Homepage Forums RetroPie Project Everything else related to the RetroPie Project How to key map mapping the keyboard for the I-PAC or other keyboard duplicator. Reply To: How to key map mapping the keyboard for the I-PAC or other keyboard duplicator.

#82595
yippyyay
Participant

PLAYER 2 YAY

i woke up this morning and tackled this project if only because of the pile of snow outside i don’t want to deal with.

if you read my original post from the top you are going to see how to properly set up player 1. it also points out some syntax you are going to have to recognize to make this work.

so the original code half way down the retroarch.cfg file looks like this.

# Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_"
# is for keypad keys):
#
#   left, right, up, down, enter, kp_enter, tab, insert, del, end, home,
#   rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus,
#   f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12,
#   num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown,
#   keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9,
#   period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock,
#   tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket,
#   backslash, rightbracket, kp_period, kp_equals, rctrl, ralt
#
# Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, 
# rather than relying on a default.
input_player1_a = x
input_player1_b = z
input_player1_y = a
input_player1_x = s
input_player1_start = enter
input_player1_select = rshift
input_player1_l = q
input_player1_r = w
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
# input_player1_l2 =
# input_player1_r2 =
# input_player1_l3 =
# input_player1_r3 =

pay attention to the ” hash tags / pound sign / shift 3 / # ”
i’m just going to use “#” for my sanity. yes i’m poking fun at pop culture
you are going to notice that some of the lines don’t have the “#” beside them.
these are the spots you are going to add lines to.

i would suggest you just copy paste these line so you get something that looks like this.

# rather than relying on a default.
input_player1_a = x
input_player1_b = z
input_player1_y = a
input_player1_x = s
input_player1_start = enter
input_player1_select = rshift
input_player1_l = q
input_player1_r = w
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
input_player1_a = x
input_player1_b = z
input_player1_y = a
input_player1_x = s
input_player1_start = enter
input_player1_select = rshift
input_player1_l = q
input_player1_r = w
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
# input_player1_l2 =
# input_player1_r2 =
# input_player1_l3 =
# input_player1_r3 =

pay attention to the fact that all the lines that you can use are jammed together between the lines with the “#”

Then turn half the lines from Example old input_player1_up = up into Example new input_player2_up = up

so now half the lines should read player 1 and the other half the lines player 2 like this example.

# rather than relying on a default.
input_player1_a = x
input_player1_b = z
input_player1_y = a
input_player1_x = s
input_player1_start = enter
input_player1_select = rshift
input_player1_l = q
input_player1_r = w
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
input_player2_a = x
input_player2_b = z
input_player2_y = a
input_player2_x = s
input_player2_start = enter
input_player2_select = rshift
input_player2_l = q
input_player2_r = w
input_player2_left = left
input_player2_right = right
input_player2_up = up
input_player2_down = down
# input_player1_l2 =
# input_player1_r2 =
# input_player1_l3 =
# input_player1_r3 =

the last thing you need to do is change the key’s over to the whetever key’s you are going to use for your Keyboard Duplicator or I-Pac. like this example

# Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_"
# is for keypad keys):
#
#   left, right, up, down, enter, kp_enter, tab, insert, del, end, home,
#   rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus,
#   f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12,
#   num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown,
#   keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9,
#   period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock,
#   tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket,
#   backslash, rightbracket, kp_period, kp_equals, rctrl, ralt
#
# Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, 
# rather than relying on a default.
input_player1_a = ctrl
input_player1_b = alt
input_player1_y = shift
input_player1_x = space
input_player1_start = num1
input_player1_select = num5
input_player1_l = z
input_player1_r = x
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
input_player2_a = a
input_player2_b = s
input_player2_y = q
input_player2_x = w
input_player2_start = num2
input_player2_select = num6
input_player2_l = i
input_player2_r = k
input_player2_left = d
input_player2_right = g
input_player2_up = r
input_player2_down = f
# input_player1_l2 =
# input_player1_r2 =
# input_player1_l3 =
# input_player1_r3 =

Lucky You if you are using the Ultrimarc I-Pac you can copy the last example and get player 1 and 2 running.

NOW I’M GOING TO GO PLAY SOME VIDEO GAMES!!!