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  • stanleyella
    Participant

    Hi. Luvvin Retropie but my controller works ok with N64 Mario World,F-Zero,Starfox but the fire button isn’t there in Duke Nukem,Live another day,Chopper Attack.
    Where’s the individual game settings,if any?
    Grateful for help.

    Anonymous
    Inactive

    Hi all, really need some help please.

    Pi2, 3.1 RetroPie image

    I have two PS3 controlled. One a dual shock 3 and the other is the plain SixAxis. Neither will pair to my Bluetooth dongle but work fine via usb. When I start and stop sixad from cmd line I get the bad buffer battery? Error on BOTH controllers however they work fine wireless on my PS3.

    Not sure what else to try as strangely BOTH controllers worked fine via Bluetooth using SAME dongle when I had my Pi 1 B with RetroPie 2.x

    So they were working on Pi 1 and do work on my PS3 wireless but won’t pair to Pi 2?

    elgur85
    Participant

    I’m using Logitech Dual Action on my Pi2 and that works as it’s supposed to.
    I have installed my Pi1 now, and trying to find what file I should edit.

    If I don’t remember wrong, the file I should edit is something like LogitechDualAction.*

    But I can’t find it anywhere so far. Does anyone know where this can be located? :)

    Anonymous
    Inactive

    hello people!

    i see on the wiki that libretro MGBA can have local same computer link cable support.

    is there a way we can use this on our raspberry pi’s?

    or is there another emulator like tgbdual but for gba games?

    #107621
    ezeitgeist
    Participant

    (1) How do I install it?

    (2) Any advice on switching P1 and P2 in games (either universally or individually)?

    #107566
    xd3l
    Participant

    Here’s my latest discoveries.
    I created a back up of my USB stick using Win32DiskImager:

    http://sourceforge.net/projects/win32diskimager/

    For what ever reason, DD was fine when creating a bootable USB stick out of my pre-made SD image(s), but was not suitable to use making a back up of my USB stick to my new larger USB drive.

    Anyhow, the Win32DiskImager backup worked perfectly! Now I am using Gparted to expand the Raspian and RetroPie partition, while moving OpenElec’s to the end. I’ll know if that worked here in a about an hour. “Note to self, purchase or steal super computer.”

    “EDIT: Resize with Gparted works!!!! This method requires two Operating Systems, but it does indeed work until I or someone can figure out how to do the backup images and cloning with DD or Clonezilla if anything.”

    I did notice that the image files can be compressed pretty well, assuming the partitions are not actually full such as the RetroPie image. Also, using the Img back up method, I realize it would be best to use as small as USB stick as possible to make your initial set up, create an image from that and the new SD (you can back up your large SD and move only the files you need to a smaller one), which will then greatly reduce the size of your image back ups and reduce the time spent creating your back ups. Now assuming it is possible to resize the new partitions created from the backup images, then once I or someone else figures out how to get your Dual Boot kit hosted on USB, a simple Win32DiskImager image could be uploaded and easily used.

    Here is the hard drive I’m using… cheap compared to SD hugh? :)

    http://www.ebay.com/itm/151745910857?_trksid=p2057872.m2749.l2649&ssPageName=STRK%3AMEBIDX%3AIT

    #107543
    xd3l
    Participant

    They claim there is a speed boost, though most of those guys are saying this when using a USB 3 stick which I don’t own. Plus this does not make sense because the Pi only has USB 2.
    That being said, it is faster than some SD cards, but the only speed boost I noticed was maybe a slightly quicker boot time, and some PSX games played less choppy or had the chop removed from them all together, I.E. Quake 2 when you open the first door to a large colorful room with an enemy in it. On the SD it struggles for a second, on the USB not at all.
    Also this spares your large and fast SD and allows you to use your old slow and small SD since it is only required to boot.

    Those small issues aside, yes, the SD cards can not handle as many read writes and will in the end fail long before a USB stick will. Also when ever you over clock your Pi (which I believe we all do for those emulation speeds), this still puts the SD card at risk. The risk is not as great as it was with the Pi 1, but it is still there.

    I was able to boot off my other USB stick using the triple boot guide I posted in your other thread, but was not able to convert your work over either, at least not the dual boot image as it’s the one I’m most interested in running at this point as I don’t find Raspbian to be very practical.

    So here is where I want to go:

    A: Stick with your Dual Boot kit and use a USB to store my roms, saves, art and such. I just need to know how.

    B: Go back and make my own Dual Boot from USB, and figure out a way to load up your boot screen on mine. I REALLY WANT THAT THING MAN!!!! :)

    EDIT: C: I forgot your reboot scripts, I want to know how you do that also, then I’ll figure out custom themes last.

    RetroPie installed and booting from USB?
    byu/tonyt3rry inRetroPie

    smithers
    Participant

    Hi.

    I offer this option in my builds by the means of an extra ‘Arcade’ system, which encompasses all arcade emulators under one ROM folder allowing you to assign each ROM to a specific emulator.

    The way I done it retains the original functionality and ROM locations of all individual emulators too (apart from advmame), so you can revert with no I’ll effect if needed.

    I’m happy to share how I done it if you’re interested. Its a relatively easy affair.

    #107504
    smithers
    Participant

    [quote=107280]Hey smithers thanks for all the work I have been using the old Kodi V4 that had the beta version of kodi and thought I would give the new OSMC build a go. I saw that the OSMC version available online is of the kodi 15.1 variety but when I loaded your dual boot one I found that it is still an older version of OSMC. I thought maybe I could do an in place update of the system and found it is throwing errors when trying to update through the OSMC settings. Is there any way to update this as I need a version that is using Kodi >= version 15 due to the MySQL database I use in my mixed windows/linux environments. If not I will need to move back to the openelec V4 with the beta kodi.

    [/quote]

    Hi.

    Sorry for delay in replying. So the reason I use an older version – Helix – is because I (and others) find that the v15 builds seem to have a few bugs in them which affects performance and reliability. Last build I tried was 15.2 and it wasn’t compatible with some of the addons I use but also I was seeing crashes / freezes quite often. Switching back to v14 solved all of this.

    I did release one (or two?) of my builds with KODI 15.2 if you look back through the postvyou could probably find it, if not I’ll post a link. You could rip out the KODI section of that build and pair it up with my latest RetroPie image then install via NOOBS – that would get you what you want.

    #107451
    nugg
    Participant

    Posted this in a subforum, and didn’t get any replies, so I thought I’d try posting here.

    Im a noob here, trying to learn as much as I can here. I wanted to have HDMI with the option of VGA on my retropie 2 board, so I installed the Gert VGA unit. Sadly I cant seem to get the video to output over VGA with Retropie. The software installation I followed was for a default Raspbian build and not for a Retropie build so that might be why I am having issues. The board claims to be able to output HDMI and VGA at the same time but upon further reading it sounds like setting up the software end of things isnt so simple for the dual output. I’m quite new to linux and the raspberry pi so my technical skills when it comes to linux and the software side of things is pretty limited. If anyone could help, it would be greatly appreciated.

    calathia
    Participant

    I have kodi + retropie dualboot made by smithers

    RetroPie / OpenELEC (KODI) Dual Boot Disc Image

    So yea, it could be hybrid.

    I found out why my n64 controls were so weird. Its mupen64plus and it uses InputAutoCfg.ini for controllers. So I must edit that. Not very elegant but maybe that is the only way to configure controller in mupen64plus

    #107359
    dankcushions
    Participant

    when you rebuilt the roms, did you get any errors? in my experience i’ve normally had to get a hold of the actual correct mame version (eg, 0.78 for lr-mame2003) as a base, and scan/rebuild to confirm the integrity of it.

    secondly, i’ve always put the entire contents of the mame set (or at least my rebuild) in the relevant directories. if you pick and choose individual .zips you could get into the situation where you’ve got a clone in there, but not the parent. only the parent zips are self-contained.

    #107325
    dork313
    Participant

    First like to say thank you for all your hard work.

    How do I set openelec to boot at default instead of retro pie?

    Whichever system you last used should be the one that boots next. For example, if you shutdown while using openelec, it will be what boots when you turn your system on. If you shutdown while using retropie it will be what boots.

    Sent from my VS980 4G using Tapatalk

    #107293
    dork313
    Participant

    Thank you so much. Your work has saved me. Is there anyway to expand the partition for openelec though? I have a 32gb sdcard and the majority goes to the retropie partition. I know this is to give room for games but I keep running out of space for kodi.

    Any help would be greatly appreciated.

    Sent from my VS980 4G using Tapatalk

    #107291
    ezeitgeist
    Participant

    Anyone got a help on this one? I tried adding the joypad config from the /all folder to the individual NES config folder, and changing the retroarch file in the NES to include a line of redirect (found it on reddit). It recommended switching in the cfg file the config that was backwards. I tried that and then NONE of the buttons worked in NES.

    Changed things back and am back to 1 … UP and DOWN still reversed from normal config.

    #107280
    fonze98
    Participant

    Hey smithers thanks for all the work I have been using the old Kodi V4 that had the beta version of kodi and thought I would give the new OSMC build a go. I saw that the OSMC version available online is of the kodi 15.1 variety but when I loaded your dual boot one I found that it is still an older version of OSMC. I thought maybe I could do an in place update of the system and found it is throwing errors when trying to update through the OSMC settings. Is there any way to update this as I need a version that is using Kodi >= version 15 due to the MySQL database I use in my mixed windows/linux environments. If not I will need to move back to the openelec V4 with the beta kodi.

    #107244
    turnipeater
    Participant

    Thanks, I decided on a clean install in the end, I just copied the individual files I wanted from micro sd to micro sd using Midnight commander. When creating backups in future however, I will follow the method you suggested!

    Sent from my iPhone using Tapatalk

    sharkyenergy
    Participant

    Hi all! i recently bought two of these:

    they work like a charm out of the box but I am having a few issues with the PSX:

    1) analog sticks are not working. If I set the mode from standard do analog in the config file then they work great, but all other buttons stop to work. In that case they work great inside the menu, but as soon as i open ANY console they stop working.

    2) I dont seem to be able to figure out how to enable vibration. Its a dual shock like controller but it is not recognized as dualshock and does not rumble…

    Thanks!

    #107162
    rapolsive
    Participant

    I used your dual boot image and was very happy with the vanilla kodi/es image on Pi2. I want to add this maybe to the “ports” folder in emulation station. First I probably need to install the Openbor on the pi and get that working then I will try to do your other steps to get it to appear on ES. I am a little shaky on doing scripts with the clunky editor but I am going to try doing them from text editors in windows and just dropping them in through SSH. There might even be options in the clients to make them executable otherwise I can either do that in putty or actually on the system. Cheers.

    #107051

    In reply to: 2 x joystick config

    enigma90
    Participant

    This sounds similar to my issue, I have also just completed the Instructables Guide and bought the XinMo USB only difference is I went for the LED version.

    I have managed go through terminal and followed your structions making a map

    This is what is in my retroarch.cfg and also my xin-moxin…cfg file

    input_device = “Xin-Mo Xin-Mo Dual Arcade”
    input_driver = “udev”
    input_player1_joypad_index = “1”
    input_player1_up_axis = “-1”
    input_player1_down_axis = “+1”
    input_player1_left_axis = “-0”
    input_player1_right_axis = “+0”
    input_player1_a_btn = “3”
    input_player1_b_btn = “4”
    input_player1_x_btn = “0”
    input_player1_y_btn = “1”
    input_player1_l_btn = “2”
    input_player1_r_btn = “5”
    input_player1_start_btn = “8”
    input_player2_joypad_index = “0”
    input_player2_up_axis = “-1”
    input_player2_down_axis = “+1”
    input_player2_left_axis = “-0”
    input_player2_right_axis = “+0”
    input_player2_a_btn = “19”
    input_player2_b_btn = “20”
    input_player2_x_btn = “6”
    input_player2_y_btn = “7”
    input_player2_l_btn = “18”
    input_player2_r_btn = “21”
    input_player2_start_btn = “9”

    However when I go into Emulation station the joystick etc works fine however when I load an emulator no configuration is there except when i press Button 0 it does everything :S on the same button i.e Start, A, B. All in one go

    I am a complete novice at programming etc so may need some more help. Is there any information I can copy and paste into a reply that you can let me know what’s right and wrong

    #107035
    evaspaceman
    Participant

    Thanks. I’m looking forward to trying the dual OSMC/Retropie build. I’d love to learn how to build these dual and triple builds with the scripts to switch. Any chance you would be willing to put together a how to guide?

    #107027
    smithers
    Participant

    Hi.

    Ok I have finished making a new OSMC / RetroPie Dual-boot installer and here is the link:

    [link removed]

    RetroPie is v3 and has my normal tweaks. No other changes to RetroPie other than enabling the OSMC script and disabling the KODI script.

    OSMC – I have tweaked my scripts to make them a bit more professional looking (compared to the last OSMC attempt), and have also installed and set up the Aeon Nox skin. I have left the OSMC skin applied as default, but you have the option of using Aeon if you like. Unfortunately the standard ‘Confluence’ skin does not allow custom scripts to be ran natively so I cannot add in my script to that skin.

    I have allocated 1.8GB to OSMC and the rest to RetroPie. This should allow sufficient space for anything including the Beast Build in OSMC (if it works in OSMC?).

    Hope this is what you were wanting – let me know if it works out ok for you.

    Cheers.
    Steve

    Anonymous
    Inactive

    I love getting the bezel artwork just right on my arcade games, and with the RetroArch versions of MAME and FBA it’s very customisable. For an example, let’s say we’re making artwork for the Simpsons arcade game, which is simpsons.zip in your roms folder.

    You will need:

    – an Overlays folder somewhere on your Pi. This will contain an image for each game with that game’s bezel artwork, and a .cfg file for each to tell Retroarch what to do with the image. For our example we’ll use /home/pi/mame-overlays.

    – a custom .cfg file in the rom folder for each game, which tells Retroarch which overlay to use and where to draw the screen.

    TO MAKE THE OVERLAY ITSELF

    – Go into Photoshop/GIMP/image editor of your choice and make a new transparent file of whatever size your screen resolution is. In a new layer, make a rectangle to represent the screen of the emulator. The size isn’t crucial, but particularly if you’re using shaders you might want to make it a whole multiple of the game’s original resolution. Colour the rectangle in whatever bright colour you want – it’s just there as a guide.

    – Paste in the images you want for the bezels etc, and move the images and the screen placeholder you just made into whatever arrangement you like. Here’s what your image should look like:

    Bezel guide

    The green is where you want the emulator’s screen to be, and the red is the instructions, bezel images and so on. The white areas are transparent.

    – Measure the pixel dimensions of the emulator screen, which are A and B on the diagram, and note them down somewhere. Then do the same with the distances of the emulator screen from the left and the top of the image – distances C and D in the diagram.

    – Now delete the emulator screen placeholder so you’ve just got a transparent image with the bezel images in the right places. Save the image as a transparent PNG and put it in the overlays folder on your Pi. For our example, let’s call it /home/pi/mame-overlays/simpsons.png.

    CREATING THE OVERLAY CONFIG FILE

    RetroArch has pretty powerful tools for creating overlays, as you can make fancy ones with working controls overlaid for touchscreen devices. We don’t need to worry about that here, though, our overlay is just a single image.

    Create a new text file, and paste in the following:

    overlays = 1
    overlay0_overlay = (path to your overlay image)
    overlay0_descs = 0
    overlay0_fullscreen = true

    That’s it. All we’re doing is telling Retroarch to use a particular image and to display it fullscreen. So, our example would look like this:

    overlays = 1
    overlay0_overlay = /home/pi/mame-overlays/simpsons.png
    overlay0_descs = 0
    overlay0_fullscreen = true

    Save your file in the overlays folder with the same name as the image file – in our example it would be saved as /home/pi/mame-overlays/simpsons.cfg.

    CREATING THE RETROARCH CFG FILE

    Now you need to create a .cfg file for each game you’ve made a bezel for. This contains settings which override the ones in the main retroarch.cfg, but just for one particular ROM file.

    Open a new text file and paste in the following – don’t paste the bits in brackets, they just explain what the different lines do:

    input_overlay_enable = true (Tells RetroArch to use an overlay.)
    input_overlay = [path to your overlay cfg file] (Tells RetroArch which overlay to use.)
    input_overlay_opacity = 1.0 (Tells RetroArch to display the overlay completely opaque.)
    input_overlay_scale = 1.0 (Tells RetroArch to scale the overlay to fullscreen.)

    Now, we need the values you noted down earlier when you made the overlay image. This bit tells RetroArch to display the emulator screen at a specific size and location on your monitor / TV.

    Paste in the following lines (again, not the bits in brackets):

    aspect_ratio_index = “22” (Tells RetroArch to use a custom “viewport”)
    custom_viewport_width = “A” (Tells RetroArch the width of the emulator screen)
    custom_viewport_height = “B” (Tells RetroArch the height of the emulator screen)
    custom_viewport_x = “C” (Tells Retroarch how far from the left of the monitor to draw the emulator screen)
    custom_viewport_y = “D” (Tells Retroarch how far from the left of the monitor to draw the emulator screen)

    In place of A, B, C and D put in your own values that you measured when making the overlay image. Here’s our example:

    input_overlay_enable = true
    input_overlay = /home/pi/mame-overlays/simpsons.cfg
    input_overlay_opacity = 1.0
    input_overlay_scale = 1.0

    aspect_ratio_index = “22”
    custom_viewport_width = “1152”
    custom_viewport_height = “864”
    custom_viewport_x = “384”
    custom_viewport_y = “108”

    Now we just need to save the .cfg file. It needs to be saved in your ROMs folder, named the same as your ROM file with .cfg on the end INCLUDING THE ORIGINAL EXTENSION – so in our example where we use simpsons.zip, we’d save the file as simpsons.zip.cfg.

    Now, when you start the game in RetroArch, it should come up with the overlay in just the right place.

    This method also works for anything else that plays in RetroArch – I use an overlay for all of my consoles, to give a very slight TV curvature and to display the console’s logo and a guide to the controller hotkeys.

    To apply an overlay to a whole console rather than an individual game, just follow the steps above but instead of saving a new .cfg file in the rom folder, just add or change those lines in the retroarch.cfg file in your console’s own folder in the configs directory.

    TROUBLESHOOTING

    There are a couple of things you can try if it’s not working, which actually apply to a lot of stuff on the Pi generally.

    – Are your file permissions okay? Check you have full access to the all the configs and images by typing the following at the console:

    sudo chmod -R 777 [path to your overlays folder]
    sudo chmod -R 777 [path to your roms folder]

    – Is the case on everything correct? Long time Linux users probably know this already, but to Linux, SIMPSONS.PNG is very different from simpsons.png. If you’re asking for one and the file’s called the other, it won’t find it.

    – Are your line-endings correct in the config files? If you made your configs on a Windows system, they may well have Windows-style line endings. To change this, check them in a text editor that displays EOL (end of line) characters. I find Notepad++ really good, and it can automatically change Windows to Unix-style line endings.

    Hope this is helpful to people! Any questions or issues, please feel free to reply or PM me.

    #106992

    In reply to: TRON themed N64 Shell

    MRKane
    Participant

    It had been a project I’d wanted to do for a while, and it ended up taking forever to make by the time I’d gone through and fixed every little hitch I hit. As for selling it (there’s always one) I’d be unwilling to let it go for anything under a massive price due to the horrible development time and issues I had to overcome technically. Flicking through the build photos I’ve narrowed it down to two really good ones, and there’s a block of text to follow explaining everything least someone wishes to do the same, and yes, I very much feel there’s not nearly enough Tron in our lives! ;)

    Block with Pi in
    Block with Pi removed

    To start with I wanted it to be a N64 and had a broken one (so this isn’t a Ben Heckable mod because it was DOA, but you could swap the board out…), I also wanted to operate things using the original switch, which is a dual position four pole switch (very unusual) and use existing openings for ports etc. I cut the PCB and stripped it by desoldering all components, then decided on that gap there keeping the mounts for the front ports and the switch itself. The power input for the Pi is on the upper left through a modified USB 1 port (the power supply also had to be butchered to fit the new port, and I did this so that it would be impossible to put the light supply into the Pi supply), the one beside it powers the lighting so they don’t need to go all the time (12V 0.8A standard socket). I actually ended up removing the LED at the front because it used just enough current to drop the supply to the Pi below 5.28V which I wasn’t happy with. I did also go through and replace the wires with some higher voltage high copper ones just to ensure the unit always got a good supply. On the upper right you can see a simple HD corner connector which acts as video out and the four pole 3.5mm extension for audio/RCA. Cigarette lighter for scale, and up beside that is the scavenged computer plug for connecting the lighting which was done using a LED strip that was threaded throughout the shell. I wanted the Pi to be removable so glued some velcro to the case and the shell to shoulder it from jolts. The USB and audio cables had to be shortened to get them to fit and they range from about 60mm through to 120mm. The front ports were drilled out and shaped with a rotary tool and the female end was whittled into shape to fit. The top cover was cut with the rotary, given a few layers of undercoat, and that fancy white translucent plastic is simply ice-cream container. Finally I spent weeks trying to get some sort of a cool design for the logo before finally giving up because all attempts looked “fuzzy” in comparison with the rest of the design. Total cost: about $140 with excessive shelf usage, total dev time: about three months.

    smithers
    Participant

    Hi all.

    There should be no problems with the install process for this build. Others have commented that it is working fine so the problem must be something at your end I’m afraid? Just to confirm – everything needs to be formatted strictly using Fat32, not exfat etc. I have tested this with a 16gb USB stick and 16gb and 32gb SD card and it works perfect for me. Maybe NOOBS doesn’t like large capacity USB sticks, but that is a total guess, and probably unlikely. All I can recommend is using a different method to format your USB stick as it is the stick that seems to be at fault if the OS choices are not showing. That or use a different USB stick altogether. I always use the same ‘USB’ build I compiled for NOOBS which works for my other dual boot builds so there is no reason why it won’t work for this too.

    As for the WiFi issue – I have bought a WiFi dongle to test it myself. I’ll post if I find the problem but no timescales yet, just when I get the time to tinker with it.

    nugg
    Participant

    Im a noob here, trying to learn as much as I can here. I wanted to have HDMI with the option of VGA on my retropie 2 board, so I installed the Gert VGA unit. Sadly I cant seem to get the video to output over VGA with Retropie. The software installation I followed was for a default Raspbian build and not for a Retropie build so that might be why I am having issues. The board claims to be able to output HDMI and VGA at the same time but upon further reading it sounds like setting up the software end of things isnt so simple for the dual output.

    I’m quite new to linux and the raspberry pi so my technical skills when it comes to linux and the software side of things is pretty limited. If anyone could help, it would be greatly appreciated.

    evaspaceman
    Participant

    [quote=106846]
    Have you somehow solve this problem?
    Getting ready to install, but I need to wi-fi worked.

    [/quote]

    Unfortunately, I have not. For that reason, I decided to stick with the dual boot image.

    #106844
    jbfortune
    Participant

    If you go into the individual retroarch.cfg file locaterd in /opt/retropie/configs/nes and add in

    input_player1_joypad_index = 0 <—– being the number of your pad (can see this at the bottom of the screen when loading a rom)

    Save the file and try again?

    calathia
    Participant

    Hello!

    I understand that I should only edit controller configurations. But like I said, editing those does absolutely nothing. I think program does not use autodetect? I could be the issue. Could you post your retroarch.cfg so I can compare mine.

    Here is mine, please inform if you see odd stuff there.

    
    ## 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 = /opt/retropie/emulators/retroarch/assets
    
    # 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 = 1280
    video_fullscreen_y = 720
    
    # 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 = true
    
    # Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio.
    video_force_aspect = false
    
    # Only scales video in integer steps.
    # The base size depends on system-reported geometry and aspect ratio.
    # If video_force_aspect is not set, X/Y will be integer scaled independently.
    # video_scale_integer = false
    
    # A floating point value for video aspect ratio (width / height).
    # If this is not set, aspect ratio is assumed to be automatic.
    # Behavior then is defined by video_aspect_ratio_auto.
    video_aspect_ratio = 1.77
    #1.333333 (4:3) Traditional SDTV
    #1.56 (14:9) 4:3/16:9 Compromise aspect ratio
    #1.6667 (5:3 Super 16mm)
    #1.77 (16:9) HDTV US standard 
    #1.78 (16:9) HDTV US standard alternate
    #1.6 (16:10) Common computer screen ratio
    #1.6667 (5:3) Common European widescreen standard
    #1.85 Common US widescreen cinema
    #2.39 Current widescreen cinema alternate
    #2.40 Current widescreen cinema alternate
    
    # 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 = /opt/retropie/emulators/retroarch/shader/crt/crt-hyllian-glow/crt-hyllian.glsl
    
    # Load video_shader on startup.
    # Other shaders can still be loaded later in runtime.
    #video_shader_enable = true
    
    # 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 = 12
    
    # 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 = 44100
    
    # 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 = sdl
    
    # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ...
    # audio_device =
    
    # Audio DSP plugin that processes audio before it's sent to the driver. Path to a dynamic library.
    # audio_dsp_plugin =
    
    # Directory where DSP plugins are kept.
    # audio_filter_dir =
    
    # Will sync (block) on audio. Recommended.
    # audio_sync = true
    
    # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
    # audio_latency = 64
    
    # Enable audio rate control.
    # audio_rate_control = true
    
    # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
    # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
    # audio_rate_control_delta = 0.005
    
    # Controls maximum audio timing skew. Defines the maximum change in input rate.
    # Input rate = in_rate * (1.0 +/- max_timing_skew)
    # audio_max_timing_skew = 0.05
    
    # Audio volume. Volume is expressed in dB.
    # 0 dB is normal volume. No gain will be applied.
    # Gain can be controlled in runtime with input_volume_up/input_volume_down.
    # audio_volume = 0.0
    
    #### Overlay
    
    # Defines a directory where overlays are kept for easy access.
    overlay_directory = /opt/retropie/emulators/retroarch/overlays
    
    # 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 =
    input_joypad_driver = udev
    
    # 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 = true
    
    # Show the input descriptors set by the core instead of the
    # default ones.
    # input_descriptor_label_show = true
    
    # Hide input descriptors that were not set by the core.
    # input_descriptor_hide_unbound = false
    
    # Directory for joypad autoconfigs.
    # If a joypad is plugged in, that joypad will be autoconfigured if a config file
    # corresponding to that joypad is present in joypad_autoconfig_dir.
    # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
    # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
    # Requires input_autodetect_enable to be enabled.
    joypad_autoconfig_dir = /opt/retropie/emulators/retroarch/configs/all/
    
    # 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
    
    #joypad hotkeys
    
    input_enable_hotkey_btn = 8
    input_exit_emulator_btn = 9
    
    input_save_state_btn = 4
    input_load_state_btn = 5
    
    input_player1_a_btn = 2
    input_player1_b_btn = 3
    input_player1_y_btn = 1
    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_up_axis = -1
    input_player1_down_axis = +1
    input_player1_left_axis = -0
    input_player1_right_axis = +0
    input_player1_enable_hotkey_btn = 8
    input_player1_exit_emulator_btn = 9
    input_player1_menu_toggle_btn = 0
    input_player1_load_state_btn = 4
    input_player1_save_state_btn = 5
    input_player1_reset_btn = 2
    input_player1_state_slot_increase_axis = +0
    input_player1_state_slot_decrease_axis = -0
    
    # 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_l2 =
    # input_player1_r2 =
    # input_player1_l3 =
    # input_player1_r3 =
    
    # Two analog sticks (DualShock-esque).
    # Bound as usual, however, if a real analog axis is bound,
    # it can be read as a true analog.
    # Positive X axis is right, Positive Y axis is down.
    # input_player1_l_x_plus =
    # input_player1_l_x_minus =
    # input_player1_l_y_plus =
    # input_player1_l_y_minus =
    # input_player1_r_x_plus =
    # input_player1_r_x_minus =
    # input_player1_r_y_plus =
    # input_player1_r_y_minus =
    
    # If desired, it is possible to override which joypads are being used for user 1 through 8.
    # First joypad available is 0.
    # input_player1_joypad_index = 0
    # input_player2_joypad_index = 1
    # input_player3_joypad_index = 2
    # input_player4_joypad_index = 3
    # input_player5_joypad_index = 4
    # input_player6_joypad_index = 5
    # input_player7_joypad_index = 6
    # input_player8_joypad_index = 7
    
    # Joypad buttons.
    # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
    # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. 
    # E.g. h0up
    # input_player1_a_btn =
    # input_player1_b_btn =
    # input_player1_y_btn =
    # input_player1_x_btn =
    # input_player1_start_btn =
    # input_player1_select_btn =
    # input_player1_l_btn =
    # input_player1_r_btn =
    # input_player1_left_btn =
    # input_player1_right_btn =
    # input_player1_up_btn =
    # input_player1_down_btn =
    # input_player1_l2_btn =
    # input_player1_r2_btn =
    # input_player1_l3_btn =
    # input_player1_r3_btn =
    
    # Axis for RetroArch D-Pad. 
    # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. 
    # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
    # input_player1_left_axis =
    # input_player1_right_axis =
    # input_player1_up_axis =
    # input_player1_down_axis =
    
    # Holding the turbo while pressing another button will let the button enter a turbo mode
    # where the button state is modulated with a periodic signal.
    # The modulation stops when the button itself (not turbo button) is released.
    # input_player1_turbo =
    
    # Describes the period and how long of that period a turbo-enabled button should behave.
    # Numbers are described in frames.
    # input_turbo_period = 6
    # input_turbo_duty_cycle = 3
    
    # This goes all the way to user 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
    # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.
    
    # Toggles fullscreen.
    # input_toggle_fullscreen = f
    
    # Saves state.
    # input_save_state = f2
    # Loads state.
    # input_load_state = f4
    
    # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
    # When slot is != 0, path will be $path%d, where %d is slot number.
    # input_state_slot_increase = f7
    # input_state_slot_decrease = f6
    
    # Toggles between fast-forwarding and normal speed.
    # input_toggle_fast_forward = space
    
    # Hold for fast-forward. Releasing button disables fast-forward.
    # input_hold_fast_forward = l
    
    # Key to exit RetroArch cleanly. 
    # Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc.
    # On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization.
    input_exit_emulator = escape
    
    # Applies next and previous shader in directory.
    input_shader_next = m
    input_shader_prev = n
    
    # Hold button down to rewind. Rewinding must be enabled.
    #input_rewind = r
    
    # Toggle between recording and not.
    # input_movie_record_toggle = o
    
    # Toggle between paused and non-paused state
    # input_pause_toggle = p
    
    # Frame advance when content is paused
    # input_frame_advance = k
    
    # Reset the content.
    # input_reset = h
    
    # Cheats.
    # input_cheat_index_plus = y
    # input_cheat_index_minus = t
    # input_cheat_toggle = u
    
    # Mute/unmute audio
    # input_audio_mute = f9
    
    # Take screenshot
    # input_screenshot = f8
    
    # Netplay flip users.
    # input_netplay_flip_players = i
    
    # Hold for slowmotion.
    # input_slowmotion = e
    
    # Enable other hotkeys.
    # If this hotkey is bound to either keyboard, joybutton or joyaxis,
    # all other hotkeys will be disabled unless this hotkey is also held at the same time.
    # This is useful for RETRO_KEYBOARD centric implementations
    # which query a large area of the keyboard, where it is not desirable
    # that hotkeys get in the way.
    
    # Alternatively, all hotkeys for keyboard could be disabled by the user.
    #input_enable_hotkey_btn = 8
    #input_enable_hotkey_btn = 12
    
    # 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
    
    # Enable touch input inside the menu.
    # menu_pointer_enable = false
    
    # Shows current date and/or time inside menu.
    # menu_timedate_enable = true
    
    # Shows current core inside menu.
    # menu_core_enable = true
    
    # 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
    
    #106689
    ukbootlegs
    Participant

    [quote=106578]Go into retropie setup script from within emulation station specific tab.

    Then go to install individual emulators from binary/source, and choose uae4all.

    [/quote]

    Thx

    smithers
    Participant

    [quote=106662]
    Although everything works on the OpenElec (Kodi) side, I do have an annoying little “bug”.
    When I click on a foldermap with the right-mouse button, normally it opens a properties-menu to edit, rename or add (depending on the folder selected), but now it just goes back one folder like “exit”,”backspace” or “Esc”. I’ve searched but I can’t find a setting where this can be changed.
    This “bug” was and is not present on your dualboot 7.2 build.

    Also the menu Music opens the Vevo addon instead of opening the standard menu to the music-library. This can be changed in the “System/Appearance/Skin” settings so not a big deal.

    [/quote]

    Yes this is likely my doing, due to my own keymap files. I should have removed them but obviously forgot! It easily fixed, all you need to do is remove ‘keyboard.xml’ and ‘mouse.xml’ from the following directory:

    /storage/.kodi/userdata/keymaps/

    Or of course you could edit the files to suit your own keyboard /mouse setup.

    As for the music thing – this is how the standard Beast Build behaves and I didn’t amend it at all other than to add in my ‘Games’ section / scripts. As you say it is easily amended to whatever you want.

    #106664

    In reply to: 2 x joystick config

    Anonymous
    Inactive

    That’s cracked it! Thanks so much!

    Is there a file that controls the XinMo bindings? I want to add an “Exit Emulator” key. Found this:

    /opt/retropie/configs/all/retroarch-joypads/Xin-MoXin-MoDualArcade.cfg

    Is that the one?

    Cheers,

    Andrew

    DNArjen
    Participant

    Hi,

    Thanks for this great build!
    Really smooth and slick, the Raspbian OS works just like a charm.

    Although everything works on the OpenElec (Kodi) side, I do have an annoying little “bug”.
    When I click on a foldermap with the right-mouse button, normally it opens a properties-menu to edit, rename or add (depending on the folder selected), but now it just goes back one folder like “exit”,”backspace” or “Esc”. I’ve searched but I can’t find a setting where this can be changed.
    This “bug” was and is not present on your dualboot 7.2 build.

    Also the menu Music opens the Vevo addon instead of opening the standard menu to the music-library. This can be changed in the “System/Appearance/Skin” settings so not a big deal.

    I’m still amazed and thrilled about the expanded capabilities and speed that comes in such a small box (Pi2) with your builds on it installed.

    Thanks and keep up the good work!!

    Cheers

    qrayg
    Participant

    Is there a way to set a specific controller key or disable the game launch menu from activating when “any” button is pressed during game launch?

    I’m using a DualShock 4 controller and the gyroscope triggers the game launch menu unless I keep the controller perfectly still (near impossible).

    If I could just set the hotkey to a specific controller key rather than ANY key it would make gameplay a little more seamless.

    I’m not sure the terminology for this feature or if it’s an EmulationStation or RetroArch setting. I did a ton of digging in the config files but couldn’t find anything.

    A little push in the right direction would be most appreciated.

    #106578
    haris1977
    Participant

    Go into retropie setup script from within emulation station specific tab.

    Then go to install individual emulators from binary/source, and choose uae4all.

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