peanut
Participant
Post count: 65

Launching a game from emulation station works really smooth… the game loads and seems to work perfectly… only the escape button works and arrowkeys and enter to exit the emulator

I tried editing the /home/pi/.gngeo/gngeorc file
I figured removing the hashtags for the keyboard settings just to see if the keyboard controls work

After editing even a tinybit of the neogeorc file the emulator stops working
what causes it to mess up?

# GNGEO Sample resource file

libglpath /usr/lib/libGL.so

# Where your rom (and bios) are?
rompath /home/pi/RetroPie/RetroPie/emulators/gngeo-0.7/installdir/share/gngeo/romrc.d

# and the driver file (copy it from the gngeo archive) ?
romrc /usr/games/lib/xmame/romrc

# Play in fullscreen?
fullscreen true

# Which blitter? 'gngeo --blitter help' for a list
# soft
# opengl
# yuv
blitter soft

# Which effect? 'gngeo --effect help' for a list
# none	
# scanline
# scanline50
# scale2x
# scale2x50
# scale2x75
# doublex
# sai
# supersai
# eagle
effect scale2x

# Enable the raster interrupt?
raster false

# scale the output image 
scale 1

# Have interpolation?
interpolation false

# Have sound?
sound true

# Shown FPS
showfps false

# autoframeskip control
autoframeskip true
sleepidle false

# enable joystick support ?
joystick true

# enable the 68k inline debuger? (disable the sound)
debug false

# Use hardware surface for the screen?
hwsurface false

# Convert all tile at loading time (insted on the fly)
convtile true

# Use PAL timing? (buggy)
pal false

# invert joystick order ?
invertjoy false

# Sample rate
samplerate 22050

# country?
# japan, usa, europe
country europe

# system type? arcade or home
system arcade

# NRX-style hotkey configuration
# Up to 4 hotkeys per player can be defined (
# Only fire buttons (A-D) can be combined
# A = 1, B = 2, C = 4, D = 8

# Samples:
# Map CD to P1 hotkey 0
p1hotkey0 4,8
# Map BC to P1 hotkey 1
p1hotkey1 2,4
#Map ABC to P1 hotkey 2
p1hotkey2 1,2,4
#p1hotkey3
#p2hotkey0
#p2hotkey1
#p2hotkey2
#p2hotkey3

# Joystick configuration
# Joystick mapping
# 0 <-> /dev/js0, 1 <-> /dev/js1, etc..
p1joydev 0
p2joydev 1

# Buttons/Axes configuration
# order : A,B,C,D,START,COIN,AXE_X,AXE_Y,AXE_X_DIR,AXE_Y_DIR
# AXE_X_DIR and AXE_Y_DIR is use to invert an axe
# ex: some joystick have the Y axe inverted (up <-> down). For them,
# use -1 for AXE_Y_DIR will solve the problem.
# hotkeys are optional (ie need not be mapped to buttons)
# use -1 to "unmap" a hotkey.
# Samples:
# hotkey0 = button 3, hotkey1 = button 0,
# p1joy     4,1,5,2,9,8,0,1,1,1,3,0
# No hotkeys
# p1joy     4,1,5,2,9,8,0,1,1,1

p1joy     2,3,0,1,5,4,0,1,1,1
p2joy     1,0,3,2,7,6,0,1,1,1

# Key configuration
# order : A,B,C,D,START,COIN,UP,DOWN,LEFT,RIGHT
# please see SDL_keysym.h for key definition
# or push F4 during game : the keysym code of
# keys will be printed (also work for joysticks) 
# same thing as joypads for hotkeys

# Azerty configuration: 
# p1: w,x,q,s,&,",up,down,left,right
# p2: l,m,o,p,é,',NUM 8,NUM 5,NUM 4,NUM 6
#p1key    119,120,113,115,38,34,273,274,276,275
#p2key    108,109,111,112,233,39,264,261,260,262

# Qwerty configuration:
# p1: z,x,a,s,1,3,up,down,left,right
# p2: l,;,o,p,2,4,NUM 8,NUM 5,NUM 4,NUM 6
p1key    122,120,97,115,49,51,273,274,276,275
p2key    108,59,111,112,50,52,264,261,260,262