    bits ev : EV_SYN EV_KEY EV_MSC EV_LED EV_REP

    /dev/input/event2
    bustype : BUS_USB
    vendor : 0x1
    product : 0x1
    version : 4
    name : “Xarcade-to-Gamepad Device”
    bits ev : EV_SYN EV_KEY EV_REL EV_ABS

    /dev/input/event3
    bustype : BUS_USB
    vendor : 0x1
    product : 0x1
    version : 4
    name : “Xarcade-to-Gamepad Device”
    bits ev : EV_SYN EV_KEY EV_REL EV_ABS

    /dev/input/event4
    bustype : BUS_USB
    vendor : 0x1
    product : 0x1
    version : 4
    name : “SNES-to-Keyboard Device”
    bits ev : EV_SYN EV_KEY EV_REL

    Output of ls /dev/input:

    by-id by-path event0 event1 event2 event3 event4 event5 js0 js1 mice

    Output of jstest /dev/input/js0:

    Driver version is 2.1.0.
    Joystick (Xarcade-to-Gamepad Device) has 2 axes (X, Y)
    and 10 buttons (BtnX, BtnY, BtnZ, BtnTL, BtnTR, BtnTL2, BtnTR2, BtnSelect, BtnThumbL, BtnThumbR).
    Testing … (interrupt to exit)
    Axes: 0:-32767 1:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off

    Hope I put in enough information here. This is definitely above my pay grade. Any help would be grrrrreeeeeeeaaaaaaat.

    TIA

    LodanZark
    Participant

    Hellow everyone!

    I like to keep the save states, save games and extracting tmp folder outside of roms folder so I use the individual retroarch.cfg inside of each platform config folder to make it happen, it worked well in previews versions but I cannot make it work on retropie 3.1.

    The directories were previously created with permissions set to 777.

    Here is my retroarch.cfg

    # Settings made here will only override settings in the global retroarch.cfg if placed above the #include line
    
    input_remapping_directory = /opt/retropie/configs/gamegear/input_remapping/
    
    savefile_directory = /home/pi/RetroPie/srm/gamegear
    savestate_directory = /home/pi/RetroPie/sstate/gamegear
    extraction_directory = /home/pi/RetroPie/tmp/gamegear
    
    #include "/opt/retropie/configs/all/retroarch.cfg"
    #108251

    Topic: SNES pi

    in forum Peoples Projects
    severdhed
    Participant

    Here is my Pi-powered SNES.

    SNES

    Rear

    I initially picked up a dead SNES for $10. the power jack was broken off of the motherboard, it was full of dead bugs and just nasty in general. It was also incredibly discolored. I managed to brighten it up with peroxide, but it was very unevenly colored

    discolored

    after peroxide

    I wanted to minimize damage to the case, i did however modify the connector plate to accommodate the required connectors. HDMI, USb (for keybaord/mouse) and a standard USB type B jack for power.

    Back Panel

    at this point, i painted the shell with Charcoal colored Duplicor Vinyl and fabric coating.

    painting

    Painting

    i found some Rustoleum gloss purple plastic spraypaint that very closely matched the original purple buttons, so i put a few coats on the buttons.

    Buttons

    I cut some metal mesh from an old PC case and made panels to fill in the cartridge slot and eject button holes, since they are no longer needed. I painted them a medium gray, which very closely matches the original eject button color.

    painted

    i wired up the original controller ports to a mayflash dual snes to usb adapter i picked up on amazon. Keeping the original PCB intact also allows the original LED to draw power from the controller adapter.

    controllers

    I reused the original SNES power switch, but the reset switch had to be modified. i simply screwed down an arcade style microswitch to one of the original screw posts. used an elestic hair tie to replace the spring i lost for the reset switch slider. in this position, the switch is normally closed, so i had to wire it accordingly.

    switches

    for my power circuit, i didn’t want to use a flimsy micro usb connector, so i cut a usb type B connector from an old dead external hard drive enclosure and spliced it into a micro usb cable. the ground goes directly to the micro usb plug, the 5v line runs through the original snes switch.

    power

    i also made a small ethernet extension so i could connect to the lan if i need to.

    ethernet

    i had a ton of crap to fit inside this thing, i should have done it nicely, but it is just all shoved in there. there is a usb extension cable running to the back panel, as well as an HDMI extension. It is a mess, but it works.

    mess

    the ethernet jack wouldn’t fit in the back panel, and since i shouldn’t need it much once everything is set up, i mounted it under the expansion door on the bottom. that way i can still access it without opening it up, and i didn’t have to make any new holes. it is just held in place with tons of hot glue.

    ethernet jack

    here it is next to my unmodified snes.

    twins

    the power switch cuts the power to the pi, so it has to be shutdown properly before turning it off. I have no problem doing this from the emulationstation menu, but to make it easier on my kids (and to give the reset switch a purpose) i have the reset switch wired to the gpio header, and a script running that triggers a shutdown command when the reset switch is pressed. that way when you are done, just press reset, wait for it to shut down, then power it off with the power switch. I know i could have bought one of those mausberry things, but this was cheap and it works fine for me.

    Right now it is setup to play SNES, NES, turbografx and Genesis games. however my kids asked me to do a new project, so we are working on building a Pi powered Genesis next. eventually i’d like to do an NES and a playstation for dedicated action with the original controllers.

    I hope you enjoyed.

    #108250

    In reply to: My Arcade Project

    grey
    Participant

    [quote=108214]Nice job, are you using the xin-mo dual arcade controller to connect arcade stiks and buttons?

    [/quote]

    Sure am!

    pvgmusic
    Participant

    Hi,

    I use an dual boot image created by Steve Smith with retropie 3 and openelec.
    I try to install a xbox 360 controller.
    installed the xbox driver.
    After reboot light should flash player 1.
    That does not happen…..

    ps i use a wireless controller with play/charge cable…..or is that the problem?
    Or does it only work with a real wired controller…..

    Help anyone?

    Anonymous
    Inactive

    HI Everyone
    I’m new to all this so this might be a bit of a silly question!
    Is is possible to have audio sent through a USB adapter to a speaker, but also have the same audio going to HDMI?
    I ask because I’m building a small cabinet with a built in screen and speaker but I also want to have the option of HDMI out (through a HDMI splitter) for when I want to play on a big screen TV.
    Thanks!

    #108214

    In reply to: My Arcade Project

    devil78
    Participant

    Nice job, are you using the xin-mo dual arcade controller to connect arcade stiks and buttons?

    drokkster
    Participant

    Hi All

    I’m sure this is a simple one.

    I’m using a 12.1″ 4:3 LCD screen for retropie. The screen has a resolution of 1024×768.

    Initially emu’s were showing as 4:3 but not full screen. I went into the retropie menu in Emulation station and ‘retroarch/retropie configurations’ and set the ‘common/all’ config to be forced as 1024 x and 768 y

    Now SNES, Megadrive etc all populate the full screen.

    However this has not affected Mame(mame4allpi) or Neo-Geo so there is a large black border on the left/right of the screen.

    I assume this is because the ‘all’ option is just for retroarch configs?

    I went into the individual config for mame4all and neogeo and set it as 1024 x 768 y and rebooted.

    Still not showing in full screen on these emus.

    Any help would be appreciated.

    Thanks

    #108174
    Anonymous
    Inactive

    majerle9, thank you so much for this. I just recently updated my rp2 to retropie 3.1 (from 3.0 beta and have used other builds prior), because I ended up getting a larger (128 gig) micro sd. Prior to this version, I never had any issues with my dualshock 3 pairing properly at startup, or re-pairing after turning it of manually (holding the ps button for 10 seconds). As soon as I upgraded the build to 3.1 (from scratch, fresh image etc….) I could only get the dualshock to pair wireless properly after the initial setup. After that, if I shut down or re-started the pi2 it was random at best, and if I turned it off manually it would *never* re-pair.

    adding these two lines to /etc/rc.local (above zero)fixed everything perfectly!

    hciconfig device up
    hciconfig enable pscan

    I wish I understood what these two commands actually technically told the rc.local file to do, but it fixed all my issues. If anyone wants to enlighten me, I would appreciate it :-)

    I have also noticed as of this build (to me at least, and with my controller and setup), adding a delay “sleep” timer to the emulationstation script is no longer necessary after your game pad has been configured with emulation station at least once. After this, if you are in emulationstation well before the dualshock 3 is paired, and it has already been configured, all you have to do is hold down one button on the gamepad and it will go right into emulationstation without asking you to reconfigure it like previous versions. Has anyone else noticed or tried this? It should be documented because its a pretty fantastic new feature of the Retropie build (if it already has been mentioned, I apologize). Anyways, thank you again….and to Floob/Herbfargus and everyone who ever worked/works so hard on this project, and has helped me (via forum or videos) :-)

    gerd
    Participant

    Update: following dankcushions suggestion, I verified that there was no joypad config file (I don’t know why, in version 3.1 of retropie this was supposed to be created automatically, but apparently it doesn’t always happen). So I entered manually to the Retroarch setup configuration -> Input devices -> Joystick and pressed the buttons in the asked order.

    After that, all the emulators worked fine, except for the fact that the dualshock analog controls didn’t work (remember I’m using a twin Usb joystick, with two ps1/ps2 dualshocks plugged in). I could solve it by editing the file retroarch.cfg in /opt/retropie/configs/all/retroarch.cfg

    Two parts needed modification. First, set:

    input_libretro_device_p1 = “5”
    where p1 above is the player number, like p1, p2, etc

    Also, the D-Pad section needed to be modified (for 2 players) in the following way:

    # 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.
    input_player1_up_axis = -1
    input_player1_down_axis = +1
    input_player1_left_axis = -0
    input_player1_right_axis = +0
    input_player2_up_axis = -1
    input_player2_down_axis = +1
    input_player2_left_axis = -0
    input_player2_right_axis = +0

    oleguer
    Participant

    Hi all I read the readme.txt of lr-pcsx-rearmed herehttps://github.com/libretro/pcsx_rearmed/blob/master/readme.txt
    And read
    r-12
    + Caanoo: added vibration support
    r-14
    * Caanoo: reworked vibration support, should support more games

    What is this vibration??
    what I need to dualshock 3 can vibrate on games using retropie 3.0?? ((any control line?? any mod?? any update??))
    Thanks for the forum!! ;)

    dankcushions
    Participant

    so a wired ps3 controller gets the same error, even without using the dual USB thing?

    hmm, in that case I think you might need to configure it manually. i’m not sure why the scripts haven’t worked for you. i’ve had to do that myself recently for an arcade stick – I think you need to follow these instructions:

    dankcushions
    Participant

    this thread might help?

    Dual PSX Adaptor – only one working

    blueshap
    Participant

    I’ve been working on a Retropie Arcade cabinet, and I’d been having some trouble with getting the buttons to work. I later learned that the GPIO board wasn’t able to be used with retropie, so I bought this (http://www.amazon.com/gp/product/B00UUROWWK?keywords=usb%20encoder&qid=1445207699&ref_=sr_1_1&sr=8-1) USB encoder in hopes of getting the controls to work.

    The only problem is, I don’t know how to set it up. It’s acknowledged as a gamepad, but I have absolutely no idea about how to set up individual controls, let alone something like a joystick.

    gerd
    Participant

    Hi! This is the last step I need to make my retropie system (Rpi 2 with retropie 3.1 in SD image) work properly. I’m currently trying to use a twin USB controller (that means two ps1 dualshocks connected into a single USB adapter). At emulation station everything works fine and I can configure the pads. However, every emulator I run displays the message “twin USB joystick not configured” at the bottom of the screen in yellow while booting, and then the games don’t respond to them. How can I solve this?

    #107989
    Anonymous
    Inactive

    Good afternoon all,

    I’m trying to work out how I can set parameters for my individual C64 games.

    It seems that this should be possible, considering one can consider the emulator and resolution from the runcommand menu per game, however I do not know where the file / files are saved for these settings, nor if I can further configure the settings for other settings, such as joystick port 1/2, cartridge settings, etc.

    Any help much appreciated,

    Rob

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